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"Ho, sur le trône du Lion siège la personnification de la gloire ! Car c'est de son haut siège que règne le grand prince de Taldor, le bastion de la civilisation, le joyau de la sophistication, le cœur de la culture, l'âme de l'humanité. Qui d'autre que le grand prince, l'empereur des empereurs, pourrait régner sur un tel territoire, commander de telles armées qui ont poussé le Tyran chuchotant dans sa dernière tombe, répandre la lumière d'Oppara dans les coins les plus reculés et les plus sombres du continent ? Personne d'autre que Stavian ! Nous, les Taldoriens, ne vous méritons pas. Puissiez-vous toujours bénir nos champs afin que nous puissions y semer une récolte digne de votre table. Puisses-tu toujours régner avec la sagesse de la justice et de l'efficacité. Puisses-tu rester notre protecteur, notre empereur, notre grand prince".


[[Knight]]s, fair maidens, heroic adventures, and righteous quests&mdash;these are the legends of old '''Taldor''' (pronounced TAL-door).<ref>{{Cite book/Campaign Setting|247}}</ref> But the once-powerful empire has fallen from its former glory. Now rival nobles battle each other with bitter knights and proxy armies for personal power rather than honor. A smoldering truce with [[Qadira]] again threatens to ignite into war, and Taldor's daughter states look down upon her with contempt. Yet there is still greatness in Taldor; a stone foundation under the flaking gold adornments. Sons and daughters of forgotten royal bloodlines hear change on the wind&mdash;but is it the whisper of greatness to come, or the death rattle of an empire long past its prime?<ref>{{Cite web|url=http://paizo.com/paizo/blog/2009/march/v5748dyo5la84|author=[[David Eitelbach]] & [[Hank Woon]]|date=March 18, 2009|page=Paizo Blog|title=Snagged from the Vault: Taldor, Echoes of Glory}}</ref>
-Kirdan Olphexis, trois jours avant son élévation au titre de visbaronet


== History ==
Taldor a été l'une des premières nations à sortir de la dévastation de l'Effondrement de la Terre pendant l'Âge de la Destinée, et elle a laissé une marque indélébile sur l'histoire et la culture de la région de la mer Intérieure depuis ses premiers jours. Au fil des millénaires, beaucoup de choses ont changé, mais le cœur de l'identité nationale de Taldor est resté le même. La fierté gonfle le cœur de chaque citoyen de Taldor, du grand prince au plus démuni des indigents, sachant qu'ils sont les seuls à être les géniteurs de la culture, de la langue et de l'existence même de la civilisation avistanaise.


The Empire of Taldor once stretched from the [[Windswept Wastes]] on the edge of [[Casmaron]] in the east all the way across [[Avistan]] to the shores of the [[Arcadian Ocean]] in the west. By today's standards, the Empire of Taldor was enormous, incorporating land that today falls within the nations of [[Galt]], [[Andoran]], [[Isger]], [[Molthune]], [[Cheliax]], [[Nirmathas]], and [[Lastwall]]. Since that heyday in the first half of the [[Age of Enthronement]], it has suffered numerous defeats and setbacks, yet still controls the oldest and largest territories in the [[Inner Sea region]].<ref name="ISWG-182">{{cite book/The Inner Sea World Guide|182}}</ref><ref name="ISWG-183">{{cite book/The Inner Sea World Guide|183}}</ref>
Taldor est l'Avistan.


=== Founding years ===
La nation et son peuple sont imprégnés de traditions, qui marquent à la fois leurs plus grandes forces et leurs plus graves faiblesses. Pour chaque victoire et innovation que Taldor revendique, deux légendes exagérées ou complexités inutiles du passé suivent. La culture taldane déborde d'un faux sentiment de droit et du poids du destin. À chaque nouvelle génération, les tendances de la mode, du gouvernement et de la vision générale du monde changent, mais chacune laisse des artefacts qui persistent pendant dix générations supplémentaires, mutant et stagnant dans la même mesure - des échos du passé qui inspirent, obstruent et façonnent le présent. Ces héritages peuvent prendre la forme de lois archaïques appliquées de manière erratique, de titres de noblesse sans véritable pouvoir ou autorité, ou d'anciennes institutions - dont la nécessité a disparu depuis des siècles - qui s'efforcent de trouver leur place dans l'époque moderne. Taldor est propulsé vers l'avant par l'inertie et l'entêtement, autant que par un véritable pouvoir.


Taldor was founded [[-1281 AR]] by descendants of [[Azlant]]<ref name="ISWG-19" /> who built a small settlement where the capital of [[Oppara]] now stands.<ref name="TEG-20">{{Cite book/Taldor, Echoes of Glory|20}}</ref> They intermarried with the local [[human]] tribes (whose descendants would become known as [[Taldan]]s) and began trading with the [[Keleshite]] tribes further east.<ref name="ISWG-19" /> These tribes were eventually conquered by soldiers from the [[Kelesh|Empire of Kelesh]] in [[-43 AR]] who founded the [[satrapy]] of [[Qadira]], and fortified the border between the two nations, sparking a conflict that continues to this day.<ref name="ISWG-35" />
L'extrême stratification du pouvoir et de la richesse a persisté à Taldor aussi longtemps que l'histoire en a gardé la trace, depuis l'époque où les fermiers et les ouvriers n'étaient que des locataires sur les terres de leurs cités-états respectives. L'aristocratie, bien que ne représentant qu'une petite minorité de la population, contrôle une quantité démesurée de richesses et d'influence, et le fossé entre le noble le plus bas et le roturier le plus influent est plus grand que dans n'importe quelle autre nation de la mer Intérieure. Alors que de nombreux spécialistes voient dans cette stratification la recette d'une révolution, le gouvernement et la société de Taldor restent étonnamment stables, grâce à une ingénierie civique à grande échelle et à des projets sociaux qui garantissent un niveau de vie relativement élevé à tous les citoyens - même les fermiers les plus pauvres savent qu'ils ont accès à de l'eau propre, à des routes bien construites et à des céréales en cas de famine. La fierté nationale renforce encore la stabilité légendaire de Taldor. La noblesse se croit toujours à la tête d'un empire au sommet de son influence, tandis que les classes inférieures gardent l'espoir d'être un jour élevées au rang d'aristocrates. Le Premier Empereur était lui-même un roturier qui a gagné sa noblesse par sa détermination et son service militaire - un mythe qui se propage dans les rangs des roturiers, prônant le travail acharné et le stoïcisme comme la voie de l'ascension sociale et de la richesse. Dans l'esprit du Taldan moyen, l'aristocratie doit être un peuple travailleur et moral parce qu'elle récolte des récompenses extraordinaires, et ces excès doivent donc être bien mérités.


=== Taldor's golden age ===
Le pragmatisme, ancré dans le tissu social de Taldan depuis des millénaires, permet également à la nation d'aller de l'avant malgré les inégalités flagrantes qui frappent sa population. Un fermier qui n'a aucun espoir d'obtenir un jour un titre de noblesse, de posséder ses propres terres ou d'avoir une journée sans travail manuel peut trouver du réconfort en sachant que la campagne restera largement à l'abri des bandits et des monstres, que le peuple sera toujours nourri en période de sécheresse et de famine et qu'une armée d'invasion sera repoussée bien avant qu'elle n'atteigne le cœur de la nation. Tant que le statu quo est synonyme de paix et de prospérité relative, même les Taldans les plus humiliés hésitent à bouleverser le cours des choses et à s'opposer au système. La révolution et la violence incessantes dans la ville voisine de Galt sont perçues comme un avertissement contre les dangers de la remise en question de l'ordre social.
Taldor continued to grow and expand, but did not truly become an empire until the beginning of the Age of Enthronement and the founding of the first [[Army of Exploration]], a now-legendary collection of soldiers, scholars, diplomats, surveyors, spies, and [[adventurer]]s. It headed north along the [[Sellen River]] from Oppara in [[37 AR]], conquering as far as what today is the town of [[Sevenarches]] in the [[River Kingdoms]].<ref name="ISWG-182+">{{cite book/The Inner Sea World Guide|182-183}}</ref>


Their efforts were enlarged by the [[Second Army of Exploration]] in [[499 AR]], who traveled farther than the first, all the way to the edges of the [[Hold of Belkzen]], and explored the lands around [[Lake Encarthan]].<ref name="ISWG-35" /> The army greatly expanded both the military and economic reach of the empire by building numerous supply depots, many of which eventually grew into larger settlements.<ref name="ISWG-160+">{{cite book/The Inner Sea World Guide|160-161}}</ref>
Le patrimoine et l'histoire sont les pierres angulaires de l'identité taldane. Les familles, quel que soit leur statut social, peuvent faire remonter leur lignée à des dizaines de générations, et les objets de famille ont une énorme valeur sentimentale et monétaire - épées de la Croisade brillante, élégants services à thé, bien que dépareillés, datant d'un millier d'années, amulettes azlanti - au point que les marchés de Taldan sont en plein essor avec des antiquités contrefaites. Les sujets historiques figurent en bonne place dans les œuvres d'art, les opéras et les pièces de théâtre que les Taldans adorent, et même les plus petits villages conservent au moins quelques statues de personnages ou d'événements historiques majeurs ; ces rappels de la gloire de la nation remplissent chaque jour de la vie d'un Taldan. Pour les non-Taldans, cette fierté et cette révérence pour le passé semblent distantes, pompeuses ou délibérément ignorantes de l'état actuel de la nation. Bien qu'une certaine fierté se manifeste chez la plupart des membres de la société taldane (elle est d'autant plus prononcée que l'on s'élève dans la hiérarchie sociale), la réputation hautaine de Taldor est en grande partie exagérée par les étrangers qui ne comprennent pas le rôle quasi religieux que joue l'héritage dans la vie des Taldans. Malgré leur amour de l'histoire, les habitants de l'empire ont la mémoire étonnamment courte. Avec des milliers d'années d'existence, la sélection des événements les plus marquants - souvent sans comprendre leur contexte - est naturelle, surtout pour ceux qui n'ont pas accès à l'éducation formelle. De nombreux livres d'histoire taldan ont des lacunes qui s'étendent sur des centaines d'années ; ce n'est pas que rien d'important ne s'est produit pendant ces périodes, mais simplement que les auteurs n'ont rien jugé assez important pour les inclure. Au-delà des textes historiques lacunaires, la vision à courte vue de l'histoire de Taldor signifie que même les embarras récents sont ignorés par tous, à l'exception d'un petit nombre de personnes qui ne s'expriment pas. Si les défaites militaires telles que la bataille de Nagisa figurent en tête de liste des faits historiques "oubliés", il en va de même pour les édits royaux illogiques ou impétueux, notamment la période pendant laquelle seuls les nobles étaient autorisés à porter la barbe et l'interdiction éphémère de tout culte à Sarenrae dans le pays ; de nombreux Taldans modernes se grattent la tête lorsqu'ils entendent dire que les Sarenites considèrent leur nation avec méfiance ou scepticisme.
La vie quotidienne dans le Taldor moderne est très différente pour les membres de la noblesse et pour les gens du peuple, à tel point que les deux classes ne comprennent souvent pas les difficultés et les triomphes de l'autre. Dans les deux cas, cependant, les Taldans travaillent sans relâche pour maintenir des façades complexes ; les nobles rivalisent entre eux sans relâche pour atteindre des niveaux toujours plus élevés d'élitisme social, tandis que les gens du peuple retroussent leurs manches pour une vie de dur labeur et de subsistance, tout en maintenant une attitude fière qui dément leur existence par ailleurs opprimée.


The [[Third Army of Exploration]] was perhaps the most successful. Once again beginning in Oppara, it clung to the northern coast of the [[Inner Sea]], conquering westward all the way to the Arcadian Ocean. It founded the city of [[Corentyn]] in [[1520 AR]] under [[Coren|General Coren]], thereby securing control of the western access to the Inner Sea for the empire.<ref name="ISWG-182+" /><ref name="CoG-15">{{Cite book/Cities of Golarion|15}}</ref>
Une noble taldane mène une vie extravagante au détriment du contentement de sa situation sociale actuelle. Toujours désireux d'atteindre le niveau d'acclamation suivant - qu'il s'agisse d'obtenir un nouveau titre, de lancer une nouvelle mode ou d'organiser le gala le plus scandaleux de l'année - les nobles taldans font des efforts démesurés pour paraître plus riches, plus influents et moins affectés par les affaires du monde que leurs pairs. Dans de nombreux cas, en particulier dans la noblesse héréditaire qui remonte à des millénaires, les nobles ont les moyens de financer ces exploits, même si les familles les plus anciennes peuvent encore s'endetter pour maintenir l'illusion de la pertinence. Les nouveaux nobles mettent un point d'honneur à s'imposer comme aristocrates "légitimes" en faisant des débuts extravagants sur la scène sociale, et ils sont connus pour organiser des événements élaborés et ostentatoires afin de surpasser leurs pairs mieux établis. Dans presque tous les cas, les nobles ne se satisfont jamais de leur richesse ou de leur popularité, sachant que d'autres rivaux (souvent invisibles) ont déjà l'intention d'usurper leur proéminence et leur prestige. Malgré leur richesse et leur influence, les nobles de Taldor sont rarement détendus.


The exploits of the [[Fourth Army of Exploration]] were minor compared to the Third, but they still managed to bring the area known today as Andoran under their control by [[1683 AR]], along with a brief (and unsuccessful) foray into the [[dwarf|dwarven-controlled]] [[Five Kings Mountains]].<ref name="ISWG-182+" /> After defeating the native tribes of the [[Arthfell Forest]], Andoran became the newest province of Taldor in [[1707 AR]].<ref name="ISWG-35">{{cite book/The Inner Sea World Guide|35}}</ref>
D'autre part, les gens du peuple de Taldor manquent généralement d'ambition et sont plus préoccupés par le fait de remplir consciencieusement les rôles qui leur sont attribués dans la société. La bureaucratie confuse et les galas inutiles de la nation ne signifient pas grand-chose pour les artisans, les fermiers et les marchands qui ne les rencontreront jamais, et ils comprennent rarement la préoccupation des étrangers pour ces aspects de leur nation plutôt que pour les marchés sains, les routes solides et la marine inégalée qui les maintiennent en sécurité et en prospérité. Les roturiers sont conscients du rôle vital qu'ils jouent dans l'entretien de la machine complexe qu'est Taldor et en sont fiers. Et si la plupart des roturiers savent qu'ils n'ont aucune chance de s'élever dans les hautes sphères de la société, ils sont néanmoins fiers de leurs petites extravagances et sont reconnaissants du luxe qu'ils peuvent s'offrir, un luxe importé des quatre coins du monde connu.


The [[Fifth Army of Exploration]] pushed north through what today are the [[River Kingdoms]], reaching the edge of [[Iobaria]] in [[2009 AR]].<ref name="ISWG-35" /> After this they turned back and mapped the many branches of the [[Sellen River]] by [[2014 AR]].<ref name="ISWG-35" />
Les Taldans de tous horizons apprécient les arts, ce qui a donné naissance à une myriade de galeries d'art, d'écoles de bardes et de conservatoires à travers la campagne. La plupart des citoyens chantent ou jouent d'un instrument ou deux, et la musique rivalise avec l'alcool comme moyen le plus sûr d'apaiser les douleurs d'un fermier fatigué. Même les petits hameaux exposent fièrement les œuvres des artistes locaux dans leurs commerces et leurs installations gouvernementales, tandis que les grandes villes comptent les conservatoires les plus respectés d'Avistan, notamment l'Académie kitharodienne et le Collège rhapsodique d'Oppara. Les peintres, les sculpteurs et les artistes itinérants gagnent bien leur vie à Taldor, où même les paysans sont heureux de donner l'argent qu'ils ont durement gagné pour assister à un spectacle ou décorer leur maison d'une statuette ou d'un portrait de famille. Le fait que de bonnes routes relient la plupart des villes encourage ces industries artistiques parmi les citoyens et les immigrants, et un Taldan a autant de chances de rencontrer un autochtone qu'un immigrant dans l'une des nombreuses expositions, théâtres et temples de Shelyn qui ornent la campagne.
Si l'art est l'exportation non matérielle la plus célèbre de Taldor, la plus courante est la diplomatie, que la nation produit sous la forme de bureaucrates, d'éducateurs et de médiateurs demandés de Brevoy à Sargava. Qu'ils soient à la recherche d'un conseiller politique pour diriger un duché dans le Chéliax ou d'un négociateur pour garantir un accord commercial avantageux dans le Druma, les habitants de toute la région de la mer Intérieure reconnaissent le don des Taldans pour l'organisation et la socialisation. Les diplomates les plus compétents du Premier Empire restent proches des hautes sphères du pouvoir, quelle que soit la nation où ils se trouvent, ce qui leur permet de maintenir le niveau de vie opulent auquel ils sont habitués. Bien plus souvent qu'on ne veut l'admettre, les diplomates taldans s'adonnent à des contrats de confusion, jouant plusieurs parties les unes contre les autres afin d'accroître le besoin apparent de leurs services.


=== Setbacks ===
=GOUVERNEMENT=
Despite tremendous successes, Taldor suffered a number of serious blows during this period. Raiders from the [[Lands of the Linnorm Kings]] wreaked havoc on settlers in what is now western Cheliax, forcing a naval engagement in [[2000 AR]], which Taldor barely won. The [[Ulfen]] raiders counterattacked in [[2003 AR]], savaging Taldan colonies near the [[Arch of Aroden]] and demanding 100,000 gold pieces in exchange for hostages. Taldor capitulated, resulting in a peace treaty between the Ulfen king and the Taldan Grand Prince.<ref>{{Cite book/Lands of the Linnorm Kings|4}}</ref>


Less than a century later, a disastrous campaign into the [[Mwangi Expanse]] by the [[Sixth Army of Exploration]] led to the massacre known as the [[Battle of Nagisa]] by the forces of that era's [[Gorilla King]] in [[2089 AR]].<ref>{{Cite book/Heart of the Jungle|47}}</ref> It was a failure from which Taldor never fully recovered.<ref name="ISWG-182+" />
Bien que nominalement dirigé par le grand prince, le véritable gouvernement de Taldor prend la forme d'une bureaucratie incroyablement complexe composée d'un sénat, d'agences exécutives, d'agences militaires et d'un réseau de nobles en concurrence les uns avec les autres. À différents moments de son histoire, Taldor a été une nation de fermiers en proie à des monstres, un bastion de superstitions effrayantes, une puissance militaire expansionniste, un centre d'apprentissage et de science, une puissance commerciale mondiale et un défenseur contre les hostilités étrangères, et avec chaque nouvelle identité, les systèmes de gouvernement sont restés les mêmes, ajoutant simplement de nouvelles lois et de nouveaux bureaux pour répondre aux besoins du moment. Bien que ce vaste paysage juridique semble impénétrable au premier coup d'œil, les Taldans savent quelles lois, quels bureaux et quels offices s'appliquent à leur vie quotidienne et ignorent largement le reste, à tel point que certaines agences gouvernementales n'existent que sur le papier, sans employés ni emplacement physique. L'efficacité du gouvernement de Taldor varie énormément en fonction du dirigeant direct de la région. Si de nombreuses villes jouissent d'un confort et d'une sécurité relatifs, dans d'autres, les gens du peuple sont taxés et exploités jusqu'à la mort pendant que le baron ou le comte local s'abreuve du travail de son peuple, offre de riches cadeaux à ses alliés politiques ou se remplit les poches aux frais de l'État. Le plus souvent, cependant, les autorités locales font ce qu'elles peuvent avec ce qu'elles ont, avec des résultats extrêmement mitigés. D'une manière ou d'une autre, ce système est largement fonctionnel malgré lui.


=== Last great Army of Exploration ===
Le titre de grand prince est conféré à l'empereur héréditaire de Taldor. Il a été revendiqué par le premier empereur Taldaris lorsqu'il a réuni des cités-états disparates pour former une nation. Le grand prince siège sur le Trône du Lion et porte la Couronne Primogène - les deux symboles les plus notables de son rang - et il exerce une autorité absolue sur le gouvernement et l'armée de Taldor, que les grands princes de l'histoire ont utilisée à des degrés divers et pour des objectifs variés. Les rares grands princes autocratiques gouvernent d'une main de fer et adoptent une loi quasi martiale, souvent au détriment de Taldor. La plupart de ceux qui ont porté le titre se préoccupent davantage de leur entourage et de leurs projets favoris que du maintien de l'ordre dans la nation, laissant l'administration quotidienne du gouvernement à la multitude de nobles et de fonctionnaires.
Although the losses of the Sixth Army marked the end of any Taldan expansion into [[Garund]], Taldor continued to strengthen its position in Avistan. The [[Seventh Army of Exploration]] officially claimed Isger in [[2133 AR]].<ref name="ISWG-35" /> Taldor's final large territorial expansion came in [[3007 AR]], when it claimed the territory of Cheliax.<ref name="CED-4">{{Cite book/Cheliax, Empire of Devils|4}}</ref>
La position de grand prince se transmet par le biais d'une adhésion stricte à la primogéniture ; lorsque le grand prince meurt, la couronne passe à son fils aîné ou à son parent mâle le plus proche. Les filles ne sont en aucun cas considérées comme des héritières valables, une survivance historique à laquelle Taldor s'accroche encore obstinément. De nombreux grands princes ont officiellement adopté un soutien financier, un allié puissant ou un héros de guerre comme fils afin de s'assurer un héritier que l'empire et lui-même approuvent. Le souverain actuel, le '''Grand Prince Stavian III''' (CN vieil aristocrate humain mâle 8/sorcier 4) n'a pas de fils en vie, ayant perdu son seul héritier mâle, Carrius II, dans un accident d'équitation. Son enfant survivant, la '''Princesse Eutropia''' (NG femme aristocrate humaine 7/bouc-émissaireACG 6), n'a aucune prétention légale au trône, mais elle a néanmoins travaillé à révolutionner les méthodes archaïques de la nation, incitant la jeunesse de Taldor à descendre dans la rue et à exiger sa nomination officielle à la Couronne Primogène à la mort de son père. Le grand prince est profondément troublé par l'agitation de sa fille, mais il est persuadé que les traditions de Taldor resteront en place même après sa disparition.


