Thursday, July 16, 2026

The Order of Fate

The Order of Fate

A Knightly Order of Absalom


Overview

The Order of Fate is the most influential knightly order in the known world and serves as both the ruling institution of the Island Kingdom of Absalom and humanity's foremost defense against supernatural threats. Its members, known as Fate Knights, are warriors, statesmen, diplomats, scholars, and guardians whose service often spans centuries.

Founded upon the teachings and sacrifice of the immortal hero Aroden, the Order has endured for over 1,700 years. Though originally dedicated solely to defending humanity from darkness, its responsibilities have expanded over time to include governing Absalom, maintaining peace among nations, and preserving one of the greatest civilizations in history.

Today, following the devastating losses of the Worldwound, the Order stands at a crossroads. With only around 400 active Fate Knights remaining, old debates about duty, purpose, and the future of the Order have become more important than ever.


History

Aroden the Wanderer

Long before the founding of Absalom, Aroden traveled the world as a champion of the Light. Wearing simple robes and carrying only the tools necessary for his journey, he fought demons, monsters, tyrants, and other threats wherever they appeared.

As his reputation grew, warriors, scholars, and adventurers sought him out. These followers traveled alongside him, learning his philosophy and methods before departing to carry his teachings throughout the world.

Though Aroden never intended to create an organization, his followers would later form the foundation of the Order of Fate.


The Founding of Absalom (1 AR)

In the year 1 AR, Aroden raised the Starstone from the depths of the Inner Sea and established the city of Absalom upon the island that now bears the same name.

The effort cost him his life.

Legend tells that as Aroden died upon the shore, his blood mingled with the divine power of the Starstone. This transformed the artifact and forever altered the destiny of humanity.

From that day forward, up to twelve individuals each year could touch the Starstone and receive its blessing.

The followers of Aroden founded the Academy of Fate and the Order of Fate to ensure those chosen would possess the wisdom and character necessary to wield such power responsibly.


The Gift of the Starstone

The Starstone grants extraordinary gifts to those deemed worthy.

A Fate Knight blessed by the Starstone:

  • Ages extremely slowly.
  • Is immune to disease and natural illness.
  • Possesses heightened potential in mind, body, and spirit.
  • May continue serving for centuries.

Despite being commonly called "immortals," Fate Knights are not truly immortal. They may still be killed through violence, accidents, magic, or other means.

No Fate Knight has ever died of old age. Though given enough time they start to show age. 


The Academy of Fate

Located at the Starkeep in the city of Absalom, the Academy of Fate serves as the primary institution responsible for training future Fate Knights.

Each year:

  • Approximately 40 students are selected.
  • Students undergo four years of training.
  • Education includes:
    • Combat
    • Leadership
    • Diplomacy
    • Stewardship
    • History
    • Information gathering
    • Strategy
    • Ethics

At graduation, only 12 candidates are chosen to receive the blessing of the Starstone and join the Order.

Selection is based on:

  • Skill
  • Character
  • Leadership potential
  • Current needs of the Order
  • Long-term value to humanity

Not all selected candidates are warriors. Administrators, diplomats, scholars, spies, and mages are equally valuable to the Order's mission.

Graduates who are not selected often move into prestigious positions throughout the government of Absalom.


Structure of the Order

The Order is organized around several major paths of service.

Path of the Sword

The warriors of the Order.

Responsibilities include:

  • Demon hunting
  • Monster slaying
  • Military leadership
  • Crisis response

These Fate Knights are most often encountered beyond the borders of Absalom.


Path of the Crown

The administrators and governors.

Responsibilities include:

  • Government administration
  • Tax oversight
  • Banking supervision
  • Law enforcement
  • Infrastructure management

They ensure Absalom remains prosperous and stable.


Path of the Veil

The diplomats and intelligence specialists.

Responsibilities include:

  • Ambassadorships
  • Espionage
  • Political negotiation
  • Information gathering

Many foreign rulers consider members of the Veil among the most dangerous Fate Knights.


Path of the Flame

The teachers and recruiters.

Responsibilities include:

  • Training cadets
  • Preserving history
  • Identifying promising candidates
  • Maintaining traditions

They serve as the guardians of the Order's accumulated wisdom.


Path of the Star

The scholars and researchers.

Responsibilities include:

  • Studying the Starstone
  • Researching magic
  • Investigating ancient threats
  • Preserving forbidden knowledge

Their work often remains hidden from the public.


Rank Structure

Cadet

Students of the Academy of Fate.


Knight

Full members of the Order who have received the blessing of the Starstone.


Master Knight

Experienced Fate Knights recognized as masters of their field.

Typically possess decades or centuries of service.


Arch-Knight

Senior leaders responsible for major military, political, diplomatic, or academic institutions.


One of the Seven

Members of the Grand Council.

The highest governing body of Absalom.


Grand Master

Leader of both the Order of Fate and the Kingdom of Absalom.

Elected by the entire Order.

Serves for life.

Also chairs the Grand Council.


Government of Absalom

Absalom is governed by the Grand Council, commonly called The Seven.

The Council consists of:

  • The Grand Master
  • Six additional High Seats

Together they oversee:

  • National defense
  • Foreign policy
  • Trade
  • Infrastructure
  • Law
  • Finance
  • Internal security

Most high-ranking government positions throughout Absalom are held by Fate Knights.


The Empty Seat

An eighth chair sits permanently within the Council Chamber.

No one may sit in it.

The seat belongs symbolically to Aroden and serves as a reminder that all authority ultimately exists to serve humanity.


The Knighting Ceremony

Upon selection, candidates undergo the final rites necessary to join the Order.

The Vigil

Candidates spend seven days in contemplation and isolation before the ceremony.

During this time they reflect upon duty, sacrifice, and the responsibilities they are about to accept.


The Touching

The candidate approaches the Starstone and receives its blessing.

Each experience is unique.

Some experience visions.

Others relive memories.

Some report hearing voices.

Others experience only silence.


The Naming

After receiving the blessing, the candidate is formally knighted.

The Order grants each new Knight a ceremonial title or moniker.

Examples include:

  • Dawnshield
  • Stormwalker
  • The Unbroken
  • Ironheart
  • Silver Flame
  • The Resolute

The title becomes part of the Knight's identity and may eventually eclipse their birth name entirely.


The Oath of Fate

Though wording varies slightly between generations, every Fate Knight swears an oath of lifelong service.

A common version reads:

"I stand against darkness wherever it gathers.

I place duty before comfort, service before glory, and humanity before self.

I shall protect the innocent, oppose the wicked, and bear the burdens others cannot.

So long as breath remains within me, my life belongs to the Light and to the world it illuminates."


The Worldwound (1606 AR – 1718 AR)

The greatest crisis in the history of the Order.

For over a century, a breach between the world and the Void allowed vast armies of demons to invade.

Thousands of Fate Knights died fighting to contain the threat.

Entire generations of heroes were lost.

Many of the Order's most experienced leaders perished.

Although the Worldwound was eventually sealed, the victory came at tremendous cost.


The Current State of the Order (1719 AR)

The Order currently maintains approximately 400 active Fate Knights, the lowest number since its earliest centuries.

For the first time in living memory, many fear for the future of the Order.

The question facing every Fate Knight is no longer merely how to protect humanity—but whether the Order itself can survive.


Internal Factions

Though united by oath, Fate Knights often disagree about the future of the Order.