=== Slow decline ===
Stavian III s'est révélé être un grand prince distant et indulgent, ce qui est fréquent pour ceux qui portent ce titre exalté. Il utilise sa position de pouvoir pour s'entourer de toutous politiques et de flagorneurs qui flattent son ego, tout en ignorant les questions d'État. Le grand prince règne depuis plus de 40 ans et, bien qu'il ait eu des liaisons avec de nombreuses maîtresses au fil des décennies, outre son mariage avec la princesse régente, il n'a pas eu d'autre descendance. Compte tenu de la mort prématurée de son fils unique, Carrius II, il y a 19 ans, la plupart des érudits craignent que l'empereur ne soit encore plongé dans le chagrin de la mort de son fils ou qu'il ne soit devenu paranoïaque à l'idée qu'un héritier évident puisse l'usurper. En l'absence d'un héritier mâle, la question de la succession du grand prince vieillissant préoccupe certains dans les allées du pouvoir d'Oppara. L'héritier le plus évident est le Haut-Stratège '''Maxillar Pythareus''' (cavalier humain mâle LN 14), héros de guerre populaire, chef actuel de l'armée de l'empire et cousin éloigné par alliance de la lignée des Stavian. Des rumeurs suggèrent que Stavian III a déjà tenté, en vain, d'arranger un mariage entre Pythareus et sa fille obstinée, et qu'il pourrait bientôt adopter officiellement le général comme son fils. L'empereur n'a cependant pas encore dévoilé ses plans et, en fait, n'a pas beaucoup parlé d'Eutropia en public depuis une dizaine d'années.
By the beginning of the fourth millennium [[Absalom Reckoning|AR]], the Empire of Taldor dominated the Inner Sea region, controlling all of the northern shores of the Inner Sea. Its government soon bloated to the point where its byzantine bureaucracy numbered in the tens of thousands, and its territory was too large to control. Corruption spread throughout the government, and its ruling class became more interested in pursuing their decadent pleasures than good governance. Responding to this growing indifference, those furthest from the capital city of Oppara began to revolt. Taldor’s military responded with brute force to quell these uprisings, leading to further discontent and unrest.<ref name="CS136">{{Cite book/Campaign Setting|136-137}}</ref><ref name="TEG2-3">{{Cite book/Taldor, Echoes of Glory|2-3}}</ref><ref name="ISWG-183" />
Sous le grand prince se trouve le sénat de Taldor, un corps de 222 législateurs héréditaires chargés de traduire les ordres du grand prince en lois formelles et de veiller à ce que les rouages du gouvernement fonctionnent comme prévu. Dans la pratique, le sénat gère la majeure partie de la gouvernance de la nation, bien qu'il soit entravé par ses propres intrigues et de fréquentes impasses partisanes.  Les postes du Sénat - en théorie du moins - sont élus à vie parmi les nobles du district ou de l'industrie qu'ils représentent, mais ils peuvent également être transmis à un héritier. La plupart des postes sont donc transmis depuis des siècles par des familles établies de longue date, ce qui donne un corps législatif dominé par le droit d'aînesse plutôt que par la volonté ou le sens politique. Le grand prince peut contourner l'élection des sénateurs et pourvoir à sa guise les postes vacants du sénat, mais Stavian III n'utilise ce pouvoir qu'avec parcimonie. À tout moment, une douzaine de sièges sénatoriaux ou plus sont vacants en raison de l'absence d'héritiers, d'une mort soudaine ou d'une humiliation publique flagrante de l'ancien sénateur, tandis que les districts qui les représentent se disputent sur la manière, le moment ou même l'opportunité d'élire un remplaçant.


=== Shining Crusade ===
La responsabilité de la gouvernance incombe en grande partie aux bureaucraties surchargées et labyrinthiques de Taldor. Les redondances accidentelles et intentionnelles - qui visent parfois des objectifs opposés - ainsi que les cérémonies, la paperasserie et le manque de contrôle ralentissent l'avancement de la plupart des projets, mais malgré ses nombreux défauts, la bureaucratie assure le fonctionnement quotidien de Taldor, même si ce n'est que de justesse. Cela permet au gouvernement et à la vie à Taldor d'être relativement cohérents, même si les rouages internes sont d'une complexité frustrante. Le système offre une certaine sécurité d'emploi à la plupart des fonctionnaires, ainsi qu'une autonomie parfois importante.   Travailler dans les couloirs byzantins du gouvernement reste l'un des deux moyens les plus efficaces pour un roturier d'accéder aux rangs de la noblesse, et bien que moins dangereux que le service militaire, il comporte toujours son lot de cicatrices et même de morts.
Even though Taldor had fallen from the zenith of its power, it nevertheless was still the dominant nation in the Inner Sea region, and challenged any foe that might usurp it. One such instance led to the [[Shining Crusade]], a decades-long war fought with the cooperation of the [[dwarf|dwarves]] of the [[Kraggodan|Kingdom of Kraggodan]], and the [[Knights of Ozem]] against the forces of the [[Whispering Tyrant]] of [[Ustalav]]. It began in [[3754 AR]] and ended with the Tyrant's defeat and imprisonment in [[3827 AR]] and the founding of the country of Lastwall the following year.<ref name="CS-90">{{Cite book/Campaign Setting|90}}</ref><ref name="CS-202">{{Cite book/Campaign Setting|202}}</ref>
=Titres nobles=


=== War and secession ===
Taldor utilise une myriade de titres nobles ; la couronne les attribue en guise de faveurs politiques, et de nombreux titres sont depuis longtemps devenus inutiles, collectés uniquement pour le prestige au sein de l'aristocratie. De nombreux nobles possèdent plusieurs titres, ce qui complique encore les choses. Un noble peut être le baron d'une région et le marquis de la région sauvage voisine, tout en détenant les titres de primarque et de vice-roi pour des actes sans rapport. Ignorer un titre accumulé lors d'une présentation formelle est une insulte grossière, mais dans les affaires courantes, la plupart des nobles se rabattent sur leurs titres les plus prestigieux pour des raisons de commodité. Si certains titres avaient une signification spécifique dans un passé lointain, seule une poignée d'entre eux en ont encore une aujourd'hui. Ces titres pourraient à nouveau changer au cours des siècles à venir, mais pour l'instant, les titres ci-dessous sont plus que de simples titres honorifiques, dans un ordre de prestige à peu près décroissant.
[[File:Taldor, Echoes of Glory cover art.jpg|right|thumb|Taldor's history is marked by many wars.]]
As Taldor’s military focused on crushing internal revolts, the long-time rival nation of [[Qadira]] took advantage of the situation and invaded from the southeast in [[4079 AR]]. Taldor, with Qadira’s army at the footsteps of its capital, recalled its armies from the outlying provinces in order to protect the heartland. The resulting war, dubbed the [[Grand Campaign]], lasted [[4603 AR|524 years]]. With the bulk of the military back east, rebellious Cheliax seized its opportunity. [[Aspex the Even-Tongued|King Aspex the Even-Tongued]] declared independence in [[4081 AR]] in what became known as the [[Even-Tongued Conquest]]. Still tied up with its war with Qadira, Taldor was unable to respond, and Aspex proceeded to annex Andoran, Galt, and Isger, and finally signed a peace treaty with Taldor that recognized its independence.<ref name="TEG2-3" /> At the same time, the former province of Lastwall declared its independence from both Taldor and Cheliax, stating that it wished to only focus on the containment of the Whispering Tyrant, and not become involved in political concerns.<ref name="ISWG-99">{{cite book/The Inner Sea World Guide|99}}</ref>


The loss of Cheliax and the war with Qadira led to a sharp decline in power, and Taldor remains in decline even several generations after these events took place; corruption runs rampant through its bureaucracy, and its lower class has been stricken by poverty. Its prefectures fight border skirmishes, its noble houses fight one another, and its sparsely populated frontiers have become lawless. Taldor’s vast wealth is the only thing keeping the empire alive.<ref name="TEG2-3" />
'''Grand Duc''' : dirige une préfecture et répond directement au grand prince ; parce que c'est l'un des rares titres strictement définis par le pays auquel il est lié, Taldor est limité à 62 grands ducs : 12 qui exercent un pouvoir réel (parfois appelés grands hauts ducs) et 50 moins grands ducs (officieusement appelés grands ducs nominaux).
'''Gouverneur''' : Nommé par la Couronne pour gouverner une province ; la plupart sont également des grands ducs nominaux.


=== Religious upheaval ===
'''Duc''' : dirige généralement un duché au sein d'une préfecture ; les ducs qui servent directement un grand-duc sans gouverner de terres sont appelés ducs titulaires.


The church of [[Aroden]], in response to corruption present in the Taldan ruling class during the years of the Grand Campaign, moved its center of worship from Taldor to Cheliax. Later during the same conflict, [[Stavian I|Grand Prince Stavian I]] began what is known as the [[Great Purge]]: believing Qadira's invasion of Taldor had been assisted by members of the [[Cult of the Dawnflower]], Stavian I outlawed the worship of [[Sarenrae]] in [[4528 AR]].<ref name="TEG2-3" />
'''Sénateur''' : Vote au sénat ; doit avoir un rang noble.


=== Final Army of Exploration ===
'''Marquis''' : gardien d'un grand domaine sauvage ou d'une région frontalière, comme ceux des préfectures sauvages du Verduran ou des montagnes du Bord du Monde ; généralement considéré comme une noblesse grossière et arriérée, il commande souvent d'impressionnantes ressources militaires pour se défendre contre les envahisseurs ou les monstres.Comte/Earl : dirige un comté (grande étendue de terre et de population au sein d'un duché) ; les comtes et les earls se disputent fréquemment pour savoir qui domine l'autre.


The last Army of Exploration was chartered during the dying days of the Age of Enthronement. Desperate to revitalize the nation, [[Orphyrea Amanandar|General Orphyrea Amandar]] set sail in the hopes of finding a new land to rule far to the east. Despite being battered by tremendous storms mere months after leaving port, Amanandar weathered the death of [[Aroden]] and arrived in northern [[Shenmen]] in [[Tian Xia]].<ref>{{cite book/Dragon Empires Gazetteer|18}}</ref> After she and her army disembarked at the city of [[Kamikobu]] in [[4608 AR]], they defeated a dozen bandit warlords and took control of the region, renaming the city [[New Oppara]], and founding the nation of [[Amanandar]].<ref>{{cite book/Dragon Empires Gazetteer|17}}</ref>
'''Landgrave''' : Il administre une étendue de terre non sauvage où il n'y a pas de colonie (canaux, fermes isolées, terres d'élevage, routes commerciales, etc.) ; il est théoriquement l'égal d'un marquis, mais en réalité beaucoup moins prestigieux, car les landgraves n'ont pas la puissance militaire d'un marquis.


== Geography ==
'''Baron''' : gouverne une baronnie (grande étendue de terre comprenant jusqu'à une douzaine de communautés) ou parfois une seule grande ville, ou encore est un conseiller de la couronne sans terre.


Taldor was once a land filled with lush forests but all that remains of the original woodlands is the [[druid|druid-protected]] [[Verduran Forest]] in the northwest. Elsewhere, the trees have been replaced by grasslands and low scrub growth, that in the southern part of the country can generate [[tumblefire]]s.<ref name="TEG3-9">{{Cite book/Taldor, Echoes of Glory|3-9}}</ref><ref name="ISWG-250">{{Cite book/The Inner Sea World Guide|250}}</ref> During the height of the empire, much of this expanse was populated by small settlements, each interconnected by a series of roads and canals. With Taldor's decline, however, many of these small communities have been abandoned. Roads have been reclaimed by nature, and the [[Canals of Taldor|canal system]] has fallen into disrepair.<ref name="TEG3-9" />
'''Baronnet''' : aide un baron à administrer les terres du baron ; les baronnets sont rarement eux-mêmes des propriétaires terriens.


Major geographical features act as natural boundaries between the empire and its neighbors. To the north the [[Fog Peaks]] serve to divide Taldor from the nation of Galt. The Sellen River flows through the Verduran Forest, along the boundary of the empire and its western neighbor, Andoran. To the east, the [[World's Edge Mountains]] and the [[Whistling Plains]] provide a buffer between Taldor and the Empire of Kelesh. Finally, Taldor is separated from its long-time enemy to the south, the nation of Qadira, by the [[Jalrune River]] and the [[Zimar Scrublands]].<ref name="TEG3-9" />
'''Vicomte''' : Il administre une bande de terre à l'intérieur d'un comté, qui comprend traditionnellement deux villes et les terres qui les séparent.


The lifeblood of the nation is the [[River Porthmos]], which has its sources in the World's Edge Mountains and winds its way through the vast grasslands of the [[Tandak Plains]] before pouring into the Inner Sea. The capital, Oppara, is located at the mouth of the river.<ref name="TEG-6">{{Cite book/Taldor, Echoes of Glory|6}}</ref>
'''Tribun''' : Il supervise une communauté, dont il est le maire et le juge ; il s'agit techniquement d'un poste élu, mais presque toujours d'un titre accordé en échange de faveurs politiques ; il relève généralement des barons. Seigneur : il détient et gouverne des terres spécifiques ; il s'agit généralement d'un chevalier ; il relève normalement d'un baron plutôt que d'un vicomte.


Taldor's natural resources include the towering [[blackwood tree]]s of the Verduran Forest, the countless iron mines of the World's Edge Mountains, the olives and grapes of the southern coast between the Porthmos and the Jalrune, and the wineries and vineyards of the Zimar Scrublands.<ref>{{cite book/Taldor, Echoes of Glory|9-10}}</ref>
'''Chevalier''' : Le rang noble le plus bas de Taldor, bien que de nombreux rangs et titres se chevauchent à l'intérieur du terme " chevalier ", notamment électeur, écuyer et patricien ; les nouveaux nobles commencent presque toujours à ce rang (en particulier ceux qui obtiennent le rang par le service militaire) ; de même, les enfants de familles nobles qui n'ont pas encore fait leurs preuves commencent souvent en tant que chevaliers.


== Government ==
=RELATIONS=
[[File:Emperor Stavian III.jpg|right|thumb|A portrait of [[Stavian III|Grand Prince Stavian III]].]]
De nombreuses nations de la région de la mer intérieure ont été fortement influencées par Taldor au cours des millénaires, que les interactions aient été géniales ou antagonistes. Les relations entre Taldor et les nations modernes ayant le plus d'impact sur lui et ses politiques sont décrites ci-dessous.
Taldor is ruled by the [[grand prince]], a hereditary title. The current Grand Prince, [[Stavian III]], has only one heir, his daughter [[Eutropia|Princess Eutropia]]. Taldor has a decadent noble class, bloated with titles, short-sighted and lethargic. Taldor’s bureaucracy is headed by the senatorial class.<ref name="TEG11-12">{{Cite book/Taldor, Echoes of Glory|11-12}}</ref> Much of the government management is left in the hands of the senatorial class, who constantly argue over jurisdiction,<ref name="CS136" /> while fighting for position in the nation's vast and complex bureaucracy. Greed and lack of trust are the hallmarks of Taldan politics, with assassination and betrayal the preferred methods of advancement.<ref name="ISWG-183" />


Unwilling to trust his life to Taldans with dubious political ties and mixed loyalties, the Grand Prince is zealously served by the [[Ulfen Guard]]. This hand-picked retinue from the Lands of the Linnorm Kings are handsomely paid and care only for their oath and duty to the crown.<ref>{{cite book/Faction Guide|48}}</ref><ref name="ISWG-183" />
==AbsALOM===


=== Foreign Relations ===
De nombreux colons d'Absalom étaient originaires de Taldor, et leurs descendants comptent toujours parmi les plus influents et entretiennent souvent des liens avec la mère patrie. Les deux nations restent généralement de solides alliés. La puissante marine de Taldor aide à protéger la nation insulaire de la piraterie et des invasions, tandis que Taldor considère Absalom comme un enfant azlanti bien-aimé, bien que les expériences passées aient tempéré le désir d'annexer formellement l'île.


Qadira and its parent state, the Padishah Empire of Kelesh, are hated in Taldor. Taldans watched as Qadira occupied southern Taldor for almost 500 years, enslaved the city of Zimar, put nearly every settlement in the Zimar Scrublands to the torch, and distracted the empire at a crucial moment with an invasion, allowing Cheliax to secede in the Even-Tongued Conquest. At nominal peace for the last century, Taldor now uses the [[Zimar Corsairs]] to plague all Qadiran shipping from [[Katheer]] to [[Sedeq]], and both nations still raid across their borders. Qadira is eager to invade Taldor again and Taldor is ready to defend its border. Taldor doesn't dare to invade, but keeps a wary eye on its neighbor to the south.<ref name = TEG10>{{Cite book/Taldor, Echoes of Glory|10}}</ref>
==ANDORAN===


Taldor would like to see Cheliax wiped from [[Golarion|Golarion's]] face, as it was the center of Even-Tongued Conquest that shattered the empire. After the recent takeover by [[House Thrune]], Taldans see Cheliax as a hated abomination. Taldor plans to burn Cheliax clean, conquer [[Absalom]], and rule the entire southern coast of [[Avistan]].<ref name = TEG10/> Cheliax, however, pays little attention to Taldor, seeing it as a toothless, old lion.<ref name="ISWG-184">{{cite book/The Inner Sea World Guide|184}}</ref>
Andoran a expulsé l'influence taldane de sa société plus que tout autre ancien territoire, bien qu'elle doive encore une grande partie de sa stabilité à un conseil du peuple construit sur le modèle du sénat de Taldor. Le peuple d'Andoran, épris de liberté, déplore les abus de l'aristocratie de Taldor. Les Chevaliers de l'Aigle, les Corsaires Gris et les diplomates s'efforcent tous de répandre leurs idéaux démocratiques dans le Taldor, mais ils doivent le faire avec prudence, car le Taldor reste un partenaire commercial solide, responsable d'une grande partie de la prospérité d'Andoran.


Taldor fears the revolutions in Galt could spill across its southern border, and therefore keeps encampments along in the north. Taldan border guards have captured handbills calling the people of Taldor to rise up and shake off their oppressive rulers.<ref name = TEG10/>


Taldor sees Absalom as the key to reinvigorating its empire. Given that Absalom has never fallen by siege, the emperor directs Taldan agents to infiltrate Absalom and one day merge it quietly with the empire.<ref name = TEG10/> Absalom, like Cheliax, does not consider Taldor to be a serious threat.<ref name="ISWG-184" />
==CHELIAX==


Andoran and Taldor share a peace right now, backed by their enormous navies, but the emperor still considers Andoran a part of the empire. He sees the nation of freedom-lovers as a child who lost its way.<ref name = TEG10/>
L'Empire infernal entretient des relations complexes avec Taldor, dont le Cheliax a hérité d'un système byzantin de bureaucratie et de hiérarchies sociales.  Malgré leurs similitudes, le Cheliax reconnaît que l'apparente désinvolture de Taldor ne s'applique pas à son armée, et la reine Abrogail n'est pas intéressée par l'idée de se mesurer à la marine de Taldor. Tant que Taldor ne s'immisce pas dans les affaires chelish, les deux nations se contentent d'une paix tendue qui leur permet de sécuriser leurs extrémités respectives de la mer intérieure.


=== Military ===
==QADIRA===


Even though Taldor's armed forces no longer possess the power and prestige of the Armies of Exploration of the past, they are nevertheless powerful organizations. They are divided into the [[Taldan Horse]], the [[Taldan Phalanx|Phalanx]], and the [[Taldan Imperial Navy|Imperial Navy]], and are commanded by [[Maxillar Pythareus|High Strategos Maxillar Pythareus]]. The most notorious, however, are the [[Lion Blades]], who specialize in subterfuge and urban combat, and are often recruited from Oppara's best bardic colleges.<ref name="ISWG-184+">{{cite book/The Inner Sea World Guide|184-185}}</ref>
Malgré des millénaires d'animosité et de guerre, Taldor et Qadira vivent aujourd'hui dans une paix relative. La frontière reste militarisée, même après la fin de la Grande Campagne il y a plus d'un siècle. Les membres des gouvernements et de l'élite des deux nations se méfient toujours de l'autre, mais aucun d'entre eux n'influe ouvertement sur l'autre, bien qu'une rivalité durable existe entre leurs agences de renseignement mutuelles, les Lames de Lion de Taldor et le Hatharat de Qadira.


== Society ==
=== Royalty ===
Taldor's royal class is comprised of dynasty-inheriting houses, most of which trace their lineages back to one emperor or another. Its members hold byzantine titles such as patrician, magister, proconsoul, mandator, exarch, viceroy, duke, and others. A large number of scholars in the [[Primogen Library]] keep and update the genealogical records, as each title has a subtle place in the hierarchy of the empire. In the history of Taldor, the royalty have contributed to the greatness of its emperors, but also to their downfalls. The Grand Prince can raise a citizen or senator of the empire up to royalty by bestowing a title and wealth, but does so only once a year in a huge celebration at the [[Imperial Palace]].<ref name="TEG11-12"/>


=== Senatorial class ===
=Histoire=
Taldor's senatorial class consists of the hereditary members of the senate, the governors of Taldor's prefectures, and various heads of the bureaucracy. With exceptionally good work and long loyalty to the empire, a citizen can achieve a title in the senatorial class.<ref name="TEG11-12"/>
Parmi les nations existantes dans la région de la mer intérieure, peu ont une histoire qui remonte aussi loin que celle de Taldor. Plus rares encore sont celles qui peuvent légitimement revendiquer le niveau d'influence du Premier Empire sur la région. Sa portée s'étendait autrefois des montagnes du Bord du Monde à l'océan Arcadien, et il a même influencé Casmaron et le nord de Garund. Taldor a connu des périodes de triomphe et de déclin, mais a toujours joué un rôle important dans l'évolution et le destin de toute la région. L'histoire de Taldor précède même l'apothéose d'Aroden et la fondation d'Absalom, l'une des pierres angulaires de l'histoire de l'Avistani.


Social status for both royalty and senators is tied to their lavish beards, which by law only they can legally grow (leading to them being called the "[[bearded]]"). Greater, more extravagant beards are a sign of a higher status.<ref name="TEG11-12"/>
Au tout début de l'âge de l'angoisse, alors que l'humanité commençait à établir des cités-états durables à la suite de l'effondrement de la Terre, les descendants des réfugiés azlans s'installèrent d'abord sur les rives nord-est de la mer Intérieure. Poussés vers l'est, d'abord par des orcs meurtriers, puis par des clans kellid de plus en plus organisés, ces colons trouvèrent dans les terres peu habitées des environs de la forêt de Verduran un répit bienvenu.