The Purists

Motto: "Walk as Aroden walked."

Purists believe the Order has strayed from Aroden's original mission.

They favor:

  • Direct action against evil
  • Demon hunting
  • Simplicity and humility

Many wear plain brown robes over their armor in imitation of Aroden.

Common criticism:

"Half our Knights sit behind desks while darkness spreads."


The Regents

Motto: "Without Absalom there is no Order."

Regents believe maintaining Absalom's power is essential to protecting humanity.

They favor:

  • Strong government
  • Economic growth
  • Political influence
  • Strategic stability

Most senior administrators belong to this faction.

Common criticism:

"A strong kingdom protects more lives than a lone hero."


The Rainbow Guard

Motto: "The Light must guide the world."

The Rainbow Guard seeks closer ties between the Order and the faith known as The Light.

They favor:

  • Greater religious influence
  • Holy crusades against evil
  • Moral leadership
  • Spiritual renewal

Many younger Knights and veterans of the Worldwound support this movement.

Common criticism:

"The Worldwound proved humanity cannot survive without faith."


Oathbreakers

Not every Fate Knight remains faithful to their oath.

Some abandon the Order entirely.

Reasons vary:

  • Trauma
  • Exhaustion
  • Disillusionment
  • Personal ambition

It is believed that roughly one hundred former Fate Knights live scattered throughout the world.

Most live quietly and are left alone.

However, those who abuse their gifts or prey upon others are hunted relentlessly by a small and secretive branch of the Order known informally as the Wardens of Fate.


Reputation

To common people, Fate Knights are legendary figures.

Some are revered as heroes.

Some are feared as immortal rulers.

Some are viewed as living saints.

Others see them as an ancient aristocracy clinging to power.

Whatever one's opinion, few can deny their influence.

For over seventeen centuries, Fate Knights have shaped the fate of kingdoms, fought humanity's greatest enemies, and stood as guardians of the world against the darkness beyond.

Map of Jalmeray


 

Wednesday, July 15, 2026

Katapesh

Katapesh is a nation of trade located on the eastern coast of Garund that sells all conceivable goods, no matter how mundane or bizarre. Traders converge on the nation's bazaars from around the world, even from other planes. Flesh is among its major exports, Karapesh is the #1 market place for slaves.

Pactmasters

The Pactmasters are a coalition of five witchwyrds who rule over Katapesh. They are known as Angruul, Jinvar, Krimiltuk, Morvithis, and Tzandarkon.

The Pactmasters stand 7 feet tall, and are covered in layered robes, to hide bodies that seem unnaturally thin. Topping all of this is a mask of gold, silver, or other precious metals and gemstones. No one can say for certain what the Pactmasters look like under their masks and robes, or even if they look like any other creatures in Golarion. Rumors abound that one would be driven mad to look upon a Pactmaster's face. Despite their great height, their form and speech are clearly humanoid.

History

In 1425 AR, having determined Golarion as a good place to establish a mercantile empire, five witchwyrds took over Katapesh City and dubbed themselves the Pactmasters. Their sudden appearance is widely speculated upon. Some say the Pactmasters marched into the city by night, at the head of an army of soldiers, and crushed the leaders of the various bandit gangs occupying the city. Others say they arrived in airships—perhaps starships, though accounts of the events conflict too much to confirm—that terrified the bandits such that they fled into the desert. Using ruthless tactics over a 100-year period, the Pactmasters molded Katapesh into a large market country.

Opposition

The Pactmasters' rule has been viewed as fair but harsh, which has inspired opposition. As of 1719 AR, the Unseen Hand network and its anonymous leader was the most prominent of these groups.

Geography

Katapesh encompasses many different land types and climates. To the north the Brazen Peaks mountains block the way to Osirion. Foothills and mountain passes offer passage to the northern country but, because of the ferocious kholo of the Brazen Peaks, most travelers prefer to reach Osirion by ship. South of the mountains, warm green savannas stretch for miles where tall trees offer moderate shade. Thin rivers and still pools provide water for the animals like camelopards, Katapeshi lions, gazelles, and more. Around a few hot spots where there are underground heat vents, the water turns murky and sulfurous, fostering small jungles.

Farther south still, the plains dry up into arid stretches of desert. This area is considered the breadbasket of Katapesh from which its citizens' livelihoods spring. The farmers there use the bulbous, spiny cacti to produce pesh, a pleasantly euphoric, mildly addictive drug. To the west, the deserts shift to rocky flatland that rises to become the Barrier Wall mountains. The eastern jagged coastline of Katapesh along the Obari Ocean creates numerous natural harbors for the ships. The satellite island in the Obari Ocean holds the second-most important city of the nation of Katapesh, Okeno.

Most settlements and inland trade routes are around the edge of Katapesh.

Climate

The weather in Katapesh tends to be fairly stable and dry year-round. The western and northern mountains push any moisture south, leaving the north of the country much drier than the southern savannah. Twice a year, the prevailing winds off the Obari Ocean collide with warm, moisture-filled fronts from the Mwangi Expanse, creating fierce thunderstorms throughout the land, which can last for several weeks. These rains provide the majority of precipitation for the year and fill small endorheic lakes throughout the drier lands, creating small, temporary oases.

Inhabitants

Katapesh's inhabitants are a diverse lot, dominated by Keleshite humans but intermixed with traders from across Golarion. The most common human ethnicities found in Katapesh are Garundi, Keleshite, and Vudrani. The Badawi, the desert natives in Katapesh, are nearly all Keleshites.

Many dwarven settlements, abandoned or still occupied, are located on the Barrier Wall mountains. Local halflings command good wages as hired servants to traders and merchants. Most of the gnomes in present-day Katapesh live in the city of Katapesh, and the town of Finderplain has stood for 300 years as a waypoint for gnomes traveling south of the Inner Sea. The ratfolk known as Drumish Dashers live within and around Katapesh's markets, caravanserais, and any other centers of trade.

Div-blooded cambions, commonly known as spitespawn, also live in Katapesh and are most often found peddling false friendships that eventually enable them to destroy the happiness of those closest to them.

Tuesday, July 14, 2026

Jalmeray

Jalmeray (pronounced JAHL-meh-ray) is a large island-nation in the Obari Ocean off the coast of Nex. For the past 1,500 years, it has been ruled by Vudran nobles as the westernmost of that land's so-called Impossible Kingdoms.

Visit of Khiben-Sald

In 263 AR, the legendary maharaja of Vudra, Khiben-Sald, visited the Inner Sea region at the head of a fleet of 101 Vudran ships. Khiben-Sald's first port of call was the Nexian capital of Quantium, and in short order, he became a firm favorite of Nex's court. At the time, hardly anyone in Avistan or Garund had ever seen a Vudrani before.

The maharajah and his expansive entourage overstayed his welcome in Nex's court, causing the archmage to view him as an expensive burden and possible threat to his own ambitions. To diplomatically resolve the potential conflict, the archmage Nex granted Khiben-Sald dominion over the neighboring island of Jalmeray. For a decade, Khiben-Sald and his travelling court erected temples and monuments on the island using bound mages to help in their construction. Vudran culture, particularly its art and dress, made a lasting impression on that of Nex during this time as Vudran merchants, prophets, and explorers arrived in growing numbers.

Neither Nex nor Khiben-Sald consulted the native Sunghari about their claims, though Khiben-Sald was intrigued by them. He gave them an option: serve him or leave. Most accepted Khiben-Sald's gifts, but many chose exile and relocated to the nearby island of Kaina Katakha to retain their freedom. The maharajah largely left them in peace there, but treated the island as his personal preserve of exotic natives.

Rule of the Arclords

After staying for a decade, Khiben-Sald and his considerable entourage departed Jalmeray in 273 AR, leaving behind numerous buildings, monuments, and bound mages. Some of the Sunghari people also joined Khiben-Sald and traveled to Vudra. Shortly thereafter in 276 AR, the archmage Nex vanished. Nex's disappearance led to infighting within his realm, which triggered the next migration to the island.

One of the factions that was vying for the leadership of the now rulerless nation of Nex were the Arclords. After centuries of conflict, they failed and were forced into exile in 279 AR. Many of the Arclords chose Jalmeray as their new home, settling on the beautiful island. The Arclords hoped to be able to influence events in their nearby homeland, and either tried to modify the wonders left behind by Khiben-Sald or, more often than not, simply seal them up and ignore them.

The Arclords were much less charitable to the remaining indigenous Sunghari on the island of Kaina Katakha. They considered them trespassers and wiped them out with magic, reducing the small island to ash and rubble. The genocidal act left only the Sunghari who traveled to Vudra to carry on their culture. During this time, Jalmeray also repulsed an attack from Qadira.

Vudrani return

In 822 AR Vudrani rajahs returned, their exotic ships arriving in large numbers at the port of Niswan on Jalmeray's western coast. The Vudrani who arrived claimed to be descendants of the legendary Maharaja Khiben-Sald, and despite the improbability of this—it had been almost 500 years since Khiben-Sald had visited—these rajahs produced legitimate genealogies to support their claims. Surprised at what had become of the island of Jalmeray and the strange people they found occupying it (at least from their perspective), the Vudrani politely asked the Arclords to vacate the island. When the Arclords refused, the rajahs resorted to more drastic methods: their army of bound mage destroyed all but one of the Arclords' ships and ejected the interlopers.

Along with the Ashawar Lancers, the Vudrani he brought an army of 14 mages with power of elemental water, who battered the island with relentless storms that sank all but one of the Arclords' boats. Thoroughly defeated, the Arclords abandoned Jalmeray to the Vudrani, who set about opening the sealed monuments and reviving its guardians. Jalmeray has remained under the control of their descendants ever since. Aside from yet another ill-conceived attack from Qadira, Jalmeray has remained a relatively peaceful nation since that time.

Homesick groups of the Sunghari people also returned from Vudra, with many settling in Niswan while pleading a case with the island's government for its lands to be returned to them.

Government

In theory, Jalmeray is ruled by an undisputed monarch, Kharswan, the Thakur of Jalmeray since 1708 AR. In practice, however, the Thakur's power is limited to as far as his voice can carry. The country is actually ruled by the noble families, powerful mystics, and mighty masters of the island's monasteries, known as the Maurya-Rahm. These influential people oversee the day-to-day running of the country, while the Thakur tends to spend his days writing poetry, attending to his harem of wives, and pitting his advisors against one another to prevent any one of them from becoming too powerful.

Foreign relations

Except for a number of unsuccessful invasion attempts by Qadira, Jalmeray has had generally peaceful relations with its neighbors, even its more notorious ones such as Geb and Katapesh. The Aspis Consortium has tried to expand its trade in Jalmeray lately.

Sunghari relations

The Thakur has heard Sunghari requests for the island to be returned to them but suggests that fulfilling such requests is now impossible. However, the Thakur has also worked to help the Sunghari people maintain and strengthen their culture as the first steps toward attempting to right the historical wrongs inflicted upon them.

Climate and ecology

The island's climate varies widely between areas, perhaps as a consequence of the elemental creatures that reside there. Niswan is beset by cold winds and sometimes even snow, while the northern tip of Jalmeray is covered in the verdant mountainous jungles.

The island is vulnerable to the powerful storms and occasional hurricanes that form in the Obari Ocean, with the island's genies able only to reduce their strength. While most such storms avoid direct landfall, the few that strike can cause widespread devastation.

Plants and animals imported from Vudra likewise compete with the island's natural flora and fauna. The southern Segang Jungle was replanted and repopulated with life from Vudra by Thakurani Thanyuavi whose delicate balance has been carefully maintained since. The northern Ghasi Jungle hosts dangerous snakes, crocodiles, and insects. Reclusive athamarus introduced by faydhaans repel many waterborne predators.

Other islands

The borders of the nation of Jalmeray also extend to its smaller adjacent islands: cursed Gho Vella off the northeastern coast, and criminal haven Veedesha, artistic Grand Sarret, and haunted Kaina Katakha around Bagia Bay to the west.

Economy

Through its primary port of Niswan on the western Bagia Bay, Jalmeray produces and trades in a variety of goods. Despite its size, the verdant island's various climates allow it to export a wide array of mundane trade goods, including lumber and gemstones, spices, salt, textiles, and seafood. It also produces armor, weapons, books and literature, and magic items, as well as luxury goods such as jewelery and artwork. The island nation is also a shipbuilder. Jalmeray's spices and hardwoods are particularly valued by the Mbe'ke dwarves of the Terwa Uplands.

Martial arts

The Monastery of Unblinking Flame, one of Jalmeray's Houses of Perfection.

The inhabitants of Jalmeray include an unusually high number of monks, and the island is home to dozens of monastic orders. The prowess of their martial artists is renowned across continents, and the three Houses of Perfection (the Monastery of Untwisting Iron, the Monastery of Unfolding Wind, and the Monastery of Unblinking Flame) are the most sought-after monasteries teaching the martial arts in the Inner Sea region.

To qualify for training at one of the Houses of Perfection, the potential applicant must complete daunting entrance trials, such as racing a jaathoom that is as swift as the wind, wrestling a stony jabali, and outwitting a cunning ifrit. The many who fail to pass these rigorous tests but still show potential can find training at one of the lesser centers of martial learning on the island, while those who show no aptitude for the martial arts are politely asked to leave Jalmeray—once—after which they are forced to leave.

The few who are accepted are pushed to develop physical perfection combined with mental and spiritual balance and an unusual form of magic gleaned from the opened mind. Members of the three greatest monasteries are renowned and respected throughout the Inner Sea region, even if they are not fully understood or trusted. Parents of wealth and power from across the region sometimes send their children to Jalmeray to be trained by the martial arts masters. These students often form strong bonds with the people of the island nation that transcend the worldly concerns of their parents.

The monks of these monasteries compete with one another in a tournament once every decade known for its grueling challenges called the Challenge of Sky and Heaven. Thakur Kharswan, along with his extensive council of advisors called the Maurya-Rahm, actively supports various competitions, including the esteemed Solemn Sky Duel of Masters. This renowned event attracts skilled combatants not only from the Inner Sea region but also from all corners of the globe.

Center of learning

Jalmeray has amassed unimaginable wealth through trade, but its true renown lies in the realm of knowledge and philosophy. Here, academia seamlessly intertwines with religion, with temples serving as sanctuaries of learning and libraries housing exquisitely illustrated copies of sacred texts. Countless shrines dedicated to a vast array of deities offer written wisdom on the diverse paths to spiritual enlightenment. Within Jalmeray's cities, one can find prestigious schools catering to every discipline and profession, be it magic, poetry, political intrigue, or the art of seduction.