=== The Unbearded ===
Leur lignée et leur culture s'étant mélangées aux Garundi, aux Keleshites et aux Kellids au cours des siècles tumultueux précédents, peu de ces premiers Taldans étaient de véritables héritiers de l'héritage azlanti, et bon nombre des cultures, de la foi, de la magie et des traditions de l'empire en ruine s'étaient déjà perdues dans le temps. Les premiers Taldans étaient un peuple à part entière, rustique et volontaire, et leurs cités-états se sont développées avec force.
The massive underclass of "the unbearded" make up 99% of Taldor's population. They are merchants, craftsmen, day laborers, dock workers, [[vagabond]]s, soldiers, sailors, and so on. Taldor's crushing taxes and the policies of the ruling class regarding the rights of citizens keep the unbearded in poverty. Careful advances of key citizens from the ranks of the unbearded keep their compatriots ever hopeful that after hard work and long loyalty, they might join the ranks of the bearded. Taldor's military and civil service usually offers such a way of advancement, and because of that the branches of the military (the Taldan Horse, Phalanx, and Navy]] are loyal and strong.<ref name="TEG11-12"/><ref name="ISWG-184" />


In the countryside, most of Taldor's poor live as serfs, farmers, or craftsmen, slaves to their lords or prefecture governors.<ref>{{cite book/Taldor, Echoes of Glory|28}}</ref> Even worse, when their lords or governors send their soldiers against one another, the poor unbearded are usually caught in between and suffer greatly.<ref name = TEG10/>
Pendant des siècles, ces cités-états orientales - parmi lesquelles les villes modernes de Cassomir, Oppara et Zimar - ont existé en tant qu'entités indépendantes, parfois en guerre, souvent en compétition, et chacune conservant sa propre culture.  En -1293 ar, le grand prince Taldaris d'Oppara, dont on dit qu'il a été élevé par des lions sauvages dans les plaines de Tandak avant d'être adopté par des soldats d'Oppara, a entamé une campagne de 12 ans pour unir les communautés dispersées sous une seule et même bannière.  Grâce à la combinaison de forces supérieures, de prouesses tactiques et d'une chance inouïe, Taldaris assiégea d'abord les États voisins qui représentaient la plus grande menace, puis il mit ses ressources au service de cibles plus éloignées et plus faibles.  Au cours du règne anormalement long de leur empereur (qui s'est achevé à sa mort en -1144 ar), les citoyens des Principautés de Taldaris en sont venus à se considérer comme une seule nation civilisée, nommée Taldor, unie contre la barbarie d'un monde indompté et inexploré.
Taldor a passé des siècles à apprivoiser les terres sauvages à l'intérieur de ses frontières naissantes, luttant contre les gnolls, les kobolds et les orcs qui s'attaquaient à son peuple et pillaient ses richesses croissantes. La première grande menace pour la nation est apparue en -632 ar, lorsque le rejeton de Rovagug connu sous le nom de Tarrasque a dévasté l'empire de Ninshabur à l'est et a fini par percer les montagnes du Bord du Monde, formant la brèche de Porthmos. La bête a laissé un sillage de mort et de destruction, rasant Oppara et de nombreuses autres villes du Taldan avant de poursuivre ses prédations sur l'ensemble de l'Avistan. Taldor a failli disparaître à la suite de cette destruction. Pendant deux siècles, les dirigeants qui cherchaient à reconstruire ont exigé un travail harassant de la part des gens du peuple, victimes d'une famine généralisée, ce qui a alimenté des rébellions quasi constantes. Taldor a finalement lancé une campagne d'améliorations civiques telles que des aqueducs, des canaux et des routes afin d'apaiser sa population et de permettre à son armée de se déplacer librement pour réprimer les fréquents soulèvements.


== People ==
Toutes les réalisations de Taldor ont été mises à l'épreuve au cours du siècle précédant la fondation d'Absalom, lorsque l'expansion vers l'ouest de l'Empire Padishah de Kelesh a amené les armées Keleshites à travers le territoire méridional de Taldor, conquérant formellement ses territoires méridionaux vaguement contrôlés pour créer la satrapie de Qadira en -43 ar. Après des décennies de querelles diplomatiques, Taldor et son voisin méridional s'engagèrent dans la première de nombreuses escarmouches frontalières lors de la bataille d'Urfa en -4 ar. Anticipant un long conflit, les deux nations ont commencé à fortifier leurs frontières.
<!--Remember that inhabitants of Taldor are Taldans, not Taldorians-->


The Taldan people are a mixture of [[Keleshite (human ethnicity)|Keleshite]] and [[Azlanti (human ethnicity)|Azlanti]] blood. Taldans, by and large, have light brown hair and bronzed skin. Men of noble birth favor beards, while women commonly wear elaborate wigs; both beards and wigs are often extravagantly decorated. The language of the Taldan people is [[Human_languages_of_Golarion#Common (Taldane)|Taldane]]; the language has spread to become the Common speech of the entire [[Inner Sea region]], a testament to Taldor's vast influence.<ref name="ISWG-19">{{Cite book/The Inner Sea World Guide|19}}</ref>
Cinq ans plus tard, la région a été bouleversée par un miracle d'Aroden, qui a fait surgir la Pierre d'Étoile - et toute l'île de Kortos - des profondeurs de la mer intérieure, devenant ainsi un dieu. La culture et l'héritage azlanti gagnèrent en popularité, et la foi d'Aroden se développa presque du jour au lendemain. Voyant dans les œuvres de cet Azlanti élevé la preuve de sa supériorité, Taldor établit le centre de la foi arodénite à Oppara.
Dans la génération qui suivit ce renouveau culturel, Taldor entama sa première grande période d'expansion avec la formation de la Grande Armée d'Exploration (plus tard considérée par les historiens comme la Première Armée d'Exploration). Commandée par l'ambitieux et ostentatoire général Porthmos - qui a donné son nom à la brèche, à la rivière et à la préfecture - l'armée a remonté la rivière Sellen en 37 ar.  


Taldans are decadent bon vivants, favoring rich foods, ornate attire, and jeweled accoutrements for even the most minor of casual affairs. To a Taldan, appearance is an expression of power, and a keen sense of fashion represents a keen mind. Their appreciation for the arts extends beyond fashion and painting, many Taldans dabbling in wizardry, [[Taldan dueling|dueling]], and the murky strategies of politics and war. A Taldan mind, when raised to ire, is a dangerous thing, and Taldans believe that the rest of the Inner Sea is soon to receive a painful reminder of this timeless fact.<ref>{{Cite web|url= http://paizo.com/paizo/blog/2008/june/v5748dyo5l9zk|author=[[Joshua J. Frost]] & [[Nicolas Logue]]|date=June 19, 2008|page=Paizo Blog|title=Exploring Paizo's Pathfinder Society Organized Play, Part 5}}</ref>
À peine sortis des limites du Taldor, Porthmos et son armée détruisirent la loge de Goroth, bastion de la magie druidique corrompue dans la forêt de Verduran, et tracèrent la carte de la rivière Sellen jusqu'à l'actuelle Sevenarches, dans le sud des Royaumes fluviaux. Taldor a officiellement annexé les terres situées entre la forêt et Sevenarches en tant que province de Galt en 115 ar, marquant ainsi la transition de Taldor d'une nation puissante à un empire. Au cours des quatre siècles suivants, des expéditions successives ont cartographié la majeure partie de ce qui est aujourd'hui Galt, Kyonin, Razmiran et les royaumes fluviaux du sud, établissant des avant-postes militaires et commerciaux à des endroits stratégiques jusqu'aux rives du lac Encarthan. À la veille du sixième siècle de l'ère Absalom, Taldor a de nouveau envoyé la deuxième armée d'exploration, cette fois en direction du nord depuis le lac Encarthan. À cette époque, l'empire avait bâti une économie solide autour du lac et cherchait à sécuriser ses investissements en explorant et en étudiant les peuples avec lesquels il commerçait, principalement les Kellids et les Varisiens qui vivaient là depuis l'Âge des Ténèbres. L'armée explora la région connue aujourd'hui sous le nom de Lastwall et d'Ustalav, mais elle fut finalement stoppée dans sa marche vers l'ouest par les orcs de la Forêt de Belkzen. La deuxième armée d'exploration a alors poussé vers le sud, dans les régions actuelles de Molthune et de Nirmathas, mais la diminution des réserves et la forte résistance des habitants ont fini par stopper son avancée.


The wealth, decadence and the importance of political maneuvers to the royal and senatorial classes have made many costly and extravagant items popular. Some examples include magical transports like the ''[[pendulate divan of Emperor Fortigré]]'', ''[[soaring cathedra]]'', or ''[[talisman of the summoned steed]]''; magical augmentation to one's appearance like the ''[[costume bureau]]'' or ''[[philanderous compact]]''; or aids to the machinations of the social climbers like the ''[[missive stone]]'', ''[[ring of the sublime]]'', ''[[raucous canard]]'', and ''[[gossip glass]]''.<ref>{{cite book/Taldor, Echoes of Glory|26-7}}</ref>
Taldor se concentra ensuite sur ses affaires intérieures pendant près d'un millénaire, alors que des exodes massifs de roturiers en quête d'une vie meilleure sur la nouvelle île de Kortos menaçaient la stabilité. En partie en réponse à cette insécurité, le général Coren a mené la troisième armée d'exploration vers l'ouest le long de la côte nord de la mer intérieure en 1520 ar, étendant la portée de Taldor jusqu'à l'océan Arcadien. La ville portuaire de Corentyn, à l'ombre de l'Arc d'Aroden, fut établie comme bastion occidental et nommée en l'honneur du général. Coren emmena ensuite l'armée de Corentyn au nord de Molthune, où elle passa plus d'une décennie à retracer le chemin de la seconde armée d'exploration à l'envers et à établir des forts de ravitaillement le long des rives méridionales du lac Encarthan.


=== Religion ===
La sécurisation du cercle entre l'empire occidental de Taldor et le lac Encarthan a pris un siècle de plus, et n'a été achevée que lorsque la quatrième armée d'exploration, dirigée par le général Khastalus, a cartographié et revendiqué les régions d'Isger et du nord de l'Andoran. Luxuriante et fertile, l'Andoran est devenue une province officielle en 1707 ar. Les tensions avec les Kellidés de la région ont explosé à la suite de cette conquête, faisant des montagnes d'Aspodell et des terres environnantes l'une des régions les plus troublées des frontières de Taldor.  La campagne d'Aspodell contre les nations kellides du centre de l'Avistan dura jusqu'en 2133 ar, date à laquelle la Septième armée d'exploration massacra la tribu Isger, le clan le plus puissant à s'opposer à la domination du Taldor. Le protectorat nouvellement formé entre Andoran et Molthune fut nommé Isger en mémoire de la tribu. Les Taldans considèrent toujours cette guerre de 400 ans contre un peuple "barbare et simple" comme une honte, tandis que les Kellids modernes la considèrent comme un témoignage de la force et de la ténacité de leur peuple.
The people of Taldor worship a wide range of [[god|deities]], but among the major gods prefer those who are generally associated with the Taldan people: [[Abadar]], [[Cayden Cailean]], [[Norgorber]], and [[Shelyn]]. The worship of [[Calistria]] and the controversial (because she is associated with Qadira) [[Sarenrae]], and even the deceased Aroden are also popular.<ref name="ISWG-182" /> The cult of [[Kurgess]] (a [[demigod]] who began as a Taldan mortal) is also beginning to spread.<ref name="ISWG-229">{{cite book/The Inner Sea World Guide|229}}</ref>


=== Combat ===
The [[falcata]] is the traditional weapon of Taldor,<ref>{{cite book/Campaign Setting|208}}</ref> and Taldan duelists train in a form of falcata and buckler combat known as [[rondelero]].<ref name="ISWG-289">{{cite book/The Inner Sea World Guide|289}}</ref>


== Fauna ==
Deux autres armées d'exploration ont permis d'étendre les frontières du Taldor au cours du vingt-et-unième siècle. La Cinquième (2009-14) a étendu l'empire vers le nord, à travers le Rostland et l'Issia, jusqu'aux rives du lac des Brumes et des Voiles, et la Sixième (2080-89) a parcouru le nord du Garund. Les deux armées étaient équipées d'un énorme engin de siège magique appelé le Brise-Monde, qui réduisait considérablement la résistance qu'elles rencontraient en chemin. Malgré cet avantage, la Sixième Armée d'Exploration n'a jamais établi de province taldane dans le Garund, en partie parce que l'armée a rencontré les forces du Roi Gorille lors de la bataille de Nagisa en 2089 ar. Le Roi Gorille et ses charau-ka ont volé le Worldbreaker à l'armée vaincue, et le général Erestos Marburran, honteux, a ramené les quelques forces qui lui restaient à Taldor en traversant la Mer Intérieure. Les historiens s'accordent à dire que cette défaite embarrassante, conséquence de l'ambition démesurée de l'empire et de son incapacité à gérer ses ressources les plus lointaines, a marqué le début du déclin de Taldor.


After millennia of settlement, the heartland of Taldor is largely free of dangerous beasts and monsters, although the druid-controlled Verduran forest is still home to [[gnome]]s, [[ettercap]]s, and numerous [[fey]]. The Fog Peaks on the border with Galt are home to numerous [[giant]]s and [[thunderbird]]s who occasionally present a threat, while [[orc]]s make raids from their lairs in the World's Edge Mountains.<ref name="ISWG-183" />
Tout au long de ces siècles d'expansion taldane au nord et à l'ouest, le rival de toujours de l'empire au sud et à l'est, Qadira, a construit ses propres fortifications. Pour les Taldans vivant au sud d'Oppara et du fleuve Porthmos, la menace keleshite était toujours présente à l'esprit et a servi de facteur de motivation pour la croissance de l'empire et l'accumulation de ressources provenant de tout l'Avistan. Après tout, Qadira n'était que la satrapie la plus à l'ouest de l'empire Padishah de Kelesh, qui s'étendait sur tout le continent ; pour que Taldor ait une chance de l'affronter économiquement ou militairement, il faudrait qu'il s'étende sur un continent à lui tout seul.
 
Les tensions se sont traduites par des escarmouches mineures et parfois même par des conflits prolongés qui ont duré un an ou deux, mais aucun n'a été assez important pour se démarquer des autres. La guerre le long de la frontière sud du Taldor devint simplement le statu quo, encourageant les habitants du Taldor à chercher de nouvelles distractions bien au-delà de leurs frontières.
 
En 1553 ar, le satrape qadiran, Xerbystes I, déclara son titre héréditaire et fonda ainsi la dynastie qui porte son nom. En échange, il abandonne le contrôle des affaires étrangères de Qadira à un vizir nommé par le Padishah, mais pas avant d'avoir consolidé son héritage en signant un traité de paix avec le Grand Prince de Taldan Urios III pour mettre fin à la guerre froide entre les deux nations. Cette période de tranquillité, connue sous le nom de "paix uranaise", a duré plus de 2 500 ans.
 
La paix uranaise n'a cependant pas épargné Taldor des pertes et des conflits. En 2632 ar, les premiers elfes revinrent à travers la pierre soviétique et reprirent Kyonin, repoussant tous les Taldans de la région au-delà de la rivière Sellen. Un peu plus d'un siècle plus tard, une épidémie connue sous le nom de "mort par étouffement" se répandit depuis Iobaria le long de la route commerciale, dévastant la population de Taldor, en particulier au cœur de l'empire. En 2920 ar, une série d'énormes tremblements de terre a dévasté Taldor et Qadira, tuant des dizaines de milliers de personnes et rasant des villes entières. La reconstruction rapide a enterré une grande partie de ces ruines, créant de vastes réseaux souterrains sous plusieurs villes de Taldan, exploités par les criminels et les monstres autrement éliminés à la surface. Plusieurs familles nobles de Taldan ont considéré les tremblements de terre comme la preuve que Qadira adorait Rovagug et avait conspiré pour libérer la Bête Brute de sa prison. Bien que ces affirmations aient été largement rejetées par un empire plus soucieux de reconstruire que de blâmer, elles ont néanmoins semé la graine de la xénophobie qui allait finalement mettre fin à la paix uranaise. Plusieurs de ces nobles formèrent une société secrète, les White Wardens (gardiens blancs), et tentèrent un coup d'État voué à l'échec. Le Grand Prince Remoque V a dépouillé les membres des White Wardens de leurs titres et de leur fortune avant de les exiler, évitant ainsi de justesse une guerre avec Qadira. De nobles conspirations motivées par la gloire et les profits qu'apporte la guerre ont continué à menacer la paix uranaise pendant des siècles.
 
L'une de ces conspirations impliquait une tentative d'utilisation d'un orbe légendaire de l'humanité des dragons, qui a failli détruire l'empire en 3660 ar lorsque les instigateurs ont involontairement plongé les dragons métalliques de la nation dans une frénésie insensée. Les douze longues années qui suivirent furent connues sous le nom de peste des dragons et laissèrent des villes détruites et des milliers de morts avant que les héros de Taldan ne tuent les dernières bêtes déchaînées. Les dragons chromatiques de tout l'Avistan se sont ensuite engouffrés dans la brèche laissée par le pouvoir, entraînant un siècle de violence et de massacres de dragons qui colorent encore la culture de Taldor. Les familles nobles se vantent encore d'avoir eu des ancêtres qui ont chassé des dragons à cette époque, font des offres pour obtenir des artefacts de l'époque ou organisent des chasses aux dragons. En 3754 ar, Taldor a lancé la plus grande offensive militaire de son histoire, non pas contre Qadira mais contre les forces du Tyran Chuchotant qui menaçaient les terres situées au nord et à l'ouest du lac Encarthan. La croisade dite de l'éclat a fait du Taldor la première puissance militaire de la région de la mer intérieure, mais elle a coûté cher à l'empire et à ses alliés en vies humaines, en moral et en argent. La croisade a duré plus de 150 ans et s'est soldée par la défaite de Tar-Baphon face au général taldan Arnisant. Les chevaliers arodenites d'Ozem, qui ont joué un rôle essentiel dans la victoire de la croisade sur le tyran chuchotant et ses armées de morts-vivants, ont établi le protectorat de Lastwall - une colonie officielle - pour veiller sur la prison de la liche de Gallowspire.
 
Alors que l'âge des dragons et des croisades sacrées touchait à sa fin, la paix uranaise prit fin lorsque le voisin méridional du Taldor l'envahit en 4079 ar, profitant du fait que le Taldor était surendetté. Les envahisseurs qadirans ont mis à sac Zimar, la rasant ainsi que d'autres possessions du sud du Taldor, ce qui a incité l'empire tout entier à se mobiliser contre cette menace. La guerre avec Qadira, considérée comme la Grande Campagne par Taldor, fit rage pendant plus de 500 ans, au cours desquels Taldor perdit peu de terres au profit des Keleshites au sud, mais céda toutes ses possessions à l'ouest de la rivière Sellen et au nord des Pics de brume. Cette réduction spectaculaire de la taille de l'empire ne s'est pas faite par la guerre, mais par des sécessions sans effusion de sang, motivées et rendues possibles par le conflit en cours sur le front qadiran. Les nombreuses colonies ambitieuses de la nation étaient devenues frustrées, d'abord parce qu'elles devaient payer pour la reconstruction après la peste du dragon, puis parce qu'elles devaient soutenir une guerre si éloignée de la vie quotidienne des colons.
 
Aspex le Pair, gouverneur du Chéliax, fut le premier à se détacher. Il rompit les liens de la province avec Taldor et se déclara roi. Sa revendication initiale incluait tous les territoires taldans le long de la mer intérieure à l'ouest de la rivière Sellen, et il revendiqua plus tard Isger et Galt par la menace de la force dans ce qu'on appelle la Conquête des langues paires. Le Lastwall devint effectivement une nation souveraine en déclarant sa neutralité dans le conflit, et les divers territoires situés au nord de Galt se divisèrent pour former les Royaumes fluviaux, le Rostland et l'Issia, tous trois en proie à la discorde. En l'espace d'une décennie, l'empire de Taldor a été brisé et ses possessions réduites à un quart de ce qu'il contrôlait à son apogée.
 
Trois ans à peine après la fin de la Grande Campagne, la mort d'Aroden plongea à nouveau l'empire dans le chaos. Tout contact avec la Huitième Armée d'exploration, lancée en l'honneur du retour attendu du dieu, cessa, et l'expédition navale fut balayée par les tempêtes avant d'atterrir à Tian Xia. La colonie Amanandar, fondée par les survivants, reste isolée de son empire mère et, bien qu'elle serve de centre de la culture taldane à l'autre bout du monde, elle n'a guère contribué à aider Taldor à se relever après des millénaires de déclin.
 
=La chronologie de Taldor=
 
–1281 ar General Taldaris of Oppara conquers the scattered city-states along the Inner Sea, unites them to form Taldor, and becomes its first emperor.
 
 
 
3129 ar  Qadiran assassins kill Grand Prince Jalrune; his  successor, Grand Prince Hyrotte I, forms the Ulfen Guard to protect himself.
 
 
 
–632 ar  The Tarrasque tears open the Porthmos Gap and destroys Oppara.
 
3660–3672 ar The so-called Dragon Plague plunges northern Taldor into a campaign of terror and violence brought about by metallic dragons.
 
–78 ar Keleshite troops begin a campaign of conquest through Taldor’s  Pashman River.
southern terri
tories  along  the 3754 ar  Taldor launches the Shining Crusade to destroy the
lich Tar-Baphon and his undead armies.
–43 ar The Padishah Empire of Kelesh halts its southern 3827 ar  Tar-Baphon is defeated and imprisoned within his
conquests  at  the  River  Ladan  and  formally former fortress of Gallowspire.
incorporates the satrapy of Qadira. 3828 ar  The Knights of Ozem form Lastwall, a protectorate
–4 ar Qadira’s and Taldor’s borders expand to overlap of Taldor, to watch over Gallowspire.
one another,  causing the fi  t  border skirmish 3841 ar  Treaty of the Wildwood is signed, making the between the two empires: the Battle of Urfa near Verduran Forest semiautonomous.
White Pass. 4079 ar  During ongoing succession confl in the Padishah
1 ar Aroden raises the Isle of Kortos from the Inner Empire, Qadira invades Taldor, capturing Zimar.
Sea and becomes a living god, with Oppara as the 4080 ar  Qadiran invaders burn most of the settlements
center of his worship. surrounding Zimar in Ember Night, a touchstone
37 ar Taldor’s First Army of Exploration, led by General many modern Taldans still call back to as justifi tion
Porthmos, destroys the druidic Goroth Lodge in the of their hatred of Qadira. Verduran Forest and charts the Sellen River north to 4081– The Even-Tongued Conquest; taking advantage of
Sevenarches. 4091 ar  the chaos of the Qadiran invasion, Governor Aspex
115 ar The province of Galt is established. the Even-Tongued breaks Cheliax away from Taldor
499 ar The Second Army of Exploration
west from Lake Encarthan, explor pushes north and and declares himself king, claiming all lands west
ing Ustalav. of the Sellen River as territory of the sovereign
1520 ar  Taldor’s Third Army of Exploration, led by General nation of Cheliax. He later seizes the provinces of
Coren, conquers the northern shore of the Inner Isger and Galt by threat of force. Lastwall declares
Sea, founding Corentyn at its farthest edge. neutrality in the conflict, effectively becoming an
1553 ar  Grand Prince Urios III and Satrap Xerbystes I sign independent nation.
a formal peace agreement between their nations. 4082 ar  Grand Prince Cydonus III, who mired his nation in The period of nonaggression known as the Urian debt, is poisoned by angry nobles. His successor,
Peace begins. Beldam I, claims the poisoning was carried out by
1683 ar  The Fourth Army of Exploration areas that later become the pro
and Isger. maps and claims Qadiran agents.
vinces of Andoran 4083 ar  Qadira’s armies reach the River Porthmos—the
farthest north they push the Qadiran border over
1707 ar  The province of Andoran is formally established by the entire war—after a series of Taldan military
General Khastalus. losses the Taldans call the Ghevran Massacres.
2009– The Fifth Army of Exploration employs a magical 4217 ar  The Yellowtongued Sickness ravages Taldor.
2014 ar    siege engine called the Worldbreaker to push north 4328 ar  After 2-1/2 centuries spent pushing out Qadiran through the River Kingdoms and Brevoy to the Lake invaders,  Taldor  launches  the  Heaven’s  Step
of Mists and Veils. Offensive to invade Qadira but is forced back when
2080 ar  General Erestos Marburran and
Exploration begin exploring north his Sixth Army of the Empire of Kelesh joins the war and reinforces
ern Garund. the flagging Qadiran forces.
2089 ar  The Sixth Army of Exploration is ambushed and 4528 ar  Grand Prince Stavian I uses the war with Qadira
destroyed by the Gorilla King at Nagisa, losing the to push out rivals prominent within the church of
Worldbreaker; Taldor begins its decline. Sarenrae. In the Great Purge, he criminalizes the
2133 ar  The Seventh Army of Exploration slaughters the worship of Sarenrae and orders her temples closed.
Kellids of the fiercely independent Isger tribe and 4603 ar Taldor and Qadira declare peace after 5 centuries establishes the Protectorate of Isger (named in the of war; trade between Avistan and Kelesh reopens. tribe’s memory) to secure trade with Druma. Worship of Sarenrae is declared legal again.
2632 ar  Elves return to Kyonin, pushing T scavengers east of the Sellen Riv aldan settlers and 4606 ar  The Eighth Army of Exploration, led by General
er. Orphyrea Amandar, sets sail to discover new lands
2742 ar  The disease known as the Choking Death spreads to conquer overseas; Aroden dies.
from Iobaria and devastates Taldor’s population, as 4608 ar  The Eighth Army of Exploration lands in Shenmen well as that of the rest of Avistan. in Tian Xia; pushing inland, it conquers the city
2920 ar  Massive earthquakes devastate both Taldor and of Kamikobu and establishes the isolated Taldan Qadira, killing tens of thousands and flattening colony of Amanandar.
many cities; some Taldan nobles accept this as 4667 ar  The Red Revolution begins in Galt. Many nobles
proof that Qadira worships Rovagug and threatens flee into Taldor with little but their titles, creating to unleash the Rough Beast from his prison. an underclass of penniless nobles in the north.
2921 ar  Grand Prince Remoque V ends an attempted coup 4689 ar  Taldor begins a new naval campaign of harassment
by the White Wardens, averting war with Qadira. and privateering against Qadiran trading ships.
3007 ar  Cheliax is incorporated as a province of Taldor. 4717 ar  The present year.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
=GAZETTEER=
 
Est-il vraiment étonnant que les Taldans se vantent de leur grandeur alors qu'ils sont nés avec de telles merveilles ? Chaque recoin de notre terre - les montagnes qui soutiennent le ciel, la forêt qui s'étend d'un horizon à l'autre, les champs de céréales qui ondulent comme de l'or en fusion, la mer si bleue que les saphirs pleurent d'envie - chante : "Je suis ici pour la gloire de mes enfants."
 
Ainsi, en tant qu'enfants consciencieux, nous nous répartissons les responsabilités et répondons à ses besoins. Nous nettoyons, nourrissons et abritons ces terres et, lorsque cela s'avère nécessaire, nous la protégeons contre les loups qui hurlent à sa porte.
 
-Décret de partage des terres (préambule), ratifié par la majorité sénatoriale, 18 Abadius 3247 ar.
 
Les frontières modernes de Taldor ne représentent qu'une fraction de ce que l'empire revendiquait autrefois. Ce qui reste après des siècles de bouleversements et de révoltes, ce sont les terres qui n'ont jamais connu d'autre règle que celle de Taldor depuis plus de 6 000 ans. Ainsi, le Taldor d'aujourd'hui est le cœur de l'histoire de l'empire, le tronc stable et régulier à partir duquel les branches du puissant empire se sont étendues et sur les racines solides et profondes duquel la nation moderne se dresse.  Peu de nations dans la région de la mer intérieure peuvent se vanter d'avoir une histoire aussi longue et aussi riche que celle du Taldor, et peu d'entre elles cachent autant de secrets au milieu des forêts apparemment apprivoisées, des champs cultivés et des pavés polis.
 
==TERRES DE TALDOR===
 
Au fil des millénaires, les territoires de Taldor ont changé de nom et de taille, au gré des mariages, des guerres et des ventes de terres pour payer les dettes. Pour mettre fin à ce chaos, le Décret de partition des terres de 3247 ar a établi les frontières internes des préfectures de la nation et a défini les règles formelles pour modifier les divisions au sein de chacune d'entre elles. Bien que le décret définisse 62 préfectures, Taldor est divisé en 12 préfectures et deux provinces majeures. La plupart des 50 préfectures restantes ne couvrent que quelques dizaines de kilomètres carrés, créées pour justifier l'octroi du titre de grand-duc en tant que faveur politique. Les 12 préfectures en question - Avin, Kazuhn, Krearis, Ligos, Lingian, Moda, Tandak du Nord, Opparos, Porthmos, Sophra, Tandak et Whitemarch - sont décrites plus en détail dans les pages suivantes.
 
Au plus haut niveau, les divisions territoriales et l'administration de Taldor semblent simples. Un grand-duc dirige une province, qui est elle-même divisée en duchés, chacun dirigé par un duc. Les ducs divisent ensuite leurs terres en comtés qui sont administrés par un comte ou un earl, selon la tradition locale, qui nomme ses propres barons, landgraves, seigneurs, tribuns et vicomtes pour gérer un nid de rats de districts plus petits, qui se chevauchent souvent. Les nobles locaux sont largement libres d'administrer leurs terres comme ils l'entendent, tant qu'ils ne violent pas les droits des citoyens libres - la liberté de mouvement et le droit à l'État de droit - tels qu'ils sont définis dans la Charte impériale, même si des violations flagrantes peuvent être négligées pour des nobles particulièrement populaires, puissants ou riches.
 
Seuls les nobles peuvent posséder des terres, mais les gens du peuple sont autorisés à se déplacer librement d'un endroit à l'autre, ce qui encourage les nobles à accorder à leurs sujets une certaine liberté et un certain contrôle sur les terres qu'ils exploitent. Les citoyens de basse naissance paient une taxe nominale à leur noble local pour l'utilisation de leurs terres et les nobles à leur tour paient une partie des revenus de leurs terres à leurs supérieurs immédiats, les fonds aboutissant dans le trésor du grand prince. Les ducs et les comtes peu scrupuleux sont également connus pour taxer directement leurs roturiers en plus de ce pourcentage, écrasant souvent leurs sujets financièrement et les plongeant dans des dettes inéluctables qui les obligent à un service permanent. Alors que les nobles paient généralement leurs impôts en or ou en argent, les roturiers paient plus souvent avec un pourcentage de leur récolte ou en s'engageant à consacrer un pourcentage de leur temps au service de leur seigneur local.
 
Les terres situées en dehors des frontières des préfectures établies sont considérées comme des provinces, qui sont officiellement considérées comme des régions "en développement", ne disposant pas d'une population permanente ou d'infrastructures suffisamment développées pour refléter la gloire de Taldor. Dans le passé, cette désignation était largement réservée aux colonies, notamment Andoran, Cheliax, Galt, Isger et Lastwall, mais le Taldor moderne l'applique aux terres trop accidentées ou rebelles pour être colonisées, mais trop précieuses pour être libérées, notamment la forêt de Verduran et les montagnes du bord du monde. La couronne nomme des gouverneurs, qui sont presque toujours des grands-ducs ou des ducs en plus de ce titre, pour administrer les provinces. Ces gouverneurs jouissent d'une plus grande liberté que les grands-ducs dans la manière dont ils appliquent les édits impériaux sur leurs terres, car les résidents d'une province n'ont pas la citoyenneté impériale à part entière.
 
Les gouverneurs nomment à leur tour des marquis, qui jurent fidélité et prouvent généralement cette fidélité par d'importants tributs annuels, afin de faire respecter la loi et de surveiller l'activité dans toute la province.
 
==Voyager dans le Taldor===.
 
Bien que le Taldor soit une nation vaste et étendue, à la politique troublée et aux populations variées, la traversée d'un bout à l'autre est une tâche simple pour quiconque est plus habitué aux routes accidentées et aux sentiers forestiers de toutes les autres nations d'Avistani. Taldor était autrefois une terre d'or pour le génie civil, construisant des routes si fines qu'elles restent praticables même après 4 000 ans d'utilisation régulière. Lorsque les anciens Taldans rencontraient des vallées, ils les comblaient. Lorsqu'ils trouvaient des collines, ils les démolissaient. En conséquence, les routes taldanes sont anormalement droites et planes, et pavées avec un soin extraordinaire. Les plus belles d'entre elles sont entretenues par une magie ancienne qui renforce la solidité de leurs pavés. Presque tous les déplacements entre les principales agglomérations de Taldor (petites villes ou plus grandes) sont considérés comme s'effectuant le long d'une route.
 
Les vastes canaux de Taldor bénéficient de la même fierté nationale et du même don pour les grandes constructions, bien que ces voies d'eau artificielles servent bien plus au transport de marchandises qu'à celui de personnes.
 
Les grandes prouesses d'ingénierie et la magie de préservation ne font rien pour empêcher le banditisme le long de ces routes et voies navigables bien tracées, et le vol et l'agression le long des routes de Taldor, en particulier la nuit, sont des problèmes constants. Les colonies riches paient des cavaliers et des gendarmes pour chasser les malfaiteurs des routes, tandis que les colonies plus pauvres se contentent de la violence populaire. Les marchands et les nobles engagent presque toujours des gardes, même pour emprunter des routes supposées sûres.
 
==PEUPLE DE TALDOR=====LES HABITANTS DE TALDOR===LES HABITANTS DE TALDOR
 
De la même manière que Taldor est défini par sa géographie, son peuple définit son caractère national. Alors que l'ethnie humaine et la langue commune de la région de la mer intérieure tirent leur nom de Taldor, la nation elle-même tire son caractère des habitants de l'Avistan et des coins les plus reculés du globe.
 
===Taldans===
 
Les personnes les plus répandues à Taldor sont les humains de l'ethnie qui porte son nom. Après des millénaires de mariages avec des Garundi, des Keleshites et des Kellids pendant la diaspora Azlanti, les ancêtres des Taldans modernes ont perdu la plupart des traits anguleux de leurs anciens ancêtres et ont hérité d'une plus grande variété de couleurs de cheveux et d'yeux. Les Taldans ont généralement une peau fauve qui bronze facilement pour se rapprocher du teint de leurs voisins keleshites, et des cheveux blonds, bruns ou noirs qui poussent épais et bouclés. La couleur de leurs yeux est très variable, bien que les yeux violets caractéristiques du sang azlanti soient plus rares chez les Taldans que chez les Chelaxiens, au grand dam des Taldans.
 
Les Taldans sont généralement connus pour leur fierté, mais ils sont aussi très travailleurs. Ils attribuent la diffusion de leur culture - formes de gouvernement, art, architecture, langue et religion - sur un continent entier à leur ambition et à leur obstination, ignorant parfois qu'elle est aussi le fruit d'une conquête violente. Quelle que soit sa place dans la société, une Taldane a confiance en ses capacités et est fière de son travail, de son apparence et de la façon dont elle est perçue par les autres. Cette confiance peut facilement céder la place à l'arrogance, mais elle est généralement tempérée par une volonté presque instinctive d'accepter le monde tel qu'il se présente et de soutenir le statu quo.
 
=====Autres humains===
 
Les villes cosmopolites de Taldor, son histoire expansionniste et son commerce mondial ont amené des membres de presque toutes les ethnies humaines dans l'empire. Une famille ethniquement tian peut avoir cultivé la même parcelle de terre pendant un millier d'années, et une lignée aristocratique peut avoir pour origine de lointains ancêtres mwangi ayant fait leurs preuves en tant que soldats dans une armée d'exploration. Quoi qu'il en soit, ces familles et leurs voisins se considèrent fièrement comme des Taldans de tradition et de sang, leurs héritages contribuant à la diversité qui constitue l'épine dorsale de la force de l'empire.
Les Chelaxiens : Bien que peu de Taldans reconnaissent cette ramification comme un héritage propre, les Chelaxiens, en tant que descendants du peuple taldan, prospèrent dans tout l'empire. Quelques Taldans les considèrent encore avec méfiance comme des rebelles potentiels à cause de la conquête d'Eventongued, bien qu'elle ait eu lieu il y a plusieurs siècles.
 
Garundi : Depuis la fondation d'Absalom, l'Osirion est resté l'un des principaux partenaires commerciaux du Taldor,
 
Les pierres précieuses et les pierres d'Osirion sont échangées contre les fruits, le vin et le bois offerts par son voisin du nord. Nombre des plus anciennes familles nobles de Taldor se sont mariées avec celles d'Osirion et de Thuvia pour renforcer les contrats commerciaux ou hériter de terres à Absalom, ce qui fait que le peuple et les traditions garundi sont particulièrement bien représentés dans la classe dirigeante de Taldor.
 
Les Keleshites : Le malaise avec leurs voisins du sud imprègne toujours la culture de Taldor, même après un siècle de paix. Un millénaire de guerre a entaché les conceptions communes des Keleshites de diverses superstitions et d'une propagande dépassée, et bien que les nouvelles générations mûrissent dans leur vision des choses, les familles keleshites au sein de l'empire sont toujours confrontées à une bataille difficile. Paradoxalement, dans le sud, où la menace qadirane est la plus importante et la plus constante, les Keleshites représentent une part bien plus importante de la population et sont considérés avec moins de suspicion que dans d'autres régions de Taldor.
 
Kellids : L'expansion taldane a envahi la plupart des royaumes kellides d'Avistan, mais elle a également permis d'intégrer efficacement ceux qu'elle a conquis à la société impériale. En conséquence, de nombreux Kellids modernes se considèrent comme de fiers citoyens, voire comme des nobles. Cependant, les indigènes kellids de la forêt de Verduran, menés par les druides de la Loge du Bois Sauvage, résistent toujours à la domination taldane. Le Traité de Wildwood, en vigueur depuis longtemps, permet d'éviter les conflits à grande échelle, mais de petits actes d'insurrection et de sabotage maintiennent les Kellids de Verduran en désaccord avec leurs voisins taldans.
 
Ulfen : L'arrivée de la Garde Ulfen il y a plusieurs siècles a entraîné un afflux de voyageurs et de marchands Ulfen. Il n'est pas rare que les Ulfen s'habituent à la société taldane avant d'essayer de rejoindre la Garde Ulfen, et de nombreux candidats rejetés restent dans leur nouvelle patrie parce qu'ils en viennent à aimer leur pays d'adoption - ou parce qu'ils ont gaspillé l'argent nécessaire pour un voyage de retour.
 
===Autres humanoïdes===
 
Bien que les humains constituent la majorité de la population de la nation, la longue histoire de voyage et de commerce de Taldor attire de nombreux peuples lointains.
 
Nains : La plupart des nains de Taldor vivent et travaillent dans la ville de Maheto, où ils produisent une grande partie des armes métalliques de l'armée. Les autres vivent dans divers camps miniers disséminés dans les montagnes du bord du monde ou travaillent comme marchands, forgerons ou traducteurs dans d'autres grandes villes. Bien qu'ils ne soient pas très nombreux, les nains trouvent la hiérarchie ordonnée de Taldor familière, et l'empire entretient des relations diplomatiques amicales avec les Cinq Montagnes des Rois.
 
Elfes : Taldor regrette toujours d'avoir perdu Kyonin lorsque les elfes sont revenus en 2632 ar, et le lien entre les elfes et la "magie de la forêt", telle qu'elle est pratiquée par les druides du Bois sauvage, ne fait qu'accroître les tensions entre l'empire et la nation de Kyonin. L'oubli trouve les coins les plus sauvages Les vastes réseaux commerciaux de l'empire constituent une ressource précieuse dont le Kyonin est dépourvu, de sorte que Taldor voit passer de nombreux elfes, même si peu d'entre eux s'y installent de façon permanente.
Les demi-elfes : Au fil des siècles, la population elfique transitoire de Taldor a donné lieu à des dalliances populaires au sein de la haute société, ce qui a conduit à une population de demi-elfes nés en grande partie de sang noble. Peu de familles reconnaissent publiquement ces bâtards, ce qui fait que nombre d'entre eux sont désœuvrés et reçoivent une généreuse allocation en échange du fait qu'ils ne se mêlent pas des affaires de la famille.
 
Les halflings :  La race non-humaine la plus peuplée de Taldor, les halflings sont arrivés dans la région déjà dans l'ombre de l'humanité, jetés à la dérive par la même diaspora qui a poussé les Azlanti encore plus loin vers l'est. Les halflings forment généralement de petites enclaves dans les régions vallonnées de l'empire, ou bien ils trouvent du travail dans les domaines humains. Heureusement pour eux, le Taldor n'a jamais adopté la tradition chelish d'asservissement des plus petits.
 
Autres : La longue association de Taldor avec l'église d'Aroden est particulièrement évidente dans l'importante population d'aasimars de la nation, dont beaucoup descendent de familles millénaires. Les aasimars de Taldan ont tendance à exploiter leur notoriété, la mettant à profit pour s'élever ou gagner en influence. Par ailleurs, le long littoral de Taldor et son histoire de superpuissance navale attirent également une large population de gillmen, en particulier dans les villes côtières et cosmopolites. Ces résidents semi-aquatiques ont tendance à ne pas aimer l'attention et tentent généralement de se faire passer pour des humains, sauf dans les rares cas où ils servent de dockers ou font partie de l'équipage d'un navire.
 
==RELIGION À TALDOR===.
Les Taldans sont généralement pieux et la plupart des foyers possèdent un petit sanctuaire dédié à un ou plusieurs dieux qui jouent un rôle important dans la vie quotidienne de la famille : Erastil pour les fermiers, Shelyn pour les artisans et les artistes, et Abadar pour les nobles et les marchands. En tant que nation, ils vénèrent Abadar, Cayden Cailean et Shelyn avant tous les autres, dépeignant généralement leurs dieux avec des traits taldan et soulignant que Cayden lui-même était taldan avant de passer l'épreuve de la pierre d'étoile. Le culte d'autres dieux existe (Taldor a acquis de nombreuses icônes culturelles grâce à ses expansions et à ses réseaux commerciaux, et sa culture a à son tour établi la norme pour une grande partie de l'Avistan), mais aucun n'a la même ferveur que le soi-disant "panthéon taldan". Ainsi, les temples et le clergé de Calistria, Desna, Erastil, Gorum, Iomedae, Irori, Pharasma, Nethys, Rovagug, Sarenrae et Torag sont plus rares, mais pas inconnus. Parmi les dieux moins importants, Kurgess et Zyphus font l'objet d'une attention particulière de la part des Taldans. Parmi les dieux maléfiques, les cultes à Urgathoa ont tendance à se développer parmi les nobles indulgents, tandis que les cultes à Rovagug ou Lamashtu sont plus courants parmi les roturiers dégoûtés par une vie de labeur sans fin.
 
Jusqu'à il y a un peu plus d'un siècle, les Taldans vénéraient surtout Aroden. La foi du Dernier Azlanti est née à Oppara, et si le centre du culte arodénien s'est déplacé vers Cheliax il y a longtemps, les Taldans ont néanmoins conservé une forte association avec Aroden et l'ont représenté comme le patron de Taldor. Si l'iconographie arodénienne reste répandue dans tout le pays, les rites, rituels et prières adressés au dieu disparaissent peu à peu. L'église d'Aroden subsiste, même si son dieu n'est plus là, dirigeant les offices et agissant davantage comme une œuvre de charité. De nombreux clercs Arodenites embrassent désormais la magie des arcanes en l'absence -temporaire, assurent-ils- de leur dieu, tandis que les roturiers de Taldan collectionnent avec ferveur les artefacts de la foi déchue, en particulier les objets magiques enchantés avant le départ du dieu, dans l'espoir qu'une trace persistante du pouvoir d'Aroden puisse soulager leurs esprits ou exaucer leurs prières.
 
==AVIN===
Préfecture la plus grande et la plus septentrionale de Taldor, Avin s'étend des pics de brume à la rivière Falling et à l'ouest jusqu'à la forêt de Verduran. Nommée en l'honneur du seigneur Avin Demburray, le premier grand-duc à la diriger dans les premiers temps de l'empire, Avin est principalement peuplée de fermiers, d'éleveurs, d'artisans (en particulier à Yanmass) et de caravaniers saisonniers qui vont et viennent tout au long de l'année.
 
Les centaures, les gnolls, les lamias et les ogres ont tous élu domicile dans la région d'Avin par le passé, se faisant souvent la guerre entre eux et avec les colons taldans qu'ils attrapaient par hasard au milieu de leurs querelles. En réaction, la couronne a créé la grande cavalerie de la nation, le cheval de Taldan, pour repousser ces dangers et pacifier la région.
Aujourd'hui, les centaures et les ogres qui subsistent font peu de cas des colonies et des patrouilles humaines, et si les gnolls de la région sont parfois assez nombreux pour lancer des raids, la cavalerie leur inflige des conséquences rapides et brutales. Le sort des lamias de la région reste cependant un mystère, et la superstition locale prétend que les lionnes ont appris à marcher sous l'apparence d'êtres humains et qu'elles s'attaquent toujours aux colons de Taldan depuis l'ombre et chuchotent à l'oreille des dirigeants de Taldan.
En réalité, la population de lamia d'Avin est probablement éteinte, mais les familles rurales continuent d'offrir des jarrets de viande fraîche à la nouvelle lune pour apaiser ces femmes affamées qui projettent l'ombre d'un lion.
Avin étant l'une des préfectures du grenier à blé, son économie repose en grande partie sur ses nombreuses fermes et ranchs. Produisant une grande partie du blé de Taldor et bénéficiant d'un accès au commerce de Casmar et de la présence du cheval de Taldan, Avin jouit d'un niveau d'influence politique inhabituel pour une région aussi éloignée.
 