Nex

Nex (pronounced NEKS) is a cosmopolitan realm on the southeastern coast of Garund filled with arcane wonders and ancient scars. It was established by the mighty wizard-king Nex, who vanished 1,000 years ago.

History

The nation now known as Nex grew up around the ancient city-state of Quantium. During the Age of Destiny, the ambitious archmage Nex gained control over Quantium and subjugated the nearby cities of Oenopion and Ecanus, which became the foundation of the kingdom bearing his own name. Over the following centuries, Nex travelled Golarion and the Great Beyond, and brought the treasures he found and the magical knowledge he discovered back to his kingdom. He trained hundreds of wizards in the secrets he discovered, and magic to improve and protect his realm. Filled with unwavering confidence in his achievements, Nex pressed on, leading his formidable armies of constructs even deeper into the southern territories. Their destination was the once-fertile farmlands of an abandoned Osirian farming colony, now under the control of the formidable necromancer-lord, Geb.

War with Geb

In -892 AR, Nex's territorial ambitions brought him into conflict with Geb, the neighboring kingdom to the south. Thus began Nex's legendary conflict with the necromancer Geb that would change both wizards and their nations forever.

The war between the two powerful wizards lasted over 1,000 years, as each had found methods of greatly prolonging his life. Geb devastated the land of Nex with powerful necromantic magic. The Nexian cities were protected by magical wards but the rural areas became a barren wasteland that remains to this day. The land between the two nations became so thoroughly contaminated by their magical warfare that, by 149 AR, it was permanently transformed into the spellblighted desert known as the Mana Wastes.

Disappearance of Archmage Nex

In 576 AR, Geb launched a potentially decisive attack on Quantium, covering Nex's capital in a lethal fog which killed thousands of its citizens. Nex fled into the Refuge of Nex and has not been seen since. The lesser wizards of Nex somehow managed to keep Geb from conquering the country in Nex's absence, and the war eventually petered out. Over time, an uneasy truce was brokered, and eventually trade was established between the two nations. Today, Nex imports most of its food from Geb, as its own land has still not recovered from the devastation of the war.

In 1716 AR, the gates of the Refuge of Nex opened for the first time in millennia, stoking rumours of Nex's imminent return and causing some to claim that conflict with Geb is about to reignite.

Facing starvation, Nex enlisted the aid of the renegade druid Ghorus to create a new form of plant life that could survive the blighted landscape. These plants did indeed sustain the population of Nex, and over the centuries evolved into an intelligent species known as ghorans. Ironically, as the vast majority of his kingdom lay in ruins, Nex found himself with more time to dedicate to his studies and perfect his magical craft. It was during this time that he achieved true immortality by creating his own personal demiplane, a nexus of multiversal energy known as the Crux of Nex. Within this domain of nearly boundless power, Nex carved out a shard to build the towering Spire of Nex, a mile-high structure located outside of Absalom. Additionally, he constructed the Refuge of Nex, a supernatural sanctuary nestled deep within the basement dungeons of his grand palace, the Bandeshar. Through the Crux, the Refuge, and the Spire, Nex established a vast and interconnected multidimensional complex. Nex unsuccessfully besieged Absalom in 166 AR from the Spire of Nex, and gained control of the isle of Jalmeray in 253 AR. The archmage eventually gifted Jalmeray to the legendary maharajah of Vudra, Khiben-Sald.

Government

Government in Nex has been a chaotic, complicated process ever since the archmage Nex disappeared over four millennia ago. Nex's rule had been unquestioned, but when he disappeared the country was thrown into chaos. Since then, a variety of strange sects, arcane cabals, and cults of personality have ruled the country, each claiming insight into what the archmage's plans were for his abandoned nation. The external threat from Geb finally united the country enough to spur the creation of the Council of Three and Nine, a ruling body which still tries to unify the various squabbling factions.

Nex's current government is mired in bureaucracy and political infighting. Despite these weaknesses, Nex has never been conquered, and there are no signs of the Council of Three and Nine faltering. Some factions—most notably the Arclords of Nex—clamour for a resumption of the war against Geb on the grounds that it must surely be the will of the archmage to destroy his ancient enemy.

Nex nominally claims the Grand Duchy of Alkenstar as a vassal, but no one takes this claim seriously, and Alkenstar is, for all intents and purposes, an independent city-state.

Settlements

Nex's towns have been in existence since the Age of Destiny, although some have weathered the time better than others. They are among the most cosmopolitan in all of Garund, with the capital of Quantium rivaling the splendor of the Osirian capital Sothis at the height of the ancient god-kings' power. The most important cities in Nex are:

Ecanus: Southern fortress town, home of the fleshforges

Khulo: Former pleasure retreat, now part of an inescapable prison

Oenopion: City of alchemists

Quantium: Cosmopolitan capital, and grand memorial to the vanished archmage

Monday, July 13, 2026

Mana Wastes

The Mana Wastes are the devastated strip of land that lies between the once-warring nations of Nex and Geb. Its major political entity, the Grand Duchy of Alkenstar, is technically a fiefdom of Nex, but in practice the region maintains strict neutrality between its two powerful neighbours.

History

In ancient days, the region that would become the Mana Wastes was known for its natural beauty, which inspired the dwarves of Dongun Hold's artworks. When Osirion expanded south, the pharaohs left the dwarves alone, as did the petty rulers who succeeded them after Osirion abandoned these lands before the conflict between Nex and Geb.

The conflict between Nex and Geb lasted over 1,400 years, from -892 AR and 576 AR. What started as minor skirmishes eventually escalated into full-fledged battles, with vast armies, powerful constructs, summoned monsters, and relentless hordes of undead clashing on the battlefield. Over the course of centuries, control of Dongun Hold shifted back and forth between Geb and Nex. Eventually, the dwarves of the Sky Citadel made the difficult decision to retreat from their ancestral home and sealed off the entrance to their formidable fortress. This act effectively abandoned their lands, which were subsequently ravaged and transformed into desolate, mystical ruins.

The dead magic zones, and the region's many dangerous inhabitants, meant the Mana Wastes were avoided by all sensible creatures and remained largely unexplored for centuries. In 1588 AR, a wanted criminal named Ancil Alkenstar fled from Nex into the Mana Wastes in the hope that the dead magic zones would prevent his magic-dependent enemies from locating him.

Alkenstar made his way to the ruins of Dongun Hold, and over time established the nation of Alkenstar there out of others also seeking sanctuary in the Mana Wastes. He also contacted the hold's dwarves, and the new nation soon adopted the dwarves' greatest invention—firearms.

The region has usually been at peace with its neighbours, but the forces of the Gorilla King have made regular raids from the nearby Mwangi Expanse. The most notorious of these raids took place in 1690 AR, when the raiders were able to escape with an experimental bombard.

Government

The Grand Duchy of Alkenstar is the only part of the Mana Wastes with a functioning government as it sits in a large dead magic zone. It is currently ruled by Grand Duchess Trietta Ricia, a noted scientist known for her upbeat demeanor. While the Grand Duchy is theoretically part of Nex, it is effectively independent and the Grand Duchess maintains a policy of strict neutrality with respect to Nex and Geb. The Grand Duchy's location within a dead magic zone allows it to act as a safe meeting place for rival factions that also make it a place of refuge for runaway slaves and those seeking to avoid justice elsewhere. The growing importance of firearms means the Grand Duchy's influence is increasing, however, and it could soon become a major force in the region in its own right.

Inhabitants

Outside of the civilized environs of the Grand Duchy, the monstrous inhabitants found in the Wastes include sand krakens, elementals, erratic constructs left over from the war, spectral soldiers, barghests, rifle-carrying mutants, hill giants, ogres, ettins, and calikangs. The giantkin conduct raids nearly every year against the city-state when they are not embroiled in fighting each other. After enduring years of losses caused by the destructive power of Alkenstar's firearms, they have reached a breaking point and decided to launch an assault on Dongun Hold in a desperate attempt to seize its riches. Their relentless raids on the Gunworks have proven fruitful, as they have acquired numerous longarms, pistols, and even cannons. The largest giants, wielding these cannons like rifles, pose a significant threat to the defenders of Dongun Hold. The giants' objective is clear: to plunder the wealth of Dongun Hold and claim the devastating firepower for themselves.

Geography

The Mana Wastes is effectively a narrow strip of land between Nex and Geb in eastern Garund that runs between the Obari Ocean to the east and the Western Ravage region of the Shattered Range to the west. To the east, the sprawling lowlands give way to the desolate Spellscar Desert—a harsh and unforgiving landscape of twisted rock formations and sandy dunes. Water is scarce, and the relentless sun scorches the earth during the day. Amidst this inhospitable terrain, one can find the remnants of shattered and enigmatic ruins, remnants of an ancient civilization that existed long before the destructive conflict of the wizard-kings. These ruins possess an otherworldly aura, hinting at a time of great power and mystery.

Within Alkenstar's domain in the Western Ravage, the scarcity of magic allows for a semblance of normality to prevail. However, in the Spellscar Desert, a different tale unfolds. The desolate wasteland is plagued by relentless currents of unbridled magic, supernatural storms, rifts in the fabric of reality, and other catastrophic remnants of the ceaseless arcane cataclysms caused by the wizard-kings' warfare. These extraordinary phenomena wreak havoc on both the land and its inhabitants. At times, these disturbances migrate northward along the Ustradi River or are carried across the plains of Geb and Nex by unrelenting winds. The storms often manifest without physical form, but they are accompanied by the haunting march of ghostly armies, disconcerting murmurs that echo for hours, showers of razor-sharp metal shards, and other abominable phenomena that inspire terror.

Stonespine Island

Stonespine Island is a sizable island located in the northernmost reach of the Obari Ocean. The island is under the rule of the nation of Katapesh, although their control is focused on the pirate port of Okeno. The island gained its name from the barren mountains that form a ridge along the island's length.

History

For over 1,000 years the island was used as a sheltered place for pirates to rest, get provisions, and hide from retribution from hostile nations. To this day, pirates needing to lay low for a while head inland on the island, its rocky foothills and jagged peaks providing countless hiding places.

Inhabitants

The only major ancestry native to the island are kholo, who interact relatively well with the pirates of Okeno where they can buy and sell slaves.

Stonespine Island is often attacked by the Gray Corsairs of Andoran and the Fate Knights of Absolom. These attacks are fueled, at least in part, by rumours that the inland mountains hide fortresses where slaves are bred and trained before being sold. These rumours remain unconfirmed as Katapeshi officials are experts at bribery and diplomatic maneuvering, preventing outsiders from penetrating the notorious island's interior.

Geb

Geb is now renowned as a land of the undead, and while plantations filled with zombie laborer's may stick in the mind, there is much, much more to Geb.

History

During the zenith of Ancient Osirion's power, the land that would become Geb was its southernmost province. Following the collapse of Osirion's renowned Four Pharaohs of Ascension, a period of turmoil enveloped the declining empire for three centuries. It was during this time that the zealous ruler Kenaton emerged, bringing a semblance of stability by purging the nation of its enemies and reclaiming control over distant territories. However, instead of fading into eternal exile, the malevolent necromancer Geb chose a different path. He arrived at Osirion's southernmost colony, assassinated its regional governor and seized Mechitar in -1108 AR, and bestowed upon his new realm his own name to transform it into a twisted reflection of his necrotic nature. By -929 AR, Osirion had ceded all of the Southern Reaches to Geb.

War with Nex

Until the coming of the archmage Nex, Geb was a reasonably peaceful nation. Nex had united the plains north of Geb under his own leadership and cut Geb off from the overland trade routes of the Golden Road. In -892 AR, Nex and Geb's mutual ambitions on each other's territories ignited the most infamous magical rivalry in Golarion's history and plunged the two nations into a war that would last for centuries. During one of the most deadly exchanges of spell power, Geb sucked the life from most of the land surrounding the cities of neighbouring Nex by the use of wishes. In return, Nex blighted the lands of Geb with a series of cataclysms that decimated the population. Geb responded by animating casualties into legions of the walking dead, beginning Geb's reliance on undead.

After another vicious attack in 576 AR, Geb's forces advanced on Nex's capital of Quantium and reached the walls of his palace of Bandeshar. As magical poisonous smoke devastated the city's populace, Nex vanished into the Refuge of Nex; to date, no trace has been found of him. Geb was convinced that Nex was still alive, and was distraught that he did not get to vanquish his centuries-old rival. The loyal household servants of Nex, known as the Arclords of Nex, exhibited remarkable resilience in the face of relentless assaults aimed at imprisoning Nex indefinitely within the Bandeshar. Despite numerous attempts, these Arclords thwarted the efforts to seal away their master, and proved to be a constant source of frustration for Geb's desire for total victory. After several decades living in resentment, his torment grew unbearable and he committed ritual suicide in 632 AR, but even this did not end the conflict. Geb's rage, disappointment, and necromantic connections led to him returning as a ghost and dooming him to continue an undead existence until he can be sure of his old rival's fate.

Land of the Undead

With its ruler now an immortal ghost, and much of the populace animated as skeletons and zombies, Gebbite society quickly transformed to become a land of undead and necromancy. In a display of unwavering devotion, thousands of Geb's most zealous followers willingly sacrificed themselves, binding their undead souls to serve their spectral ruler. Through the ultimate act of obedience, they pledged eternal fealty to Geb, ensuring their undying loyalty even in death. Geb became a source of fear to its neighbors, who attacked it in countless raids by land and sea. One such raid with the most long-lasting implications was carried out by the Knights of Ozem. They sought to add to their glory following the conclusion of the Shining Crusade. Their attack failed, and Geb was so incensed that people from so far away would choose to launch an unprovoked attack on his kingdom, that he animated six of the fallen knights as graveknights. He ordered his new undead minions to travel to the knight's headquarters in Lastwall and retrieve the corpse of Arazni, the revered former herald of the god Aroden as well as the Knights' patroness. They were successful, and Geb took a year and a day to drag Arazni's soul back from the Great Beyond. Over a period of years, Geb corrupted her into a lich with none of her former personality. Geb made Arazni into his trophy wife and forced her to rule his nation in his name, something which he saw as beneath him.

In 1719 AR, Arazni escaped from Geb's clutches while Geb himself became convinced of Nex's imminent return, and has returned to active rulership of his kingdom.

Geography

Geb is located in eastern Garund in a region commonly referred to as the Impossible Lands. It is bordered to the west by the Shattered Range of the Mwangi Expanse while to the south the Field of Maidens serves as a permanent tribute to Geb's personal sorcerous power. To the north, Geb touches the magic-blasted Mana Wastes, the lasting scar of the ancient war between Geb and Nex. Finally to the east, the land of Geb meets the pure blue expanse of the Obari Ocean.