'''Braughleigh's Hollow:''' Sur les contreforts des pics de brume, loin des routes et des habitations éparpillées dans le reste de la préfecture, se trouve Braughleigh's Hollow, qui abrite la population secrète d'ogres d'Avin. Il y a des millénaires, ces géants se déchaînaient dans la campagne et ne répondaient qu'à l'acier de Taldan. Mais aujourd'hui, les tribus se sont cantonnées aux contreforts, ne se déplaçant jamais au sud du Creux qu'en tant qu'ogre solitaire ou en couple. Les différents clans des Pics de brume se rencontrent dans le Creux de Braughleigh pour commercer et se disputer les partenaires. Bien qu'ils restreignent intentionnellement leur territoire, les ogres n'ont guère de mal à capturer des humains - la marchandise la plus précieuse - et les rumeurs insistent sur le fait que des nobles et des criminels sans scrupules de Yanmass et du Tandak du Nord voisin assistent à ces moots pour acquérir secrètement de nouveaux "serviteurs" ou vendre des ennemis ou des criminels indésirables. Cet horrible marché est un secret bien connu des habitants, mais tant que les ogres restent sur leurs terres, les autorités l'ignorent, se contentant d'accuser les victimes d'avoir pris leur destin en main en se rendant sur les territoires non marqués des ogres.
 
Pont brisé : Cette ancienne chaussée en ruine enjambe la rivière qui porte son nom, à mi-chemin entre Yanmass et le début de la fourche de Verduran. Un dragon d'argent déchaîné a brisé le pont d'origine lors de la peste des dragons. Au lieu de le reconstruire, les habitants ont laissé la ruine en guise de mémorial et ont construit un pont en bois plus petit à côté de la ruine. En utilisant certaines des pierres de l'ancien pont, ils ont également construit un petit fort sur la rive, à partir duquel la garde fluviale maintient l'ordre sur la voie d'eau. Il ne reste du pont d'origine que des pilotis et des travées s'avançant sur l'eau. De jeunes casse-cou s'aventurent sur les pylônes en ruine pour relever le dangereux défi de traverser la rivière en sautant d'une pierre à l'autre, un exploit que peu de gens réussissent, sauf dans les légendes urbaines.
 
Ruisseau du brouillard : nommé à la fois pour les pics de brouillard d'où il s'écoule et pour la brume qui s'élève de l'eau froide lorsqu'elle serpente à travers les plaines chaudes et sans ombre, Fog Creek est le plus grand affluent de la rivière Brokenbridge, qui rassemble des centaines de ruisseaux plus petits. À peine plus qu'un ruisseau en hiver, le cours d'eau gonfle et déborde de ses berges au printemps et en été, lorsque le manteau neigeux des montagnes fond. La truite Fleckbelly et le saumon Verduran peuplent cette large rivière, soutenant une industrie de la pêche robuste, et des variétés fumées et confites de ces deux espèces peuvent être trouvées dans tout Taldor. Il n'existe aucune agglomération importante sur les rives de Fog Creek en raison des inondations annuelles, mais des douzaines de petits villages de pêcheurs situés à proximité offrent hébergement, nourriture et divertissement aux pêcheurs saisonniers de la région. Lorsque le niveau de l'eau baisse chaque automne, la plupart des habitants des villages migrent vers le sud, à Yanmass, pour passer l'hiver dans le confort, bien qu'une poignée de gardiens inflexibles restent pour entretenir les bâtiments et chasser les nuisibles et les squatters. Malgré tous leurs efforts, certains habitants rentrent chez eux au printemps et découvrent que des brigands ou pire se sont installés, et ils se tournent vers les shérifs locaux pour leur demander de l'aide. Ces derniers, débordés, n'hésitent pas à députer toute personne désireuse de se débarrasser des infestations annuelles, offrant ainsi un travail régulier aux jeunes aventuriers.
 
'''Le Repos de Vigil :''' Ce petit avant-poste situé à la limite orientale d'Avin est le dernier point de passage sous la protection du Cheval de Taldan avant que les caravanes ne quittent la région pour entrer dans les plaines sifflantes, où règne l'anarchie. Bien que la cavalerie n'y maintienne pas une force permanente, la position du site le long de plusieurs routes commerciales majeures signifie qu'il y a presque toujours au moins une unité itinérante du Cheval de Taldan présente. En plus de se réapprovisionner et d'engager des gardes supplémentaires loin des marchés compétitifs de Yanmass, les caravanes font également beaucoup de commerce ici, en dehors de l'œil vigilant des percepteurs d'impôts et des régulateurs de Taldor. Un important contingent de Lames de Lion en civil rôde dans Vigil's Rest, infiltrant tous les établissements, des écuries aux bars à narguilé en passant par les pubs tapageurs.  Ces dernières années, les maîtres de caravanes se plaignent de plus en plus de la disparition de leurs mercenaires à leur arrivée à Vigil's Rest. La plupart d'entre eux pensent que leurs chauffeurs, palefreniers et gardes de Casmaron ne respectent tout simplement pas leur contrat une fois sur le sol de Taldan. Si la négligence explique certaines de ces disparitions, au moins autant sont victimes de la présence secrète de la Lame du Lion, qui enlève un nombre alarmant de travailleurs étrangers pour les interroger. La menace qu'ils espèrent réduire en ne brutalisant que les cols bleus des caravanes de Casmar reste un mystère, même pour beaucoup dans leurs propres rangs.
 
 
 
 
 
 
 
Yanmass:  The  largest  Taldan  settlement north of the Verduran Forest, Yanmass is a thriving center of trade, connecting Taldor
to the rich imports available in northern and central Casmaron. Sometimes derisively nicknamed the “Tent City” by southern  sophisticates,  Yanmass’s  small, walled central district is surrounded on all sides by an ever-shifting collection of tents and temporary shelters, which expands and contracts with the seasonal arrival of traders like a great breathing beast.
Aside from its role as a center of commerce and  travel,  Yanmass  serves  as  the  center  of operations for Taldor’s extensive cavalry, the  Taldan  Horse.  Commanded  by  General
Relyson Gwein (LN female human aristocrat 3/ cavalierAPG  11), the Taldan Horse consists of both horse and elephant cavalry, with the latter used primarily in  ceremonial  processions  or  in  the  construction  of new roads, fortifications, and other public works. From Yanmass, the Taldan Horse deploys to aid other military units  elsewhere  in  the  empire—especially along  the southern border with Qadira—and patrols the Tandak Plains and the Whistling Plains to the east.
Yanmass is the capital of Avin Prefecture, and Grand Duke Broyse Rengiana (N male human aristocrat 8) dutifully oversees the region’s affairs from his estate
a few miles outside the city. A former commander in  the Taldan  Horse  while  his  mother  ruled  the prefecture, Rengiana has a special affinity and loyalty  to the cavalry, and his rivals criticize his subservience to
the military rather than the other way around. Concealed from all, Rengiana maintains a long-term romantic affair with General Gwein—a fact that would rock both the aristocracy and the Taldan Horse if its existence came to light. The grand duke maintains an elaborate ruse
of a marriage to Grand Duchess Zymalla Rengiana (LN female human aristocrat 9), a marriage his parents arranged at his birth to secure the alliance of their two houses. Zymalla helps conceal the affair and has her own retinue of secret lovers
to keep herself entertained. Whether or not the
 
grand duke sired her three children is unclear, and none but the nobles’ inner circle know to ask. Meanwhile, General Gwein’s two children, widely whispered to be bastards conceived while she was on maneuvers, almost certainly bear Rengiana blood. This complex web of love and politics leaves the question of succession for the prefecture perilously vague, and should relations between the general and the grand duke ever sour, the resulting civil war could drown the entire province in blood.
For  more  information  on  Yanmass,  see  Pathfinder Adventure Path #129: The Twilight Child.
 
 
 
 
 
 
 
 
 
 
KAZUHN
Far from the largest or wealthiest of prefectures in Taldor, modern Kazuhn serves almost entirely as the breadbasket supporting Oppara. Although Kazuhn was once a fairly cosmopolitan prefecture nestled between the mighty Porthmos River and the southern tip of the World’s Edge Mountains, centuries of exploitation and economic specialization have eroded its artisan economy and urban centers. Almost all of the prefecture’s large settlements stand all but abandoned, with no industry or travel to support them, and alongside them aqueducts crumble and the smaller canals choke on vegetation. Only farmlands and orchards—almost exclusively sprawling noble estates worked by servants or tenant farmers—see any maintenance of services and infrastructure. These massive farming operations produce an overwhelming majority of Taldor’s wheat and flax, as well as apples, pears, and various stone fruits.
Even the nobles who own most of the prefecture’s fertile farmland no longer live in Kazuhn, preferring the cosmopolitan lifestyle of nearby Oppara. Some, including the prefecture’s ruler, Grand Duchess Mellea Denzarni (N female human aristocrat 7/ranger 1), maintain opulent country estates to which they escape from the rigors of city life. These properties play host to countless weeklong galas, formal hunts, secret trysts, and illicit—sometimes seditious—meetings  with  political  coconspirators. The wealth generated by the prefecture’s farms rarely makes its way to the laborers and their families, but the Taldan pride in hard work nonetheless shines brightly in Kazuhn’s farmers, who maintain a sense of moral superiority over the “soft” urban elites their labors feed. Moral perspectives aside, most want nothing beyond simple, stable lives of healthy family, good friends, and familiar routine, and most wouldn’t trade either for the stress and crowds the city offers.
Eagle’s Head: More a seasonal artists’ fair than a true settlement, Eagle’s Head takes its name from the massive amphitheater around which performers, artisans, and sizable audiences congregate in wagons, tents, and other temporary structures from the late spring through early autumn. The ancient theater is open to the elements, but sturdy magical enchantments maintain a level of comfort for performers and patrons alike, cooling the air, diverting winds, and shedding precipitation to either side of the amphitheater. Founded in 2818 ar by the contemporary grand prince’s daughter, Princess Shelyndrea, Eagle’s Head was publicly intended to be a rustic venue for arts of all sorts—a tribute to the princess’s deific namesake. Shelyndrea’s true motives were more complex, as the noise and anonymous crowds provided cover for many backroom betrayals, political coups, and tenuous alliances.
For more information on Eagle’s Head in the present day, see page 48.
 
Kazuhn City: With half the city standing empty and another quarter burned to its foundations in the great fire of 4702 ar, Kazuhn City feels more like a ghost town than a prefecture’s capital. Most of what remains—counting houses, feed lots, granaries, and warehouses—exists to support the flow of grain, produce, and meat from Kazuhn into Oppara. A shadow economy of drug smuggling operates from the extensive empty portions of the city. Kazuhn City’s guard is unusually large and well-armed, but seems incapable of staunching the steady movement of flayleaf and unusual liquors. As Chief Warden Almoril Tersian (LN male human aristocrat 4/ warrior 4) is fond of saying, “There are simply too many holes for vermin to crawl into.”
Local nobles argue endlessly about demolishing the empty portions of the city for fear the decaying eyesores will collapse or spark another great fire, but always balk at the cost. For now the so-called Squatter City remains largely lawless domain of criminals, the destitute, and lurking monsters, with nothing but a wall separating it from respectable Taldan society.
Pegaduor: About 5 centuries ago, a farmer digging a new well uncovered a massive sinkhole, in turn exposing a ruin even  the most learned  of historians  failed  to identify. The ruin first appeared to be a series of low stone structures built into the hillside and connected with underground tunnels, but this turned out to be only the top layer of a massive underground city containing natural caves, constructed vaults, and a complex network of wide passages, ventilation shafts, and sturdy stairways. Historians flocked to the site, which still remains a hotbed of research and exploration.
The complex was later identifi as Pegaduor, a refuge built by Azlanti refugees from mainland colonies shortly aft Earthfall. Finding the land inhospitable and inhabited by beasts, the Azlanti went underground. Unlike their kin who delved deep enough to reach the Darklands, the people of Pegaduor instead built a sprawling settlement that extended only a few hundred feet below the surface, avoiding the isolation, and in some cases corruption, that turned so many of their fellow refugees into caligni, mongrelfolk, morlocks, and munavris.
Despite half a millennium of exploration, the scholars studying Pegaduor continue to uncover new tunnels leading to large chambers and subsettlements, and the true scope of the underground city remains unknown. The fate of Pegaduor’s residents, who must have once numbered in the tens of thousands given the enormity of the site, remains a similar mystery. Today, several dozen researchers and their retinues plumb the city’s mysteries, collaborating and sharing information as often as they jealously guard it from one another. Most notable among them is Fareine Oubroulay (NG female half-elf investigatorACG 5), a noted
 
 
 
 
 
 
Nexian Pathfinder whose research focuses on a series of apparent secret temples to the Azlanti god of destruction, Scal (Pathfinder Adventure Path #123 73). She believes further research into the cult of Scal and its relationship to the larger Pegaduoran population is the key to discovering the settlement’s fate, and she is actively recruiting aid from the Pathfinder Society and other sources. Regardless of the outcome of her specific investigation, countless miles more of undiscovered tunnels and potential secrets of the very first Taldans wait to be uncovered.
Royal Canal: The better-maintained and more frequently traveled of Kazuhn’s two major canals, Royal Canal serves as the primary artery of life-sustaining produce from the prefecture’s heart to Oppara to the south. It stands as a testament to Taldan engineering, over 100 feet wide, 10 feet deep, and stretching 140 miles between Oppara and the World’s Edge Mountains, where snowmelt feeds the canal and powers an ingenious series of locks and pumps unparalleled in Avistan. Filled year-round
with long, fl -bottomed barges carrying grain and other foodstuff to the capital, the canal is among the safest waterways in the nation.
Maintaining and patrolling such complex infrastructure  is  expensive.  The  Taldan Phalanx and Royal Navy both ensure the canal and its related industries remain safe and unobstructed. Regular checkpoints and      locks along the canal’s path serve to collect tolls  and  provide  regulators  ample opportunity to search vessels for legal                      violations  (and  to  secure  bribe
money to look the other way), which slows the otherwise simple process of traversing
the  canal.  Despite  these heft protections, the Royal Canal remains a popular target for sabotage among the criminal organizations, dissident groups, and foreign
powers who understand that    the only way to really get Oppara’s attention is to delay its daily bread.
Treaclerun:  The  hedonistic  hunting lodge of Treaclerun is home to Kazuhn’s ruler, Grand Duchess Mellea Denzarni, and takes its name from the seemingly endless parties thrown on the site by her forebears  centuries  ago,  during  which, rumors claim, the fountains flowed with honey and the gardens sprouted delectable  cakes.  In  truth,  the estate  has  seen  more  blood spilled upon its grounds than
 
treacle, as rulership of the prefecture that sets Oppara’s table tends to fall only to the most ruthless of political power players. More than a simple escape from Opparan hustle and bustle, Treaclerun serves as a site for scheming and executing unseemly tasks far from the eyes of the royal court and gossipy Opparan society.
Nearly every noble estate in Taldor boasts at least a handful of ghost stories—restless souls of servants murdered, lovers betrayed, or rivals driven to suicide— but despite its history of intrigue, Treaclerun seems immune to such tales. Some believe that no one crossed by Kazuhn’s grand dukes would remain on even in death, but others insist the estate’s design somehow sheds malignant spirits, though such speculation never mentions how and to what end.
Yellow Canal: The lesser of the two major canals running through Kazuhn, Yellow Canal skirts the prefecture’s western border with Tandak, and it carries goods from both prefectures to the capital while bringing manufactured goods to the rural settlements. Less maintained than the Royal Canal, it takes its name from the golden wildflowers that grow along its straight, steep banks—though jokes about the water’s urine content abound. Independent merchants, small farmers, and wholesalers make up most of the canal’s traffic, as well as anyone else who can’t afford the higher tolls of the Royal Canal.
The lower cost of travel on the Yellow Canal  translates  to  far  less  security. Many of the barge servicers work as smugglers  or  pirates  in  addition  to their aboveboard labor, so travelers shouldn’t expect anyone to be concerned about their  safety.  The  local pirates tend to be civil, if nothing else, demanding a  toll  rather  than  seizing everything. A dead or impoverished traveler can’t return to pay them next season, aft all. Those of greater means hire guards and security services to traverse the canal, though any who choose to sail the Yellow Canal likely want to avoid the attention of authorities as much as or more than that of pirates.
The Yellow Canal is home to a unique species of giant, freshwater ray called the golden devil. Growing up to 8 feet across and 15 feet long, they are skittish bottom-feeders that startle easily and attack with vicious, swordlike tail barbs if disturbed.
 
 
 
 
 
 
 
 
 
 
KREARIS
The most populous noncoastal Taldan prefecture, Krearis stretches from the Falling River in the north to the base of the World’s Edge Mountains in the south and to the Verduran Forest in the west. The rugged terrain, rocky hills, and boggy creeks of Krearis create dozens of distinct and isolated landscapes, from rolling fields to primeval forests to marshy wetlands. The hardy, stubborn people who settle here embrace this isolation, making them resistant to any sort of central authority, and a popular joke the rest of Taldor tells is that Krearis is ready to go to war with any of its neighbors... whenever it can stop going to war with itself. The region sees frequent infighting among its earls and especially among its barons, sometimes exploding into bloody battles. The ruler, Grand Duke Borand Heskillar (NG male human aristocrat 2/expert 7), does what he can to maintain the peace but faces disputes and feuds that date back centuries, and the crown offers little support or concern so long as goods continue to flow. Heskillar is especially unpopular in noble circles, having taken a dwarven wife: Lady Grella of Taggoret (LG female dwarf fighter 6). The unlikely pair met during negotiations to encourage dwarven immigration to Taldor, and what began as a jokingly proposed political marriage slowly bloomed into love. The marriage angers Taldan traditionalists, both for the insult of bringing dwarven blood into Taldan noble circles and for the question of inheritance it raises for the infertile couple. Distant cousins from all branches of the Heskillar line are already petitioning the crown for a guarantee of succession, while Lady Grella’s brothers grumble about the titles and inheritance due to them should their sister die while she is grand duchess.
The Verduran Forest once stretched into the World’s Edge Mountains, and the swamps that occupy where it once stood produce most of the peat exported to Kazuhn and Tandak prefectures. Lumber remains a viable industry as well, though most of Krearis’s wealth flows from the forges of Maheto and the various coal, gold, and iron mines that dot its eastern border.
The prefecture’s varied terrain meant the Dragon Plague affected it more than most other prefectures, as multiple breeds of metallic dragons made their homes throughout Krearis’s isolated biomes. Rumors persist even a thousand years later that undiscovered hoards—left abandoned when their owners fell into mindless rage—remain hidden throughout the region, and locals and foreigners alike dream of discovering one and propelling themselves into the upper echelons of the Taldan elite.
Antios’s Crown: High atop Mount Antios, the tallest peak in the World’s Edge Mountains, stands this monument to Taldor’s tenth emperor, Grand Prince Antios. The complex expanded to house the dead of anyone the reigning emperor deemed a hero of the realm, and it eventually earned its name because the ornate mausoleums, soaring obelisks, and other monuments make the complex resemble the points of a crown resting on the mountain’s brow. Antios’s Crown long ago reached capacity, and no new dead have been interred there for millennia. Ostentatious statues, fountains, and other gaudy decorations fill the streets of the sprawling necropolis, as these nobles left detailed demands regarding their final resting places. The many vaults conceal countless treasures, but Taldor’s nobility cling as tightly to their baubles in death as they did in life; the myriad decorations embellishing the crown’s tombs also function as defenses. Elaborate traps, animated statuary, and bound outsiders guard every inch of the complex, but rarely see use. The mausoleum’s extreme altitude and the narrow, steep mountainside path accessing it do in most visitors before they ever set foot in the necropolis.
For more information on Antios’s Crown, see page 43.
Dalaston: The small town of Dalaston in southern Krearis hosts one of the region’s most productive iron mines. It also hosts the Blackpeak Brewery, which brews the region’s preeminent ales and distills fine whiskeys under the masterful management of the Irini family. While the Irinis lack noble blood, they are ambitious and hope to leverage their economic clout to earn a true title. If that means the end of the rule of the town’s current lord, Count Saleno Dalassenos, so be it.
Dragonscar: Formerly the wealthy settlement of Talamir, the site now known as Dragonscar is a burning ruin of restless undead and volcanic ash. In 4486 ar, the nearby volcano Blackpeak—long thought dormant— erupted, showering the town in ash and lava and releasing the red dragon Horranath, who completed the town’s destruction, killing or driving off its surviving inhabitants. Locals now give Dragonscar a wide berth, both because the dragon still lives and because those townsfolk who perished still walk the streets as vengeful, burning undead. Dragonscar is not so far from the town of Dalaston that the citizens of Krearis can place its threats completely out of mind, but as long as the undead keep to themselves, people are content to leave them be, fearful of raising Horranath’s ire and unleashing what many fear would be a new Dragon Plague.
Faldamont: The esoteric little town of Faldamont lies on the border between Krearis and the World’s Edge Mountains. Ostensibly part of World’s Edge Province, it nonetheless pays taxes to Krearis and benefi from occasional road repairs and military patrols. Despite its population of less than a thousand, Faldamont plays an important role in the region as the center of Krearis’s jewelry trade. Far from the industrial forges and foundries of Maheto, the artisans of Faldamont craft more delicate and beautiful works from fi metals, prized for their beauty rather than their balance, durability, and keen edges.
 
 
 
 
 
 
 
 
Maheto: Taldor’s fourth-largest settlement, the city of Maheto serves as the capital of Krearis. Maheto boasts the largest dwarven population in Taldor, thanks to long-term efforts to encourage immigration from the Five Kings Mountains to fill out the city’s extensive mining and metalworking industries. Its forges produce most of the Taldan military’s arms and armor, and the combination of dwarven craftsmanship and Taldan infrastructure means that a steady flow of exports makes its way into the larger Inner Sea economy. During the Dragon Plague, a trio of gold dragons cut off the supply of weapons and armor from Maheto to the rest of Taldor, prolonging the crisis due to the military’s inability to resupply when deployed against the new draconic threat. To prevent such shortages in the future, the senate mandated that 10 legions of Taldan Phalanx and two legions of Taldan Horse be permanently stationed in the industrial city, making it one of the most heavily defended settlements north of the Qadiran border.
Managing such an extensive industry requires legendary infrastructure, even by Taldan standards, and three guilds dominate Maheto politics: the Commerce Guild, the Hewers’ Guild, and the Smithing Guild. Even Grand Duke Heskillar carefully balances the needs and demands of the three intertwined agencies. The Commerce Guild,
run by the poker-faced Gado  Bachranel (LN female halfling expert 8), tracks orders and supplies from across the nation and beyond, draws and enforces contracts, and eases the transition for dwarves immigrating to the city (as well as complicating any dwarf ’s attempts to leave). Its members are mostly accountants, clerks, and solicitors; merchants, ironically, are barred from operating their own trade guilds within Maheto. The Hewers’ Guild coordinates the city’s extensive mining operations, both local mines and the two dozen seasonal mining camps Maheto supports throughout the mountains. Run by the merciless Guildmaster Drunus (LE male human aristocrat 6/diviner 2), the guild feeds the city’s ravenous hunger for raw materials through a combination of good pay and harsh punishments. Finally, the Smithing Guild—most powerful of the three, thanks to a long family line of leaders, the latest of  which is Vastren Echalus (N venerable female human expert 12)—controls all manufacturing within city limits. The guild long ago swallowed lesser artisans’ guilds like the Tailors’ Union and the Chandlers’ Guild, and Echalus runs Maheto in all but name. The three guilds bicker endlessly wherever their areas of influence overlap, and the constant backstabbing, betrayals, and even assassinations between the three rival any feuds between noble houses.
 