Society

At one time, most of the inhabitants of Geb were humans of Osirian descent. Countless numbers died in the war with Nex and were reanimated as undead. After Geb himself became a ghost, undead became more and more prominent in society. Today, the majority of Geb's inhabitants are undead, and living creatures sometimes willingly accept transformation into undead as a mark of fealty to their ruler. The only living creatures with any significant influence over the affairs of the nation are Geb's powerful necromancers. Their ability to create and control undead gives them a highly specialized influence over the functioning of local society. Over the millennia, Geb has become one of, if not the pre-eminent center for the study of necromancy, and is widely believed to hold Golarion's most comprehensive collection of necromantic lore.

Gebbite society in general is divided into three castes: the quick (the living, apart from thralls), the dead (intelligent undead), and chattel (living thralls bred as food and mindless undead). The quick and the dead are treated equally, while the chattel have no rights.11 Relations between the quick and the dead are regulated by the Dead Laws, which are designed to ensure that the rights and security of both groups are protected. Of course, as with all nations, not everyone follows the law—visitors still need to be cautious.

Anyone who dies on Gebbite soil is reanimated as a mindless undead creature to serve the state in eternal bondage unless otherwise specified. Those with sufficient clout or wealth can avoid this fate by willingly transforming themselves into an intelligent undead creature, either through dark magic, or simply by letting themselves be killed by ghouls, vampires, or other creatures with the ability to create such progeny. This act is seen as a great service to the state, although it does create a large population of lesser intelligent undead who see themselves as vastly superior to their unintelligent brethren, yet lack any true power.

Corporeal undead in Geb sometimes coat their flesh in unguent of revivification to maintain the appearance of life.

Government

The necromancer Geb remains the head of state despite having existed as a ghost for centuries. He rarely manifests before the people, and is bound by a curse that forces him to stay within the borders of his country. For many centuries, he had Arazni rule his kingdom in his stead. This ended when she fled his control and Geb returned to more actively lead his country in 4719 AR. The dark streets of Mechitar are alive with macabre spectacles as skeletal revelers parade through public processions, paying homage to Geb's resurrection and the revitalization of his kingdom. Agents of the ghostly sovereign, operating in the realms beyond, tirelessly collect rare and arcane ingredients, hinting at the preparation for a series of elaborate necromantic rituals of immense scale. Far removed from the melancholic recluse he once was, Geb now embraces a grand destiny, meticulously readying himself and his eternal realm for a future of unparalleled significance.

The country's more mundane day-to-day affairs are managed by the Blood Lords, an aristocracy of 60 powerful living and undead necromancers trained by Geb himself. Once exclusively mortal, they are now overwhelmingly undead and include powerful vampires, mummies, mohrgs, wraiths, shadows, and liches. The chief Blood Lord is the vampire Kemnebi, who holds the office of chancellor.

The lesser nobility consists of undead creatures such as mohrgs, wights, shadows and ghouls. They put on all the airs and graces of aristocracy, but are despised by the true aristocrats of the Blood Lords.

Geb's laws prohibit channeling positive energy, which effectively outlaws good-aligned divine spellcasters.

Foreign relations

Geb is not interested in war, even with its old rival Nex, but has often been attacked by would-be "heroes" hoping to destroy the undead kingdom. Instead, it adopts a patient and subtle approach to international relations. The undead ruling class of Geb possesses the advantage of immortality, allowing them to adopt a patient and strategic approach in their pursuit of power. With the luxury of time on their side, they intricately weave political schemes that extend across centuries, delving into the complex web of international politics in the Inner Sea region. Their influence runs deeper than anyone suspects, as they clandestinely maneuver behind the scenes, carefully orchestrating events to serve their own long-term ambitions. The war with Nex ended millennia ago, and whilst the two nations are not exactly friends, they are bound together by mutual trade. The nation also maintains good relations with Jalmeray, Katapesh, and Qadira. It has little to do with the Mwangi Expanse, relying on the protection of the Shattered Range to keep its threats at bay. Geb's only real enemy is Lastwall, who had neither forgiven nor forgotten the theft of Arazni's corpse.

Economics

Geb's warm climate combined with moisture-rich winds from the Obari Ocean creates grasslands well-suited to agriculture. These fields are mainly worked by mindless undead, and foodstuffs are Geb's major export as it has relatively few living citizens. It trades with Nex in return for rare components and luxury goods, and with Alkenstar, in return for the city state's ice wine, which is a favourite of Geb's nobility. Geb also exports to nations throughout the Inner Sea region.

As a mark of friendship, the nation makes an annual gift of corpses and slaves to the ghoul city of Nemret Noktoria, situated in the Darklands beneath Osirion.

Sunday, July 12, 2026

Map of the Mwangi Expanse


 

Mwangi Expanse

 Geography

The Mwangi Expanse is bordered to the north by the lands of Rahadoum, Thuvia, and Osirion; to the east are Katapesh, Nex, Alkenstar, and Geb; and to the west by the Shackles and the Arcadian Ocean.

The region is dominated by Lake Ocota, the numerous rivers which drain into the lake—mightiest of which is the Vanji River—and the Mwangi Jungle which surrounds them. However, there are two other jungles—the Kaava Lands in the southwest, and the Screaming Jungle in the southeast. The two other major lakes are Terwa Lake and the Lake of Vanished Armies.

The Barrier Wall mountains mark the Expanse's northern border, while the Brazen Peaks and the Shattered Range lie on the eastern border. The Kho-Rarne Pass links the region with Osirion, while the Ndele Gap leads into Nex. The Gorilla King's forces used tunnels beneath the Shattered Range to raid Alkenstar, but following the highly successful raid of 1690 AR, the forces of Alkenstar collapsed the tunnels. The other significant highland regions are the Terwa Uplands and the Bandu Hills.

Nations

Countless nations and city-states can be found within the Mwangi Expanse. Many more exist, some of which have been out of contact with the other lands of the Expanse, let alone those of the Inner Sea region, for centuries. Nations and city-states of the Mwangi Expanse have developed their own cultures independent from their neighbors.

Bloodcove, a rough mercantile port and haven for pirates.

Jaha, ancient city of mysteries and astronomers.

Kibwe, city of merchants and ancient statues near the Shattered Range.

Mzali, a metropolis ruled by the undead god-king Walkena.

Nantambu, the colorful city-state that houses the Magaambya university.

Osibu, the secretive city that guards the Nemesis Well.

Senghor, a coastal city and major naval power.

Usaro, the horrific bastion of Angazhan's worship.

Vidrian, a young nation having broken away from Chelaxian and colonial rule.


History

Little is known today of the region's most ancient history, but the landscape is dotted with human ruins as old as almost any to be found elsewhere in Golarion.

Inhabitants

The lush and vibrant Mwangi Expanse brims with legends, stories, and rumors that evoke both awe-inspiring and cautionary tales. Despite its abundant treasures, the inhabitants of the Expanse remain relatively unknown to those outside the Inner Sea region. Within this land of natural splendor, artistry and intellectual pursuits flourish, as its resilient inhabitants labor diligently and employ clever tactics to prosper in an environment that frequently poses threats.

The Expanse serves as a meeting ground for various cultures, where diverse peoples not only coexist but also thrive amidst the numerous perils that accompany this bountiful territory. The Mwangi region abounds with such abundance and wealth of resources that hunger and scarcity are rare occurrences. The ready availability of sustenance, water, natural fibers, and valuable materials facilitated the early Mwangi inhabitants in establishing self-sufficient communities, cities, and even independent nations, shielded from external influences and disconnected from the wider world.

The most populous heritages of peoples found in the Mwangi Expanse include elves and halflings, in addition to humans of Garundi, Mwangi, and Taldan extraction. Kholo of the Expanse also have their own unique society.


Saturday, July 11, 2026

Vidrian (formerly Sargava)

Once the jewel in the crown of the Empire of Cheliax, Sargava (pronounced sahr-GAH-vah) broke away from its motherland and became dependent on the protection of the Free Captains of the Shackles. The ongoing cost of that protection, along with serious problems with the indigenous inhabitants, crippled the former colony. This eventually led to open rebellion and revolution, and Sargava ceased to exist by 1717 AR after being rechristened as the independent nation of Vidrian.

History

The region was part of the Mwangi Expanse until 1138 AR, when the region was settled by Chelaxian colonists who imposed their rule on the native population. These explorers had previously scouted ancient Ghol-Gan ruins on the islands of the Shackles in 1111 AR, but were so disturbed by the images of cannibalism and other atrocities they found there that they declared the region cursed, continued south, and reached Sargava.

Chelaxian Civil War

In 1606 AR, Cheliax descended into three decades of civil war as the various noble houses fought for supremacy. Baron Grallus backed House Davian in the war, leading Sargava's independence from Cheliax as a sovereign nation, and pledging his navy to Davian's cause in 4609 AR, but Davian's ambitions were shattered by House Thrune at the Battle of a Hundred Kings in 1639 AR. House Thrune eventually won the war in 1640 AR.

While the civil war was being waged, Sargava also unsuccessfully attempted to expand its holdings eastward by conquering the neighboring city-state of Mzali. Its invasion force was destroyed by magical fire by the child named Walkena in 1610 AR.

A Chelaxian fleet sent by House Thrune for revenge on Sargava was sunk in Desperation Bay by the Shackles Pirates in 1643 AR. A second fleet sent in 1660 AR fared little better, and Sargava clung on to its fragile independence from Cheliax.

Rebellion and collapse

The former colony continued to pay the pirates for protection, despite the high cost, until 1717 AR, when Vidric rebels captured Sargava and broke the agreement. After the Free Captains retaliated by invading the new nation, Vidrian allied with Senghor and fended off the attack to earn its independence.

Geography

The land of Vidrian, formerly known as Sargava.

Sargava was unique in being a distant outpost of Avistani culture in the sweltering depths of Garund. While the colonials' culture came from a continent away, the landscape was and is very typical of Garund and the Mwangi Expanse north of it. Much of Sargava was the lush but sparsely settled grasslands of the M'neri Plains, but Sargava also boasted the lush rainforests that cover much of the Expanse. The Laughing Jungle dominated much of Sargava's southern border, while the northern border stretched through parts of the jungle known as the Kaava Lands.

The Lower Korir River and the Lake of Vanished Armies marked Sargava's southern border. The River of Lost Tears flowed along much of what was the eastern border.

Sargava also boasted mountains, as a section of the Bandu Hills ran just north of the country's center.

Thursday, July 9, 2026

The Shackles

The Shackles is an extended archipelago off the coast of western Garund, directly south of the never-ending hurricane known as the Eye of Abendego. It is the haven of the notorious Shackles Pirates, and the ruins of the ancient cyclops civilization of Ghol-Gan dot its islands and lurk beneath its waters.

Chelaxian exploration and founding of Sargava

When the region was first explored by the Empire of Cheliax in 1111 AR, they discovered the Ghol-Gan ruins and their grisly illustrations and declared them to be cursed, and moved on to establish a colony further south in Sargava instead.

As trade grew between Sargava and Cheliax, it also attracted those who wished to prey upon it. Pirates found that the ancient harbours of the Shackles made excellent hiding places from which to strike, and these havens soon grew into proper communities. Retired sea captains also founded the settlement of Bloodcove in the Mwangi Expanse.

These settlements became hubs of black-market trade, as unscrupulous merchants took their ships on what they called "the southwestern vacation" to buy stolen property at cut prices.

Government

The leaders of Shackles society are the Free Captains. Most command only a ship or two, but the most powerful each control one of the region's ports or islands and sit on the Pirate Council, which oversea the entire nation. They are in turn led by the Hurricane King or Queen, who is chosen from among their members. Since 1715 AR, the position has been held by Tessa Fairwind.

While the title of Hurricane Queen suggests absolute authority, in reality the title recognizes only the strongest member of the Pirate Council, a body that in turn represents only the strongest Free Captains of the Shackles. Their rule is maintained solely through guile, courage, and strength. The only open method of being offered a seat on the Pirate Council is by winning the annual Free Captain's Regatta.

What otherwise passes for government in the Shackles is quite chaotic, and each port establishes its own set of laws and customs that are rigorously enforced by the pirate lord in charge. Among them, the largest and most prominent is Port Peril, strategically positioned on the mainland and safeguarded by the formidable cannons of Fort Hazard, overlooking Jeopardy Bay.

Foreign relations

The pirates' predations leave them politically isolated in the Inner Sea region. Only Sargava maintained a treaty with the Pirate Council, and even then the agreement resembled a protection racket more than policy; that agreement ended with the Vidric Revolution that overthrew the government of Sargava and replaced it with the new nation of Vidrian.

The pirates of the Shackles are particularly loathed by the Mbe'ke dwarves of the Terwa Uplands, who are at war with the Shackles pirates in the Third Corsair War. This is only the most recent war between these two powers, the first Corsair War starting back in 1607 AR. While the Mbe'ke have long suffered from pirate predation, some of the more radical members of their Assembly of Kings now seek a way to completely destroy the Shackles and its pirates once and for all.

Map of the The Shackles


 

Mediogalti Island

Mediogalti Island (pronounced med-ee-oh-GALL-tee) is a small nation located off the western coast of Garund, and is home to the Red Mantis Assassins. It is also a haven for pirates who sometimes bury their treasure in the island's interior.

History

Thousands of years ago during the Age of Serpents, Mediogalti Island was part of the northwestern part of the cyclopean empire of Ghol-Gan.

Long after the Ghol-Gan empire had come to end and the last of their empire now nothing more then ruins, the Mediogalti islands that make up the archipelago off the western coast of Garund were frequently visited by pirates. They used the main island's northern lagoon as a convenient location to anchor and re-supply, and found its interior an excellent place to hide buried treasure and bury their dead. Control over the lagoon passed between numerous pirate captains over the years, but none established any permanent settlement there.

This changed at the imminent end of the Oath Wars in Rahadoum left the Red Mantis assassins in need of a new home. Following a vision from their god, Achaekek, they relocated to Mediogalti Island, and began to build their Crimson Citadel in the deep jungles of the island's interior.

Once the Citadel was completed four decades later, the Red Mantis established what would become the city of Ilizmagorti, which they intended to be a convenient place for them to meet and assess potential clients. They built it beside the northern lagoon used by the pirates, and it soon became a popular "free port" for pirate vessels seeking to avoid the tiresome laws and taxes in place in other ports. The fearsome reputation of the Red Mantis has also so far deterred foreign navies from launching punitive expeditions against Ilizmagorti's pirates.