 
 
LIGOS
A largely agrarian prefecture between the River Porthmos and the Southern Range, Ligos is the playground of Oppara’s elite. The rolling plains and gentle hills covering most of the prefecture are suitable for crops, but long, dry summers limit yields. Most landowners prefer to use their territory as grazing land for cows and sheep, and much of the prefecture’s economy revolves around cheese, meat, and wool. Taldor’s nobility have an entirely different use for Ligos, however: horses.
Equestrianism, along with horse breeding, training, and racing, have  dominated  the  public  perception of Ligos for as long as the empire has existed, and proud residents insist their ancestors were the first to domesticate horses. Today, Ligos’s ranches still provide many of the army’s horses and draft animals. Socialites of all stripes buy their mounts from a handful of prominent stables dating back millennia, with equine ancestries tracked more carefully than that of their own, and every ranch hopes to win newfound respectability for their bloodlines by winning the prefecture’s annual Emperor’s Mile, a grueling, 100-mile race through the Emperor’s Pass and ending at the Sureshire Ranch, the race’s sponsor for the last 1,200 years.
Ligos Prefecture boasts the most recently appointed ruler in Grand Duchess Destelita Solari (LE female human aristocrat 3/rogue 5). Solari won the title only 4 years ago after the crown charged her predecessor and cousin, Grand Duke Eustan Veriaterros, with treason. The veracity of this charge and the evidence presented against the grand duke remain in doubt by a silent majority of nobles, but none dare speak out for fear that Lady Solari may find it within her resources to produce evidence of their own wrongdoings—real or imagined.
Solari remains the center of the political rumor mill. She rebuffs even the most eligible suitors (both male and female) from across the empire, leaving many puzzled as to her plans to secure alliance and eventually establish heirs to the position she clearly expended a great deal of capital to acquire. Nevertheless, the promise of the power and wealth accompanying the hand of the new grand duchess draws even the most skeptical of suitors.
Darromoor: Grand Duchess Solari makes her home in this expansive farmland estate just outside Elbistan. Her ongoing renovations and redecorating efforts attract nearly as many artisans, gardeners, and laborers as the rest of the city combined. The duchess’s only apparent weakness is her vanity regarding the mansion and its grounds, and she has grown lax in checking the backgrounds and references of those she employs to work the property. Her political rivals are already aware of this, and any number of the decorators, groundskeepers, and other laborers double their income as spies. The duchess abides this breach of security by doling out legendary punishments—including disfi anyone in her employ who proves incompetent or seems to shirk their duties. Elbistan artists are beginning to comment that the pink paint the estate uses was intended to be white.
Elbistan: The prefecture’s capital and largest settlement, Elbistan would hardly justify a point on the map in any other prefecture. The town’s entire economy revolves around the breeding and trading of horses, and it produces some of the best grooms and horse trainers in Taldor. Unusual for Taldor, the town’s most prevalent faith is the worship of Sarenrae—due in part to a large Keleshite minority—and the local Sarenite temple rises three stories above the next tallest structure, looking out of place amid the mundane brick homes, shops, and stables. The church was sold and renovated into a hotel when Grand Prince Stavian I outlawed Sarenrae’s worship, and while the church has regained control of the building, it still occasionally uncovers secret rooms and records of intrigues a century out of date.
Emperor’s Pass: Taldan legend alternately claims this pass was discovered or carved out by Grand Prince Erophos II to ease his frequent ventures east to meet with envoys of the Padishah Empire of Kelesh. The empire constructed a sturdy road through the pass at one point but later tore up and booby-trapped much of the passage during the Grand Campaign. Today, Emperor’s Pass is a treacherous climb, rife with dangers both natural and unnatural. Hill and frost giants dwell in isolation in the surrounding mountains and sometimes hunt in the pass, as happy to catch a merchant caravan as a few aurochs. The road is intact along some stretches but is poorly tended and occasionally fraught with traps left over from the war. Some bandit groups take advantage of this infrastructure, using old military blinds to keep watch and maintaining the ancient traps to catch careless travelers. Rockslides and avalanches bury much of the pass every year, requiring a steady supply of new trailblazers each spring to mark a new route through the mountains before the next disaster undoes all their efforts.
Ortalaca: The town of Ortalaca stands at the confluence of the Ligos, Lingian, Sophra, and Whitemarch prefectures, making  it an  important gateway for  the goods and cultures of all four regions. So far removed from Oppara or any trade route to the capital, Ortalaca lacks the wealth and power of other trade cities, instead attracting mostly local artisans, farmers, merchants, and minor nobility. Ortalaca’s proximity to the Qadiran border also means a great deal of military traffic passes through, and local tavern owners keep a wary eye on bored soldiers or cavaliers. This unique blend makes an ideal environment for criminal gatherings, from crooked military contractors to mercenaries out of Zimar to Lingian river pirates to Whitemarch smugglers. Southern Taldor’s  various  criminals  consider  humble  Ortalaca
 
 
 
 
 
 
neutral territory, an arrangement that Tribune Vencarlo Madimo (N male human aristocrat 4) takes great pains to maintain, finding any excuse to eject bounty hunters and do-gooders while sending noble adventurers out on snipe hunts.
Sanctum’s Watch: Agents of peace between Taldor and Qadira see the pass and the legend behind it as powerful symbols for their cause, but the pass also saw frequent bloodshed early in the Grand Campaign as each side in the conflict regarded it as a useful access point to march invading armies into the other’s underbelly. Taldor eventually constructed a hidden fortress somewhere along the pass’s length—Sanctum’s Watch—to watch for and slow any Qadiran forces. The fortress dissuaded further invasion after a bloody rout. Within a few centuries, the pass fell into such disuse that Taldor stopped supporting the Sanctum, and after several harsh winters, officials lost track of how to access the remote stronghold. Today, hobgoblins from the Qadiran deserts have taken over the stronghold and rule a small fiefdom of kobolds and hill giants in the isolated, rocky valley, currently unaware that the ruin stands atop one of the largest stockpiles of magical siege weapons in the nation.
Stavian Ranches: Before he was crowned emperor, Stavian I established one of the finest equestrian ranches in Taldor as a means of building his own reputation. The royal family remains proud of its horse-breeding roots, and the Stavian Ranches are by far the largest and most illustrious in the region, with every stall decorated by the same sculptors and artisans that serve the palace itself. While the ranches always specialized in heavy Taldan cavalry horses over the slim and agile Qadiran- style breeds, Grand Prince Stavian I forbade any Qadiran breeds to be kept on the ranches or bred with any of his stock—putting any such horses to death and fining their owners heavily. Stavian III no longer has horses killed— the stallion that threw his late son notwithstanding—but the ranch maintains its exclusive pedigree and produces some of  the largest and strongest military horses in Avistan. The Grand Prince’s personal mount, Dycephalus, traces his pedigree back to Kaillerophon, Stavian I’s mount. As with so many other aspects of her relationship with her father, Princess Eutropia defies his authority and secretly bred her own horse, Myrsensia, with a legendary stud of Al-Zabriti stock as part of a diplomatic victory that would stun her father’s cabinet were she allowed to speak of it.
Sureshire Ranch: The Sureshire Ranch, legacy of the now-extinct eponymous family, claims to have
bred the first Taldan warhorse from a wild deer and a unicorn. Despite these tall tales, the ranch produces some of the highest-quality horses in Taldor, favored by the aristocracy and military commanders alike. Their steeds are swift and agile, similar to many Qadiran breeds (which
 
Taldor insists their southern neighbors stole), rather than the fearless and muscular behemoths bred by the Stavian Ranch. The last heir to the Sureshire family passed over 6 centuries ago; today a council of human and halfling families owns the land and shares in the hard work and ample rewards. Among other achievements, the ranch sponsors the annual Emperor’s Mile race across Ligos, awarding several thousand gold pieces to the winner along with a year’s access to the Well of Kurgess, a spring controlled by the families whose waters—according to popular myth—grant health and fertility to beasts of burden. The Sureshire council refuses to let anyone but simple hostlers access the spring, so the exact properties of the water, if any, remain up for debate.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LINGIAN
For centuries, the agricultural prefecture of Lingian offered little of interest to nonresidents. It is no economic powerhouse (producing only middling-quality flax, grain, olives, and wine), has no exceptional industry, and produces few heroes or artists of legend; even its moderate weather sees few terrible storms or truly beautiful weather. Locals are primarily proud of the role their ancestors played in resisting Qadiran occupation in 4083 ar—many summer festivals involving tall tales, plays, or reenactments of these years—but most of Taldor overlooks these battles in favor of the more recent and valorous victories at the hands of Sophra, Moda, and Whitemarch.
Lingian’s perpetual runner-up status has begun to change over the last generation, however. As Oppara’s exploitative demands of its northern neighbor, Kazuhn, have sucked that prefecture dry, Lingian’s relatively untouched natural splendor and abundant, inexpensive land increasingly attract business interests and aristocratic attentions. It’s less fertile than Kazuhn, however, so these increased demands strain Lingian’s economy as many farmers switch over to cash crops, rather than growing the grain and produce needed by locals. More and more farms and unsettled lands are being bought up and transformed into new country estates, and while the timber and construction industries are booming, a tide of displaced natives—many of whom know no other life than farming and hunting in the region—now sweeps into Elsekulp and Oppara.
Lingian’s local government is corrupt, even by Taldan standards, but until the recent economic boom, its potential for abuse was curbed by the meager funds available. Today, Grand Duke Morrin Zellvyngian (CN male human aristocrat 3/rogue 4) welcomes Opparan attention and coin with open arms, while ignoring the corruption of his counts, barons, and earls who drive peasant families from their land. Even as he cracks down on small-time bandits—many of whom were among the hungry poor the boom economy has left behind—Grand Duke Zellvyngian turns a blind eye to larger criminal enterprise, such as the lucrative smuggling operations that provide the prefecture’s newest residents with whatever drugs and illicit pleasures they desire, and he diverts public resources and law enforcement away from the problems. This simple strategy serves him well; thanks to kickbacks and his own criminal land deals, Grand Duke Zellvyngian has matured from a poor, backwater laughingstock to one of the richest and most influential nobles in Taldor.
The people of Lingian are wary of what taxes may come as a result of Oppara’s growing need for their goods, but they’re also hopeful that more attention may result in an improvement to the prefecture’s safety. Grand Duke Zellvyngian’s corruption is the prefecture’s most poorly kept secret, and the hardworking people of the region would love to see him replaced with someone who will at least not make their lives more dangerous, if not actually improve them. Unfortunately for the people, Zellvyngian is just cautious enough to ensure that his criminal cronies avoid raising the suspicions of anyone in Oppara. As long as the food, textiles, and wine of the prefecture make it to the capital, no one even bothers to look into the operations. Canalsguard: Where the three canals of Lingian meet, a squat stone fortress straddles the water. It was originally built as an inspection and tolling station, but the military heavily  reinforced  the  building  during  the  Grand Campaign to prevent invaders from using the canals to advance into Taldor. With the war now over, the fortress is hopelessly overbuilt to protect three decaying waterways, and  staffed  by  only  a  light  skeleton  crew  and  their inspection staff. The fort’s stables and many barracks now stand empty, and the military mostly uses the assignment as a dumping ground for washouts and disciplinary problems.  Canalsguard  is  currently  commanded  by the  third  son  of  a  middling  Opparan  noble  family, Captain Urbicus Porphygo (N male human aristocrat 3/ cavalierAPG  1), but  its  schedules  and  routines  change frequently as incoming officers try in vain to enforce any level of organization. To only Captain Porphygo’s
surprise, the inspection staff are wantonly corrupt.
Elsekulp: Located on the River Porthmos where Lingian, Ligos, and Kazuhn prefectures meet, Elsekulp is uniquely outward-looking compared to the rest of the region. The town was once a busy river port transporting crops to the capital and inspecting goods coming from farther upriver, but the prefecture’s changing fortunes have hit its capital especially hard. While the port still thrives, a growing portion of the town dedicates itself to attracting wealthy travelers from Oppara. Longtime merchants scramble to upgrade their offerings and decorate their shops to compete with newly arrived entrepreneurs plying visiting nobility with finer food, drink, entertainment, and decor than their owners and employees can actually afford. New buildings go up every week, offering the latest trends and trying to establish new ones.
Elsekulp is a 2-day journey from Oppara, and most well-to-do travelers are unaccustomed to life aboard even the most comfortable of river vessels. Grand Duke Zellvyngian happily exploits weary travelers of any station, offering the amenities of his own glorious estate to anyone whose loyalty and friendship may prove valuable. His manor overlooks the river several miles upstream from the port, suggesting a tranquil and natural elegance the heavy river traffic downstream destroys. Uncomfortable with guests staying too close to evidence of his criminal endeavors, the Grand Duke puts up visitors in a number of themed cottages dotting the estate. The themes change regularly as fads come and go, but most center on a particular culture in the Inner
 
 
 
 
 
 
Sea region, a rare or dangerous creature whose taxidermy parts adorn the rooms, seasons, or that perennial favorite: historical Taldan military victories.
Kublan Grove: Not a grove but a twisted mass of scaffolding and rafters rising from the plains, Kublan Grove is a physical testament to the rising and falling fads that impact the lives of Taldans. When Lingian’s popularity first began to bloom 20 years ago, three Opparan baronets—cousins in the Kublan family— borrowed heavily against their family estates to purchase several dozen square miles of farmland in central Lingian and construct a grand retreat. In their haste to provide every amenity, the scope of their project grew from a simple manor house to a small community dedicated to every vice an Opparan noble could want... and could already find in Oppara. The baronets soon exhausted their funds and failed to find any new backers, and for 15 years their dream has remained half-constructed and empty, save for wild animals and a transient squatter population. The Kublans occasionally hire a few thugs to chase out the squatters, and still hope for a reversal of their fortunes as the prefecture’s popularity grows.
Lingian Canals: The major canals of Lingian Prefecture—Piellos, Saav, and Lungrin, from east to west— are among the most dangerous waterways in Taldor. Poor maintenance renders great lengths of each canal into stinking swamps, while the local locks serve as little more than stops for local nobles to extort travelers. The waterways still see signifi      traffi faster and cheaper than hauling bulk goods by wagon—and travelers using the canals constantly need able-bodied guards to ensure the safety of their journeys. Just as oft however, river gangs and on-the-take administrators seek additional muscle to press their point on potential marks and hire new rogues and miscreants in the increasingly high-stakes confl  Several “licensed” companies dominate stretches of the waterways, transporting goods at exorbitant rates and looting any other vessels they encounter as part of their “sanctioned inspection work.”
For more information on the Lingian Canals, see page 50.
Pastorling: The hamlet of  Pastorling stands in the shadow of Canalsguard, where the three canals of Lingian converge. The stink of stagnant water has thus far spared Pastorling from any of the aristocratic interests faced by the rest of Lingian. Life moves at a slow pace, and the citizens’ main source of excitement is the occasional arrival  of  reinforcements  for  the  fort  and adventurers hunting canal pirates.
Pastorling’s most powerful resident hides  behind  a  humble  facade: from a homey bakery in the town square, Lesah Voriovixis (NE female half-elf  slayerACG    9)  maintains  a
 
quiet life while secretly running a network of organized crime called the Canal Syndicate. She sends and receives messages encoded in the food orders her contacts place, and responds in her own unique code hidden in the series of braids and fillings used in her breads. Lesah’s elven heritage is subtle, and few residents realize the bakery has been owned by the same woman for 70 years, rather than three generations bearing a strong family resemblance. Even though they focus on other things, her underlings actually make a delightful meat pie, and the bakery has earned a reputation good enough to keep the boss living large even if all her criminal activities were to suddenly dry up.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
MODA
Moda boasts a strong maritime economy bolstered by the Taldan Imperial Navy, which maintains a constant presence in the prefecture’s ports as a deterrent against Qadiran aggression. Yet, while the fishing communities on the coast thrive, the myriad smaller settlements spread throughout Moda’s inland territory struggle to make ends meet. Much of the prefecture—which lies at or below sea level—was once arable farmland created by ingenious irrigation systems. Thousands of years of neglect have rendered vast stretches of territory into moors and marshland. Only the hardiest crops survive, and beyond seafood, the prefecture’s primary exports are hemp, rice, and spinach, with a fraction of the earlier crop of grapes, olives, and wine from the driest regions.
The region’s ruler, Grand Duke Nestor Delriddia (LN old male human aristocrat 3/swashbucklerACG 6) is a retired admiral in the Taldan Imperial Navy and youngest son of Baron Delriddia of Ridonport. Grand Prince Stavian III elevated Nestor to the rank of grand duke after Nestor won a decisive victory against a fleet of Okeno slaving galleys that terrorized the route between Oppara and Absalom. Royalists throughout the country tout the grand duke as proof of Taldor’s meritocracy, urging those with ambitions of aristocracy, wealth, and fame to serve in Taldor’s military.
Delriddia  governs  from  Golsifar,  the  prefectural capital and his adopted hometown. The grand duke’s naval record has earned him the respect of the sailors and commanders stationed in Golsifar, and he regularly meets with naval advisors on matters of border or coastal security. As a military veteran and scion of such a minor family, the  grand  duke  is  not particularly interested in or gifted at games of intrigue, and he scoffs at social functions and courtly wiles. His naval life imparted a sense of duty and efficiency, and he sees most political and social machinations as dishonorable and ineffective. More seasoned nobles of all ranks secretly mock the grand duke behind his back, but despite their derision and disrespect, they never seem able to get the better of him or coax him into alliances, and Delriddia hasn’t lost any influence due to his different approach to governance. While he focuses on efficiency, Delriddia tends to look outward toward the sea rather than inland, and for as well as he manages the prefecture’s ports and waterways, he is inept at addressing the plights of the landlocked counties under his control, which suffer as the dikes and levies that keep their lands arable slowly crumble. Many of the minor nobles under him have turned to illicit alliances with the admiral’s political rivals in order to secure even nominal support, and if the pattern continues, the admiral  could  see  his  comfortable  retirement  ended in a sneak attack every bit as devastating as the one he
launched against Okeno.
 
Fairview Isle: The grand duke’s nautical-themed estate stands atop a rocky island in Golsifar’s bay, overlooking the harbor and incoming ships alike. Steep walls protect the stronghold, with only a private dock offering access. A small fleet of personal yachts crowds the available space, most belonging to the grand duke. His advisors warn the aging noble not to sail alone, given his position and the “accidents” that befall unpopular nobles of such high station when unattended, yet the grand duke resents anything he considers supervision. What Delriddia does in the hours and sometimes days he spends alone on the open water is anyone’s guess; bawdy tavern songs usually revolve around a harem of merfolk and comely gillmen, while local bards sing of how the admiral carries on his one-man naval war against Okeno.
Golsifar: Though slightly smaller than Merciful Bay to the north, the port of Golsifar is generally busier, more strategically important, and  more  politically  volatile, as it serves as both the capital of the prefecture and the southern staging port for the Taldan Imperial Navy. The presence of a dozen or more naval vessels—as well as countless merchant ships and seasonal fi vessels— doubles or even triples the local population, and large naval operations swell the population to 8,000 or more.
Golsifar’s thriving economy revolves around the harbor, employing fishers, stevedores, shipwrights, woodworkers, sailmakers, harbormasters, rope weavers, tattoo artists, brewers, tavern staff, and personal entertainers, in addition to sailors. Grand Duke Delriddia staunchly supports Golsifar’s growth and increased prominence, even at the expense of the rest of his holdings. Ever one to delegate lesser tasks to underlings, the grand duke has divested himself almost completely from the management of the rest of the prefecture, dedicating his efforts to strengthening the alliance between Golsifar and the navy, which uses Golsifar’s port as a base of operations—much to the constant frustration of the town’s mayor, Baron Zahid Passara IV (LN male human aristocrat 6).
The jurisdictional headbutting between the baron and the grand duke makes for a sharply divided and tense political scene. Baron Passara’s loyalists, who call themselves the Anglers, want Golsifar to focus more on trade and fishing, while the grand duke’s Sea Hands party see the city first and foremost as a military power. The Lubbers, consisting mostly of displaced poor from Moda’s interior, want the prefecture to focus on internal affairs, and have grown increasingly violent over the past decade after years of being ignored.
Jalrune River: The exact border between Taldor and Qadira has shifted countless times over the millennia- long conflict between the two great nations, but the current, undisputed boundary is the Jalrune River, which runs along the southern edge of Moda Prefecture. Named for Grand Prince Jalrune, who was assassinated in 3129 ar
 
 
 
 
 
 
(supposedly by Qadiran blades), the river has long stood as a symbol of the conflict between Taldor and its southern neighbor. In the peace accords between the two nations, both Taldor and Qadira are barred from sailing military vessels on the river, so the Jalrune is the jurisdiction of the Zimar Corsairs—“independent”  privateers  quick to set upon any vessel not flying the blue and green of Taldor. The river’s mouth is wide (nearly 30 miles at its widest point) and full of small inlets and hidden coves that the Zimar Corsairs patrol relentlessly.
Merciful Bay: One of the founding legends of Taldor tells of refugees who founded the city-state of Modifa in the years following Earthfall. No settlements yet existed along the Taldan coastline, and when an unseasonable storm beset a flotilla fleeing bloodthirsty Kellids to the west, no lighthouses existed to warn of the treacherous rocks and reefs that blanket the southern coast. Thousands of innocent lives bobbed unwittingly toward death when a host of angels appeared above the sea bluffs, each radiating the light of a raging bonfire and singing a song so beautiful that it drowned out the rolling thunder. With the bay clearly illuminated, the refugee ships safely entered the natural harbor, and there they found shelter from the storm’s winds and massive swells—not a single life or vessel was lost.
While Modifa fell during First Emperor Taldaris’s conquest of the region—and was eventually replaced by a new city named for the bay—the statues erected along the sea cliffs by the grateful survivors to honor their saviors remain. Each of the 37 angel statues serves as a shrine to a different good deity or empyreal lord credited with aiding in the salvation of so many souls all those millennia ago. Many shrines have fallen out of use as the popularity of certain gods waned, and even many modern scholars can no longer identify the angels by the symbols or names carved into the stone.
Today, Merciful Bay is a bustling seaside town of fisherfolk, sailors, and whalers. Modern citizens are superstitious and primarily worship the empyreal lord Ylimancha, guardian of coastal waters and fisherfolk. Her mystery cult is stronger here than almost anywhere else in the Inner Sea region. Devotees of the Harborwing make pilgrimages to the town and the angelic shrine dedicated to her. Different sects of her mystery cult—as well as those of other empyreal lords and, some argue, various demon lords—find refuge for secretive rites in the extensive sea caves that dot the region.
Railford: The run-down, nearly abandoned village of Railford is exemplary of many of the inland settlements in Moda Prefecture. Once the hub of miles and miles of fruitful vineyards and a successful winery run by the local baron, fortunes changed radically when nearby levies collapsed and flooded most of the area, creating a disease- riddled marsh. The newest noble, Baron Becher Railford
 
(N male human expert 3/fighter 1), has since turned his family’s winery into a brewery, producing a passable beer but blanketing the village in the stench of fermenting grain and burning peat. The remaining locals now use the driest scraps of farmland to grow millet for the brewery’s mash tubs.
Despite the locals’ industriousness, the village seems cursed, and even the surrounding lands occasionally spit up restless dead who stalk travelers in the area. Baron Railford, a  former Pathfinder, hopes  to reverse  their fortunes by turning his family holdings into a lodge for the Society, but his negotiations in Absalom are met with skepticism that a backwater swamp in southern Taldor would be a more valuable rallying point than nearby Golsifar or even Merciful Bay.
 