The appearance of the massive, permanent hurricane called the Eye of Abendego a little over a century ago has forced the traditional trade routes along the coast of western Garund to relocate further west, greatly increasing the amount of trade which passes by Mediogalti Island.

Government

The civilized parts of Mediogalti Island are run in an extremely laissez-faire manner by the Red Mantis; they allow the pirates to go about their business unmolested as long as they do not interfere in the assassins' affairs. The Red Mantis in turn are ruled by the Vernai (or "High Killers"), a council of (mostly female) senior assassins who are in turn led by the Blood Mistress who acts as the unquestioned voice of Achaekek. They keep the location of their headquarters, the Crimson Citadel, a well-guarded secret, so that anyone who wishes to hire them must go through intermediaries in Ilizmagorti. Since the assassins wear full-face masks to keep their identities secret, anybody in the street might be an assassin, which keeps crime relatively low for such an otherwise lawless place. In addition, the Red Mantis allows and even encourages the use of their signature sawtooth sabres by non-members to maintain the atmosphere of uncertainty.

The only other government figure is the mysterious Mayor of Ilizmagorti who lives in the topmost room of the otherwise unused lighthouse overlooking the harbor. Any citizen is able to gain an audience with the mayor, day or night, without an appointment—those who wish to do so simply stand in line and will be seen once the mayor has dealt with earlier arrivals.

Inhabitants

It is sometimes said that Mediogalti Island was uninhabited until the Red Mantis settled here. In fact, the interior has long been home to tribes of Lizardfolk and kobolds. The former occasionally raid the outskirts of Ilizmagorti, whilst the latter engage in sporadic trade with the city. In addition to these two, there is also a sizable population of goblins who fiercely defend their arboreal village of Ganda-Uj in the northwestern third of the island. These so-called monkey goblins are expert climbers and are skilled in the use of poison and the net, making the territory around their settlement a dangerous one to explore. Lastly, the island's most dangerous inhabitants are a variety of dinosaurs that have been known to attack the city when hungry. Other dangerous denizens include cyclopes and even rarer weretigers.

The island's lagoons and outlying waters are home to an adaro tribe called the Kaneano. While they may occasionally aid shipwrecked sailors, there are plenty of incidents where they have been accused of devouring them instead. Despite this, many of Ilizmagorti's citizens appreciate the Kaneano, as they are believed to keep down the populations of other aquatic predators.

The seas around Mediogalti Island are haunted by Coath, the Wight Whale, the hateful ghost of a whale that was slaughtered by whalers based out of Ilizmagorti. Now on moonless nights Coath stalks the waters, a patch of strangely radiant darkness that roams the seas and is believed to be responsible for the disappearance of countless ships.

Dinosaur Graveyard

It is believed that the dinosaurs of Mediogalti Island are led by instinct to a specific site within the jungle interior when it is time for them to die. This dinosaur graveyard is said to contain countless dinosaur bones, which supposedly animate and attack intruders. Some legends claim that all of the island's unclaimed buried treasure has somehow found its way to the graveyard, where it lies among the bones.1

Friday, July 3, 2026

Eye of Abendego

The Eye of Abendego (pronounced ah-BEN-deh-go) is a vicious, permanent hurricane located in the southern Arcadian Ocean off the western coast of the continent of Garund (between Mediogalti Island and the Sodden Lands and north of the Shackles).

History

The Eye appeared in 1606 AR in what was then known as the Abendego Gulf. Although the exact cause of its appearance is unknown. The Eye and the storms it spawned brought doom upon the countries of Lirgen and Yamasa when it flooded its coastal regions, creating the Sodden Lands. The hurricane also halted the colonization of Sargava.

Description

The intensity of the Eye is variable. At its weakest it can tear the sails off the biggest ships. At its strongest, the wind alone can blow a large vessel into splinters. The Eye periodically spawns smaller storms that travel up and down the Garundi coast, bringing torrential rain and hurricane-speed winds to outlying regions. The Eye has been used to great effect by the pirate lords of the Shackles, who hide their illegal activities behind it, and by the inhabitants of Mediogalti Island, who use the storm as part of their defenses.

Magical divinations focused on the center of the Eye observe a large eye of calm whose waters are choked with debris.

Inhabitants

Strong winds and high seas are not the only dangers of the Eye of Abendego. Sailors who have dared the outer rims of the hurricane tell tales of bloodthirsty adaro, ghost ships such as the Mark of Yunnarius, aquatic undead, unknown sea monsters, and powerful air elementals. The Eye is also home to the floating jellyfish-like creatures known as sky fishers, who hunt invisibly through the raging winds.

Free Captains' Regatta

The Free Captains' Regatta is an annual race around the outskirts of the Eye of Abendego that pirate captains enter in the hope of increasing their prestige and standing among the other captains of the Shackles.

In Religion

A splinter cult of Gozreh known as the Storm Kindlers believe that the Eye was a manifestation of their deity, while the boggards of the Sodden Lands believe it is connected to their patron deity, Rovagug.


Thursday, July 2, 2026

Sodden Lands

The region currently known as the Sodden Lands was previously a pair of now-lost kingdoms which were destroyed by the formation of the Eye of Abendego in 1606 AR. In their place is a land constantly battered by storms and largely flooded with only a few isolated pockets of civilization.

The Sodden Lands were not always the broken, storm-lashed swamplands that they are now. Once, two powerful but very different civilizations flourished here: Lirgen and Yamasa.

Lirgen was the northernmost of these two countries. It was ruled by the Saoc Brethren, astrologers obsessed with prophecy and the stars. Despite their skill in prognostication, they were caught by surprise the forming of the Eye of Abendego in 1606 AR like everyone else. Not only was Lirgen battered by the massively powerful storm that now lay only a few dozen miles from its western shore, but all the teachings in which the Saoc Brethren had put their faith were proved wrong.

The inhabitants of Yamasa faired (arguably) even worse than the people of Lirgen. The land of Yamasa was always considered somewhat primitive, especially when compared with more powerful Garundi nations like Osirion, Nex, and Geb. The first wave hit Yamasa without warning, but it appears that even afterwards the people of Yamasa refused to evacuate. For a long time people thought that the entire nation had been destroyed, but the explorers who ventured into the Sodden Lands began to encounter survivors.

Government

Any government that remains in the Sodden Lands is normally small scale and rarely benevolent, and tribal leaders and violent juntas dominate the unfortunate people who still dwell within the Sodden Lands.

Inhabitants

The advent of the Eye of Abendego killed many of the region's inhabitants, and forced many others to flee. However, there are still some people living in the Sodden Lands in addition to the brave looters that travel there to scour the lost cities for treasure. The most common languages are Common and Polyglot, and the main religions, apart from various cults, are those of Gozreh and Norgorber.

In addition to intelligent inhabitants, the Sodden Lands have also become home to a variety of dangerous swamp-dwelling beasts, such as hydras, including miasma hydras and warden hydras guarding hoards of treasure in the ruins of the drowned nations; and the infamous muck bunyip Old Wulunga. In the Barrier Wall mountains north of the Sodden Lands, Rahadoumi soldiers maintain a series of magical wards and sentries known as the Rainwall to keep these creatures from venturing into their land.

The Order of Fate

The Order of Fate A Knightly Order of Absalom Overview The Order of Fate is the most influential knightly order in the known world and serv...