 
 
 
 
 
 
 
NORTHERN  TANDAK
One of the few prefectures named for a geographical feature rather than after a noble house or an esteemed historical general, Northern Tandak Prefecture stretches from the northern edge of the Verduran Forest to the Fog Peaks west of the Brokenbridge River. For much of the past 1,000 years, Northern Tandak’s relative isolation sheltered it from the worst decay and excesses of Taldor proper, and while never rich, the prefecture long enjoyed moderate comfort thanks to the variety of environments it covers and friendly trade with neighboring Galt. That same isolation has become a curse since Galt collapsed into civil war and violence, burdening Northern Tandak with a dearth of trade partners and an overabundance of nobles in exile draining the region’s resources and patience. Much of Northern Tandak’s limited military resources are overtaxed in the eff to protect the region’s farmers and ranchers from a “soft invasion” of Galtan brigands, criminals, and dissidents hoping to spread the upheaval of their native soil into Taldor.
A largely rural prefecture, Northern Tandak lacks major settlements. Few travel the sparsely populated plains, and more beasts prowl the region than any “civilized” prefecture to the south would tolerate. The prairies support wary flocks of axe beaks, vast herds of aurochs and antelope, and packs of wolves that prey on both. Blink dogs, cougars, and hippogriffs dominate the foothills and mountains, making prime quarry for the region’s many trophy hunters. Herds of wild horses run free across the northern Tandak Plains, and breeders from southern Taldor travel to the prefecture to capture and break new breeding stock. Native riders and cavaliers prefer the challenge of taming wild stallions over a domesticated breed, and they look down their noses at anyone who settles for one of the “tinkering” breeds raised in the southlands. Something about the region attracts dragons, and while most of Taldor is bereft of the majestic creatures, natives in Northern Tandak have reported juvenile examples of many breeds of true dragon, drakes, and wyverns in its various climes.
The prefecture’s ruling family, House Fahlspar, reigns from a large country estate in the Fog Peaks foothills a mere stone’s throw from the fork of the Brokenbridge River and Fog Creek. The current ruler, Grand Duchess Breateeza Fahlspar (NG female human aristocrat 1/ cleric of Erastil 7) adores hunting, animal husbandry, and exploring her family’s vast landholdings. The relative isolation of the region forces her to witness and address the plights of her people, making Northern Tandak among the best places in Taldor for the common folk, though strained resources and the lack of major settlements still lend themselves to a hardscrabble life. Unlike many of Taldor’s aristocracy, Duchess Fahlspar finds politicking—and even polite conversation—deeply
 
taxing, and she sometimes disappears into her family’s wilder lands for days or weeks on hunting expeditions to regain her composure. In social occasions, she is quiet and stern, watching with a hunter’s patience that leaves many of the urban elite ill at ease.
Breateeza’s general disdain for leadership and politics makes the Andoren ideals of democracy and freedom appealing to her, if only for how they might ease the burden of rule. She maintains a small library of writings by Andoren philosophers, and she corresponds with several prominent politicians from Andoran, which long ago was a Taldan colony. This rejection of the fabric of Taldan identity troubles her cousins in House Fahlspar, who fear she will take her eccentricities to an untenable extreme. While they have yet to conspire against her, their worry grows stronger each year, and it’s only a matter of time before the other Fahlspars’ paranoia and jealousy pushes them to take drastic action.
Adrast: This small barony located near the center of the prefecture is known primarily for its famed lord, Baron Stelan (LG male middle-aged human cavalierACG 5), who spent his youth as a semifamous adventurer. Now settled into an aristocrat’s life, Stelan and his wife, Baroness Linelle (NG female middle-aged human aristocrat 7), oversee the small town at the barony’s heart. Their subjects generally consider the pair benevolent and just rulers, and the barony is a welcome island of stability in an unsure and wild region. Baroness Linelle is especially keen to promote this aspect of her domain, and she encourages particularly rambunctious or talented youths to pursue adventuring, both to curb what could become antisocial impulses and to pacify monsters in the surrounding wilderness.
Stelan devoutly follows the way of Abadar, and he attributes his evenhanded rule to the religion’s precepts. This veneration has spread to most of the barony’s inhabitants, and despite its relatively rural nature, the town and barony features a large Abadaran population, as well as a sizable temple dedicated to the Master of the First Vault.
For more on Adrast and its inhabitants, see the Pathfi Tales novel Plague of Shadows by Howard Andrew Jones.
Fog Peaks: Thick clouds constantly blanket the mountain range the  marks Taldor’s  northern  border. The moisture from these mountains trickles down to blanket all of Northern Tandak every morning, gifting the prefecture with both an eerie feel and a constant battle with mildew, while the constant rain and snow from the higher elevation feeds the countless streams that crisscross the region and make it so suitable for farming. Frost giants dwell in the high altitudes, beyond the reach of most humans, but rarely venture down from the mountains. The true danger of the Fog Peaks are the rocs that nest seasonally and descend into Northern
 
 
 
 
 
 
Tandak and Avin to hunt. The great birds mostly prefer horses and livestock, but every summer a few shepherds go missing alongside their flocks.
Skathen: Like Yanmass to the east, Skathen is a trade city, with two-thirds of its populace consisting of seasonal travelers, caravans, and merchants. Despite its small size, the prefectural capital is a bustling community known for its many market squares featuring the wares of artisans, farmers, potters, trappers, and weavers from all across the prefecture. The first winter snow transforms Skathen into a virtual ghost town, as most of the population departs for warmer markets and permanent residents seal up their homes against the long, harsh season. Only the annual Crystalhue festivities around the winter solstice coax residents out into the frigid northern winds.
Torcova: This former hamlet nestled in the Fog Peaks foothills seemingly vanished; its beloved lord, Saunton Beane, and every living soul within his domain were slain in a single night by a circle of a dozen wights. The wights, all seemingly having been young human women in life and bearing similar features,
were  apparently  torn  limb  from  limb, judging  from  their  current  forms.
The Twelve Sisters, as they’ve come to  be  called,  don’t  roam  from their land, refuse to use their create spawn ability to augment their own numbers, and seem content to chase the curious
or greedy away from the ruins of Torcova, Beane Manor, and the recently discovered secret tunnels  beneath.  In  a  rare exception  for  the  wrathful undead, the Twelve Sisters allow  young  women  safe passage,  following  at  a distance  and—on  at  least one occasion—slaughtering
a wyvern that set its eyes upon a traveling maiden.
Local priests of Abadar and Erastil alike realize some truly heinous event must  have  led  to  Torcova’s  current state, and they hope to set the souls of the Twelve Sisters to rest. Doing so permanently  requires  learning  the women’s  names  and  understanding what  evil  soul  first  initiatedtheir horror.
Tregan: The otherwise unassuming town of Tregan is notable    primarily    for    its    geographic location—directly on the border between
 
Taldor and Galt. While each nation technically claims the entire town as within its borders, Taldor doesn’t see it as a large-enough issue to waste resources defending, and Galt is too involved in its own political unrest to give the town much thought. This status makes it an ideal refuge for nobles and political dissidents fleeing Galt, and much of the population consists of such individuals.
The people of Northern Tandak worry that Galtan criminals, provocateurs, and refugees may use Tregan as a staging ground for an offensive against Taldor’s way of life. As in Vigil’s Rest in the neighboring Avin Prefecture (see page 16), the Lion Blades station covert agents about town, both as proprietors of shops and as faux Galtan sympathizers. These spies hope to catch criminals and other unwanted elements before they put down  roots in Taldor, while also attempting to aid potentially useful fleeing nobles or political
dissidents “coming in from the cold.”
The Wilting Rose: During Taldor’s height, the overland trade road to Galt skirted the edge of the Verduran Forest, and the church of Shelyn chose to establish a conservatory  here to serve as both a respite for weary travelers and a place for blossoming  artists to study among the grandeur
of nature. For centuries, the Everrose School  taught  young Taldans  the  arts  of  painting  and  sculpture  with the same reverence that the Rhapsodic  College  now  teaches music. But aft the Eventongued Conquest, travel to Galt slowed, as  did donations and patronage to the school. Eventually, the church left and
the forest overtook the lush estate. Today, the ruin that remains—called the Wilting Rose by locals—still contains murals and statues of divinely inspired beauty too unwieldy or delicate to transfer to a noble’s estate.
The ruin attracts a variety of new occupants from time to time. Werewolves and wolf-kin skinwalkers from  the Verduran Forest consider the site their own now, and the decaying beauty is particularly  appealing  to  hags—more
than once these two parties have overlapped to become a dangerously violent force in the region.  Despite  these  dangers, young lovers still spend the night here on occasion, hoping a few hours  of  passion  under  Shelyn’s protection will bless their relationship or gift a future child with artistry.
 
 
 
 
 
 
 
 
OPPAROS
Home to Oppara, Taldor’s shining capital, Opparos is both the most populous and the most economically stratified prefecture. Nowhere else in Taldor boasts such a high concentration of wealth and power, thanks to the royal family, the senate, and the countless nobles and bureaucrats that surround them. Conversely, the number of poor, hungry, and wretched of Oppara dwarf those of Cassomir, Yanmass, and Zimar combined—all scrabbling to live off the table scraps left behind by the elites standing above them. The rest of the prefecture shares the capital’s disparity. In every direction, urban sprawl presses up against noble estates, lavish institutions, and grandiose establishments that spread across most of the prefecture like a cancer. Wedged between all of  this, dingy and desperate communities of artisans, laborers, and servants live on top of one another in deplorable conditions.
Despite  these  disparities,  the  prevalence  of  iconic monuments, statues, and well-maintained public spaces instills all residents of the prefecture with a strong sense of national pride that borders on the fanatical. Despite its reputation as Taldor’s most cynical, jaded, and politically cutthroat prefecture, Opparos wraps its citizens in a patriotism that colors all their actions. Even criminal organizations across the prefecture proudly consider themselves loyal Taldans and do as much to rout foreign conspirators and criminal syndicates as the Lion Blades, making  Oppara  almost  immune  to  the  influence  of foreign criminal powers such as the far-reaching Sczarni. Opparos features the most diverse and independent economy in Taldor, with healthy trade, industry, and manufacturing, as  well  as  rich  farmlands  supported by the River Porthmos’s annual flooding. Many of the greatest Taldan wines and brandies hail from the region’s vineyards, as well as a fortune in barley, figs, olives, and pomegranates. Inundated with rocky ridges and outcroppings, the land serves most cattle poorly, but goats and sheep flourish. More than anything, though, Opparos’s fortunes lie in fishing, and much of the local lifestyle and cuisine celebrate the bounty of the Inner Sea. Kozan: The small town of Kozan sits along the southern coast of Opparos. The settlement is among the oldest in Taldor and has featured a large gillman presence since its earliest days. Although it never grew as large as the other city-states of Taldor, it has survived for over 6,000 years—a
longevity few of Taldor’s oldest settlements enjoyed.
Kozan maintains close political and economic ties to the Isle of Kortos. The local gillmen regularly correspond with and visit their kin in Escadar. Many of Absalom’s Taldan noble houses originate in Kozan and still have relations in the town, and a half-dozen vessels—mostly owned by these  families—leave for  and arrive  from Absalom each day. Kozan’s ruler, Baron Winton Bilos (N male human aristocrat 5), is a cousin of Absalom’s
House Vastille and happily exploits this connection in negotiating fabulously rewarding trade deals and fishing rights off Kortos’s coast.
Mut: This town stands resolutely at the end of Cape Mut and is dominated by a 400-foot-tall lighthouse known as the Glory’s Flame. The lighthouse shines both day and night, and it has not darkened once in over 3,000 years; popular legend claims its illumination comes from the still-beating heart of a solar dragon that was defeated by the Fourth Army of Exploration. Patriotic Taldans claim that so long as the light of Glory’s Flame burns, Taldor can never fall, and this superstition occasionally inspires agitators and political enemies to target the monument. More common by far are celebrities, nobles, and scholars bolstering their popularity by donating funds or magic to the tower’s defense, to the point where no one knows or understands all the guardians, traps, and wards in place around and inside the lighthouse. Today, the lighthouse runs of its own accord, and few living souls have seen the tower’s lantern as a result.
Old Sehir: Contrary to its name, Old Sehir is one the newer settlements in Taldor, having existed for little more than 150 years. After inheriting a small fortune upon the  death of his  aging father, master architect Burbuss Sehir designed the town as a model community, emulating the construction style and municipal layout of ancient Taldan towns. Sehir poured his life and inheritance into the construction of his magnum opus, but most Taldans found it garishly artificial, even by Taldan standards. Sehir’s daughter, Helinara, promised her father on his deathbed that she would complete his vision. She laid Burbuss in the ground, and then she set to work weathering the newly finished stone, damaging the exquisite statuary, and calling on druids to overgrow the perfectly groomed streets and gardens, giving Sehir the illusion of antiquity. She adopted the literary persona of an aged elven archeologist named Heloriel and penned a false history of the site, inventing historical heroes and false legends to give even the most mundane of buildings a life that spanned centuries.
When Helinara released Heloriel’s “historical” study Unearthing Old Sehir in 4561 ar, it immediately became a national sensation. Suddenly, the “newly uncovered” town of Old Sehir grew in popularity, and nobles and commoners alike flocked to the settlement to claim their piece of Taldor’s illustrious past. Today, Old Sehir’s citizens happily tour visitors through the ancient sites, showing off rooms “perfectly preserved from Taldor’s earliest days.” Dwarves and elves who remember the town’s true origin no longer bother trying to expose the charade, long since exhausted with having the same arguments ad nauseam. The few remaining skeptics and critics fear that eventually no one alive will remember the truth and the myth will become history.
 
 
 
 
 
 
Oppara: Called the Gilded City—despite scavengers long ago scraping away the gold that adorned its domes, towers, and other structures—Oppara is one of the Inner Sea region’s largest and most infl cities. As the capital of both Taldor and Opparos, it houses some of the greatest institutions of the empire, including the imperial palace, the senate, the War Ministry (which coordinates the three branches of Taldor’s military), the Kitharodian Academy, the Rhapsodic College, the world’s largest temples to the dead god Aroden, the secret nerve centers of both the Brotherhood of Silence and the Lion Blades, and countless monuments to Taldor’s illustrious past.
Beneath all the wealth and pageantry, though, Oppara is  plagued  by  crime,  mismanagement,  neglect,  and widespread poverty. The nobility cannot avoid exposure to such conditions, instead embracing various myths of meritocracy as they distract themselves with balls, fashions,  and  gossip.  They  believe  that  if  the  poor would simply apply themselves, serve the military with distinction,  or  become  adventurers  of  renown,  the grand prince would exalt them into nobility. Thus, the problem of poverty is seen as a failing of ambition and moral character, and the aristocracy—even those who descend from long lines of nobility—have earned their lofty position. This pernicious myth saturates every level of Oppara’s society, keeping the poor relatively docile and allowing authorities to isolate rabble-rousers from potential support.
Like most Taldan cities, Oppara is its own barony, with the grand prince traditionally serving as the baron of Oppara. In some circumstances—especially during  wartime—an  emperor  appoints  an  heir or other family member to serve as baron. One emperor, the short-lived Malixari II, appointed his favorite horse, Comolaudio, and the horse’s tomb on the north side of town remains a popular site for young politicos to stoke what
popular outrage they can against  the  aristocracy.
The city’s current leader is an unusual exception: Baron  Oltar  Vinmark (N male human barbarian 4/
expert 4) is a former member of  the Ulfen Guard who watched over Stavian III as the distraught emperor
buried his only son 19 years ago, and  the grand prince repaid his kindness by exalting the foreign warrior to the title of baron. Though many of the city’s nobles balk
at their uncultured mayor, his popularity with Stavian sees him personally invited to any gathering of note.
For  more  information  on  Oppara,  see  Pathfinder Adventure Path #127: Crownfall.
 
River Porthmos: The widest and longest waterway in Taldor, the River Porthmos connects the Inner Sea to the World’s Edge Mountains. Its predictable annual flooding allows people in the region to heavily farm the surrounding area without depleting the soil, and the ancient waterway runs deep and wide enough—up to 2 miles in breadth at some points—to support large vessels. The Taldan  Imperial  Navy  and  River  Guard  both patrol  the  Porthmos  around  Oppara.  This  military presence means that few major threats ply these waters, but smaller, independent river-pirate groups stalk areas inland,  using  the  countless  tributaries  and  seasonal islands to hide from pursuers. Giant breeds of crocodiles and hippopotamuses dwell in the waters and occasionally
threaten swimmers or local anglers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PORTHMOS
Named for the legendary general who led the First Army of Exploration up the Sellen River, Porthmos is one of the largest prefectures in the nation. Porthmos straddles the Porthmos Gap, which serves as a gateway to the Whistling Plains, a vast prairie that separates Taldor from the many nations of Casmaron. With few natural resources and little water, this sea of grass serves as a natural barrier dissuading eastward expansion.
The River Porthmos and its north and south forks (called the North River and the South River by locals) neatly divides the prefecture into three distinct districts. West of the river, the prefecture seems typical of Taldor: in the south, farms grow barley, wheat, and various hardy fruits. Those in the foothills of the north survive by quarrying tough granite used downriver to construct durable cities and fortifications, as well as mining gold, iron, and silver. But even millennia after the empire’s founding, much of Porthmos east of the river forks remains untamed, its few settlements small and isolated from one another and from the rest of Taldor by steep hills, wide plateaus, and harsh winters. Locals survive primarily by sustenance farming and by mining the lead used throughout the empire. This harsh lifestyle and the toxic metal means short lives of backbreaking labor and illness.
Isolation from the heart of the nation allows Porthmos’s various nobles to operate largely unchecked. The current grand duke, the sadistic and ruthless Thestro Briarsmith (LE male old human aristocrat 3/sorcerer 7) rules from Sardis, and while he operates no criminal empire like Grand Duke Morrin Zellvyngian (see page 24), Briarsmith is a de facto dictator of everything east of the River Porthmos. The grand duke operates a secretive prison for his political rivals and crushes what few freedoms and rights Taldor guarantees its citizens elsewhere in the empire, such as the free mobility that could allow locals to escape their brutal lives.
Karakuru: Karakuru, the City of a Hundred Fountains, lies atop a potent natural spring that feeds water up to the surface at high pressure. In addition to the fountains that dot the city, Karakuru is known for its bathhouses, where visitors soak in the ochre-colored mineral water to alleviate aches and pains. Nobles across Taldor retire to Karakuru for a season to “take the waters” as treatments for all manner of chronic illnesses, making the small tourist city one of the wealthiest communities in Porthmos. The baths of Karakuru are among the few places in Taldor where the rich and poor can interact, with many of the usual social stratifications and pretenses set aside.
This cross-class interaction has birthed one of Taldor’s greatest traditions: the iconic fighting style known as rondelero, which combines peasant dances and noble weapons. The lightly armored fighting style employs a
 
falcata to deliver precise strikes while using an off-hand buckler to deflect blows and distract the opponent. A small academy, the Rondelero School accepts up to a hundred students at a time to teach this specialized combat art, favoring locals but also training the wealthiest sons and most promising military officers in the empire. While other schools and instructors in the empire teach rondelero without the same exclusivity or punishing footwork drills, no institution produces more skilled or respected masters of the art.
Porthmos Gap: Taldan legend claims the Tarrasque— the spawn of Rovagug known as the Apocalypse Engine— tore its way through the World’s Edge Mountains in
–632 ar, marching through the fledgling nation and the rest of Avistan. The terrain that remains is jagged and raw: a landscape of plateaus sheared clean and deep, ragged canyons. Despite the devastation, the raw wounds rent through the earth revealed new mineral wealth, and the rubble left behind filled mountain valleys to create stretches of gentle prairie.
Roads through the region are sparse, most locals relying on the North River and South River for transport. Dangerous creatures—especiallyaberrations—still lurk in the Tarrasque’s footsteps and resist the empire’s attempts to clear them away. Ankhegs, bulettes, manticores, and wyverns all stalk the gap as well, especially the craggy northern half. Entire communities were buried in the disaster, and occasional landslides reveal enough long- buried ruins or treasures to entice adventurers, but just as often they release long-buried horrors.
Residents of the region’s many tiny towns—Gappers, as they call themselves—keep to themselves and generally understand how to avoid the threats of the region. They mine the exposed veins of minerals and farm  what they can from the rocky soil. Fiercely independent and pessimistic, they resent visitors and traders, especially those who promise a better life; Gappers are content to pay their staggering taxes, deal with the inescapable horrors of life, and otherwise be left alone.
Porthmos Prison: The prefecture operates one of the largest prisons in Taldor out of the once-impenetrable Edgeside Keep overlooking the Whistling Plains.
Rather than staff the facility with guards and a warden— any of whom could be corrupted or bribed—Briarsmith sealed off the prison and simply left the prisoners within to fend for themselves as an isolated civilization. The few extant guards interact with the prisoners only enough to provide food and deposit new prisoners.
Briarsmith incarcerates his political enemies here alongside hardened criminals, usually without  so much as official charges. Those ill-equipped to fend for themselves die quickly in Porthmos Prison, though the most formidable rivals sometimes adapt to prison life.
For more information on Porthmos Prison, see page 51.
 
 
 
 
Sardis Township: The prefectural capital of Sardis extends for well over a mile in every direction, formed as a dozen tiny mining towns grew together around several rich veins of lead and other minerals. Formally named Sardis Township, the community squats on the chaotic, polluted landscape that stretches just a few miles inland from the South River, and the piers, refineries, and warehouses are technically also part of the township’s domain. Despite the miserable scene, Sardis generates a great deal of wealth, trading high-quality metals for foodstuffs to supplement their own meager crops. Caravans are less prevalent here than in Yanmass, but they nevertheless provide a stable boost to the local economy as well.
Centaur tribes from the Whistling Plains occasionally journey to the township to trade. A few local bands have abandoned their agrarian ways and serve Grand Duke Briarsmith as powerful enforcers, their incredible speed and knowledge of the area making them invaluable scouts and messengers essential to the duke’s tyranny. Local humans and other centaur tribes look on Briarsmith’s “Leaden Soldiers” with dread, armed as they are with the finest Taldan steel and sporting magic scavenged from hidden corners of the Porthmos Gap. These fearsome gangs keep out of sight when imperial inspectors arrive or envoys traveling to and from Stavian’s Hold—which
the emperor still maintains some personal interest in— pass through town.
Stavian’s Hold: This town is the easternmost outpost Taldor claims and represents the empire’s latest (and only current) colonial effort. Founded shortly after Stavian III ascended to the Lion Throne as both a distinctive rallying cry and a sink for his rivals’ attention and resources, Stavian’s Hold enjoyed unprecedented funding. Stavian appointed his most ardent critic, Baroness Diddima Ennoi (LN female middle-aged human aristocrat 4/wizard 2) to oversee the project as an apparent appeasement that also happened to remove her from Opparan politics. The town consists of several tall towers and an elaborate walled outpost encircling what appears to be a bustling little prairie town. Unfortunately, Stavian’s Hold has little industry or resources to count on and depends entirely on a constant influx of funds from Oppara—primarily from Ennoi and her family allies. As part of her efforts to establish any valuable infrastructure, Ennoi has opened a school to teach alchemy and arcane magic—the Eastern Front Academy—but being so far removed from other centers of learning, the school attracts only students from lesser noble families that lack the coin or influence to send their children to a respected school, or artisans and merchants disposing of children who don’t stand to inherit their businesses.
 
 
 
SOPHRA
Sharing the longest and most heavily fortified border with Qadira, Sophra stretches from the Border Wood’s western edge to the ancient battlefield of Urfa-Halij. The people of Sophra are hardy folk, accustomed to the hardships of war and living under occupation. Military service is mandatory for all families, who must contribute at least one child to the prefecture’s defense for a minimum of 2 years, and even those who don’t serve in the prefecture’s forces of the Taldan Phalanx often drill with their local militia and town guard.
Sophra receives a great deal of military funding from Oppara, and even citizens who do not serve as soldiers often work for the Taldan army in other fashions, whether as hostlers for cavalry mounts, herbalists and healers keeping forces healthy, or laborers and architects constructing the region’s countless fortifications. Some subsistence farming supports northern supplies, but Sophrans are wary of growing crops that could potentially feed occupying forces. The primary exception is sugarcane, which was originally imported by occupying Qadiran forces early in the Grand Campaign and now flourishes along much of the eastern Jalrune River.
Sophra, more than any other Taldan territory, changes hands often during military conflicts. Over the millennia, the land has alternated between Qadiran and Taldan control, and few lines of grand dukes maintain the title for more than a handful of generations. Whenever the territory changed hands, its new rulers invariably stripped their predecessors of their lands and fortunes to stymie organized resistance, usually imprisoning or executing them as well. In most cases, the military commander responsible for retaking the land was elevated to rule the prefecture as a reward; because of this, the grand duke of Sophra is almost always a former military officer, either due to appointment or descending from a famed military hero in a family line that idolizes military service.
Because of the prefecture’s militarized nature, the grand duke traditionally rules jointly with the high strategos, Taldor’s supreme military commander. Currently, Sophra’s obsequious Grand Duke Urjinus Vobellar (N male human aristocrat 2/cavalierAPG 3) defers in almost all situations to High Strategos Maxillar Pythareus. Having been an officer of middling quality and recognizing Pythareus’s strong connections to the crown, Vobellar has no interest in risking his future by challenging the likely next emperor. In addition, this deferral frees up more time to spend on the riding and hunts he truly enjoys.
Border Wood: This dense forest of cottonwoods, cypress, and pines straddles the border between Taldor and Qadira, as well as the Jalrune River. The Border Wood has changed hands countless times over the millennia, being a favorite route for invasion due to the forest’s heavy cover. The remnants of war—abandoned siege engines,
 
active traps, and the restless spirits of fallen soldiers— still haunt the forest depths, making the landscape exceptionally dangerous. Elite Taldan and Qadiran rangers still use the Border Wood for illicit meetings, espionage, and smuggling; anyone traveling in the woods risks being mistaken for a potential enemy agent.
Despite the dangers, locals still venture into the Border Wood for timber and the plentiful game. Those who go missing are generally assumed to have known what they signed up for, though families sometimes still scrape together meager rewards for any information on their loved ones’ fates.
Demgazi: Though most of Taldor’s lumber comes from the Verduran Forest, the town of Demgazi produces a fair amount of timber from the Border Wood, including woods unavailable in the colder neighboring forest. Nearly a dozen mills line the Jalrune River along the Demgazi’s bank, employing many of the town’s citizens to fashion lumber, expensive furniture, and a variety of botanical oils. Only the Border Wood’s many dangers slow the town’s profits, and Baroness Jalisca Khazar (LN female half-elf expert 6)—the so-called Lumber Baron of the Jalrune—frequently hires expendable visitors to investigate and clear new groves before dispatching her army of woodcutters.
Grogrisant’s Fang: This imposing spire of basalt rises from the rocky hills of Sophra just south of Zimar and casts long shadows in the afternoon, sparing the city from the worst of summer’s heat. The sheer walls give way to a jagged tip, making the mountain impossible to climb without magical aid. The Taldan Phalanx maintains a tiny, isolated watch post near the top, but accessing and resupplying the outpost is a harrowing and expensive effort. The Fang takes its name from the mythical lionlike beast that once stalked Taldor until, according to legend, Emperor Taldaris slew it. Despite the mountain’s name, there’s no evidence the grogrisant ever called the region around Zimar home—only lions and massive cave lions threaten its people.
Heldren: This idyllic little village near the Border Wood is typical of small Taldan communities, surviving well enough from farming to support a few small shops and trade with other towns. Heldren recovered quickly from the Grand Campaign thanks mostly to its small size and resourceful town council. The community would barely warrant a dot on the map if not for recent meteorological phenomenon that caused heavy snowfall to blanket the village and surrounding area. The council dispatched adventurers to investigate, and while the weather has mostly stabilized, Heldren now experiences unusually harsh winters that have attracted arcane scholars—as well as a stubborn infestation of ice mephits.
For more information on Heldren, see Pathfinder Adventure Path #67: The Snows of Summer.
 
 
 
 
 
 
Urfa-Halij: Urfa-Halij was the ancient site of the first border skirmish between Taldor and Qadira when the Padishah Empire of Kelesh arrived in the region and—to the Taldan perspective—cleaved off the bottom of their nation to add to their foreign empire, beginning the long history of animosity between the neighbors. Taldans remember the event as the Battle of Urfa, while Qadirans call the skirmish the Battle of Halij. The name Urfa-Halij recognizes both perspectives out of respect for those lost on both sides. Today, a towering stone monument stands tall over the scrubby field to commemorate those soldiers who died in the weeks-long battle: two raised arms, one wielding a longsword and the other a scimitar, the blades meeting in the middle where a massive diamond has been set. This gemstone catches even the dimmest starlight on an overcast night and gives the impression of a spark igniting where the two implements of war struck one another. Scholars and philosophers have debated for thousands of years whether Urfa-Halij is a tribute to war or peace, and even which side erected the monument.
Both Qadirans and Taldans revere the symbolism of Urfa-Halij. Soldiers and officers alike refuse to fight or even march to war within miles of the site, ironically leaving most of the land fertile and rife with wildlife that the extended warfare has wiped out elsewhere along the border. Rabbits are especially common in the surrounding fields, giving rise to a popular rumor that rabbits watch the border when no one else does.
Zimar: This heavily fortified city is both the base of operations of the Taldan Phalanx—the nation’s skilled and  well-equipped  heavy  infantry  force—and  the prefectural capital. Enormous walls flank the city on all sides and subdivide the districts, transforming it into an enormous fortress in the shadow of Grogrisant’s Fang. The people of Zimar come of age knowing that service to the empire is every citizen’s greatest
duty, and a disproportionately large percentage of the city’s poor join the military. Even citizens who do not enlist in the military
are  subject  to  training  with  basic weapons and guerrilla tactics to help defend the city should it fall under Qadiran control, as it did often during the Grand Campaign.
A city on the front lines, Zimar has been destroyed and rebuilt countless times, and the remains of ancient cities still lie buried beneath the streets. This creates a chaotic mess of tunnels the modern city uses as a sewer system. Resistance forces and infiltrators alike have used these secret tunnels over the city’s history, and remains of these efforts as well as long-forgotten fortresses and palaces promise incredible wealth to anyone who can survive the aberrations, lycanthropes, and vermin that call the cool tunnels home.
 
Most of Zimar’s citizens bear some Keleshite blood; the city’s architecture, arts, and cuisine likewise blend both cultures. Sarenrae is the most prominent faith in Zimar— though its largest temples are dedicated to Abadar—and even when Grand Prince Stavian I outlawed the Sarenite faith, the city resisted the crown. Xenophobic citizens calmly point out that a wide gulf separates Keleshite heritage and Qadiran sympathies.
For more information on Zimar, see Pathfi Adventure Path #130: City in the Lion’s Eye.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
TANDAK
The wide Tandak Plains stretch east from the Sellen River south of the Verduran Forest, and they form the bulk of Tandak Prefecture. In ancient times, the Verduran Forest stretched all the way to the sea and as far south as the River Porthmos, but millennia of logging to fuel imperial ambitions reduced the southern expanse of the woods to a mere fraction of its former size and transformed the landscape into swampland along the coast and rolling prairie further inland. Years of intense farming following the deforestation depleted the prairie’s soil, and today little grows there beyond tough grasses, thorny shrubs, and stands of stunted, twisted trees.
Abandoned towns dot the landscape, left by residents who drained the region of resources and moved on, often following the receding forest line. The bustling port of Cassomir devours most of the resources produced in the prefecture, much of it carted from the eastern edge of the region across the hazardous Blackwood Swamp, which surrounds the city. With its land now unfit for agriculture, Tandak’s economy relies almost entirely on Cassomir’s shipyards and extensive trade networks. The Imperial Naval Shipyards produce not only the entire fleet of Taldor’s own navy but also hundreds of vessels of varying sizes and purposes sold to clients throughout the Inner Sea region. Taldan law prohibits supplying military ships to other nations—even supposed allies—but the sturdily built vessels of Cassomir’s shipyards make fine fighting machines with only moderate retrofitting.
The entire prefecture currently stands on politically shaky ground. The previous grand duke, Forath Bozbeyli, popularized a rumor that he had won his title as a war hero who started out a pauper on the streets of Cassomir and that Grand Prince Stavian III exalted him as a reward for bravely slaying an enemy general. While other nobles found the patently false claims scandalously entertaining—Taldor having not been at war with an enemy for over a century—they won Bozbeyli support and a good deal of unpaid labor from the common people of Cassomir. The grand prince found this propaganda far less amusing, however, and eventually stripped Bozbeyli and his family of their title and lands so he could “embrace the pauper lifestyle of which he seemed so enamored.” The underclasses of Cassomir were equally displeased when he was exposed, and the riots that followed saw the disposed grand duke torn physically limb from limb and hung from a yardarm in Cassomir’s harbor.
The aristocracy of Tandak—and Taldor—now watch breathlessly, hoping this single outpouring of violence is an isolated incident, rather than the genesis of a Galtan- style popular revolt. The prefecture’s new ruler, Grand Duchess Cisera Tiberan (LN female human aristocrat 2/alchemistAPG 4), is Bozbeyli’s niece. Coming from a background in academia, she has opted to “forgive” the
 
masses and downplay the Bozbeyli Riots. She has spent the past 7 years nervously inventing crimes her uncle perpetrated against the people to retroactively justify their outrage and make the uprising seem like more and more an atypical exercise in justice rather than a viable tool the unwashed masses of  Cassomir could wield against the nobility at any time.
Blackwood Swamp: Blackwood Swamp surrounds Cassomir on all landward sides, forming a treacherous marsh filled with carnivorous plants,  choking vines, giant mosquitoes, quicksand, and other deadly threats. The Taldan Phalanx patrols the causeways that provide passage through the mire, but even they cannot fully protect the merchants and travelers who must venture through the swamp toward points east.
For more information on Blackwood Swamp, see page 46.
Cassomir:  Cassomir,  the  second-largest  city  in the  empire,  serves  as Tandak’s  capital  and  economic powerhouse, connecting the Inner Sea to the Sellen River. Unlike Oppara, which openly displays its wealth, Cassomir is a dingy seaside city, wedged between the pounding waves of the Inner Sea and the creeping decay of the Blackwood Swamp. Mildew and vines claim the exteriors of most buildings, so most of Cassomir’s wealth is hidden away indoors in the form of lavish casinos, townhouses, and theaters to distract from the city’s grime and poverty. Known  throughout  the  Inner  Sea  region  for  its masterful shipwrights, Cassomir maintains Taldor’s naval superiority. Its strategic position and superior naval power give Cassomir and Taldor incredible economic leverage across the Inner Sea and half of Avistan, and the Taldan navy regularly ventures as far away as Lake Encarthan. Yet despite the wealth the city affords its upper class and Taldor as a whole, Cassomir is overwhelmingly poor. The bulk of its population lives in squalor, paying fees even for simple services provided for free elsewhere, from fire-fighting to law enforcement. Even many of the city’s vaunted shipwrights work tirelessly for very little
in return.
In addition to widespread poverty and the crime typical of a city of its size, Cassomir also faces a more secretive threat. Not far beneath the city lies the Darklands derro settlement of Corgunbier, and countless subterranean tunnels navigate the rocky shelf the city is built upon and link the two cities. Corgunbier’s derro regularly infiltrate Cassomir to search for potential subjects or release their latest experiments onto the streets. Most Cassomirites chalk the frequent disappearances to crime, allowing the derro to operate invisibly in the Taldan metropolis.
For more information on Cassomir, see Pathfinder Campaign Setting: Cities of Golarion.
Jagged Saw: The treacherous coastline known as the Jagged Saw, stretching from Ridonport on the edge of
 
 
 
 
 
 
Star Bay southeast to the mouth of the River Porthmos, has doomed countless sailing vessels over the millennia. Its cliff lined, harborless shore and shallow, reef- strewn waters claim the lives of thousands of sailors annually, despite a network of lighthouses and buoys Taldor sporadically maintains along the waterway. The skeletons of ships old and new litter the entire length of the coast, creating even more unseen submerged obstacles to ensnare unwary vessels. The extreme caution ships must employ when traversing the Saw encourages pirates and predators, who see the slow-moving vessels as easy prey. Perhaps worse are small communities along the cliff who purposefully extinguish their lighthouses to cause vessels to run aground, so locals can scavenge their contents.
Ridonport: The small port city of Ridonport, the lone settlement of any note along the length of the Jagged Saw,  is  famous  for  being  the  birthplace  of  General Arnisant, hero of the Shining Crusade and vanquisher of the Whispering Tyrant. The city runs an underfunded museum  to  the  legendary  general  in  his  former home, and has a 200-foot statue of the local legend donated by a noble who vastly overestimated the community’s size.
Ruins  of  Nazilli:  Taldor  lost  scores  of settlements during the Dragon Plague. The black dragon  Aeteperax  claimed  all  of  the  Verduran Forest  south  of  the  Verduran  Fork  as  his domain during this time, and when the city
Nazilli fought back against the Black Tyrant, he laid waste to it. Devouring and  dispersing  Nazilli’s  residents, Aeteperax  set  about  using  magic and his acidic breath to inundate  the groundwater with deadly toxins, transforming the idyllic forest town into  a  polluted  wasteland.  Today,
Nazilli remains a ruin overgrown with stunted assassin vines. A brazen ettercap named  Ythraktha  rules  over  the  dead city—left hauntingly intact by the same toxins  that  prevent  its  reclamation—and leads a cult of those creatures hardy enough to survive the acrid domain.
For more information about Nazilli, see page 52.
Star  Bay:  Legends  claim  that  during Earthfall, a piece of the Starstone fell in this deep, wide bay at the mouth of the Sellen River. As refugees struggled to carve out a new life in this unfamiliar land, legends grew of a bright blue light that sometimes emanated from the depths of Star Bay, protecting locals from sea monsters  and deadly storms. Several small expeditions
 
have attempted to reach and explain the lights. Even today, rumors of Star Bay’s mysterious glow haunt all of Taldor’s ports.
Tandak Canals: Canals running to and from Cassomir have long since lost their glory, though they tend to be less dangerous than those in some other prefectures thanks to the huge concentration of wealth in Tandak’s shipping industry. Canal pirates still haunt poorer legs of the waterways—especially where they pass through the Blackwood Swamp—but other lengths of canal remain unthreatened, if decrepit. Locals turn to the waterways for food, as bass and catfish both do well in the canals, with catfish in particular growing large enough to occasionally prey upon swimming children or goats drinking from the river.
Temple Canyon: This long, dry canyon plunges several hundred feet into the limestone of the Tandak Plains and runs for over 30 miles. Taldor’s earliest emperors, nobles, and legendary heroes commissioned grandiose tombs carved into the walls along the canyon’s length, along with shrines and temples to various
gods. Temple  Canyon’s  available  space was exhausted long ago, and robbers and adventurers looted most of the tombs when  Taldor  was  still  young.  What remains  now  are  mostly  faded  clues to  Taldor’s  earliest  history—partially destroyed and almost completely
devoid of context.
Treasure hunters still investigate the canyon, chipping  out  statuary  or wall carvings  in hopes    that    nobles will want to decorate their homes with a faded piece  of  the  past.  These
expeditions sometimes pay off, such as when the tomb of  Princess  Modavora was uncovered and looted  by  adventurers in 4556, leaving the two surviving members of the  party  fabulously wealthy. The  empire considers the canyon
a  sacred  site  to  the royal  family,  though, and  the  rangers  who patrol  its  length  are authorized to  execute any and
all trespassers.
 
 
 
 
 
 
 
 
 
WHITEMARCH
The mountainous region of Whitemarch has, like Taldor’s other  southern  prefectures, changed  hands  countless times  over  the  millennia  in  the  constant  conflict with Qadira. Its rough, hilly terrain and wide valleys made Whitemarch a frequent battlefield in the Grand Campaign, offering easy locations to dig in and hold, but making both advancement and retreat difficult. Centuries of fierce fighting toughened the people of this prefecture, making them a cynical and practical lot who have little concern who collects their taxes so long as they are left in peace. Most commoners in the region work the region’s famous marble and granite quarries or farm just enough to live. Many join the military at some point in their lives to secure a pension to supplement these meager incomes. Like  other  remote  prefectures, Whitemarch  is  less cowed than Taldor’s heartland. What roads exist are ancient—that  they  still  exist  at  all  is  a  testament  to Taldan engineering—and with half the prefecture lying in or beyond the southern range of the World’s Edge Mountains, the rainy springs and snowbound winters leave communities completely cut off for 6 to 9 months a  year.  Banditry  is  common, but  more  common  are raids from the Gouged Eye, an orc tribe that’s one of the largest in eastern Avistan and widely known to indulge in cannibalism. Even centuries of concerted efforts by the Taldan military have yet to eliminate the invaders from their mountain valleys and caverns. Entire towns simply vanish from Whitemarch over the course of a season—
consumed figuratively and literally by the Gouged Eye. Members of the prefecture’s long-ruling family, House
Darahan, are renowned for their skill as knights and monster hunters. Many Darahan scions dedicate their entire lives to the military or to the church of Abadar or Iomedae, and many high-ranking members of both faiths in Taldor hail from the Darahan line. The grand duchess, Vivexis Darahan (LN female middle-aged human fighter 8) served four tours of duty on the ramparts of Vigil. The youngest of 12 children, Vivexis never expected to inherit Whitemarch, but each of her elder siblings died under tragic and suspicious circumstances, which seemed to spare her only by virtue of her physical distance from Taldor. Darahan performs her duties as grand duchess honorably, but she secretly wishes some loophole would permit her to leave Whitemarch so she could pursue her own adventures.
Headwater Gap: This hilly break in the Southern Range takes its name from the mountain runoff and myriad springs that form the headwaters of the Jalrune River. Hundreds of icy creeks pour down the hillsides into a long crystal-clear lake. In addition to the region’s best hunting grounds for birch elk, gray bears, and spotted boars, the gap also serves as the most easily traversed path through the mountains south of Porthmos. Merchant caravans headed to the Whistling Plains often camp here, as do tribes of plains nomads and centaurs. Increasingly, gnoll tribes from the Whistling Plains also encamp here; those few willing to negotiate with humans rather than feed on them speak of the “Wings of Midnight” spreading over their traditional hunting grounds to the east, driving out prey and travelers.
Lionsguard: Steep mountains shelter this gentle valley from Whitemarch’s scorching summers and wet winters, making it an ideal stronghold for armies waiting through harsh seasons to campaign. Both Taldor and Qadira have fought viciously to maintain control of the area, with Taldor retaking control and establishing the  fortress and town of Lionsguard 300 years ago. The fortress— nicknamed the Foe Wall—straddles the valley’s entrance like a massive, imposing barrier, while the civilian town exists mostly to provide the fortress and visiting Taldan divisions with coopers, farriers, servants, smiths, and wainwrights. A sizable minority earns a living scavenging in the large valley for equipment and valuables lost by the warring armies that have sheltered in and died there— mostly as scrap to work with, but genuine valuables occasionally pop up among the brambles and dogwoods. Local legend claims the fabled blade Five Lions’ Rage was lost in a creek when Qadira took the valley in 4081 ar and remains hidden somewhere within, awaiting Taldor’s next great champion.
Monastery of the Seven Forms: Founded ages ago by monks of the Order of the Stalwart Fist from distant Tian Xia, the Monastery of the Seven Forms was built intentionally far from the monks’ native Dragon Empires to teach patience and perspective to students traveling across Casmaron to reach it. The modern day Order of the Seven Forms adapted those martial skills, incorporating fi styles students encountered across the breadth of Casmaron and Taldan arts such as rondelero and fencing. The unique combination of unarmed combat and swift, dervish-like bladework attracts students from across the Inner Sea region, and many adventuring monks begin their careers in this humble cliffside school. Though these students may not have traveled from the Dragon Empires, they nevertheless learn patience first and foremost, as the entry trials are long and grueling ordeals designed to test a student’s endurance, focus, and humility.
Mount Kaltafarr: The highest peak in Taldor, Mount Kaltafarr looms intimidatingly  over White Pass near the border with Qadira. For centuries, the great wyrm white dragon  Thelyrox ruled the pass from his lair atop the ancient volcano, flying hundreds of miles in the harshest winters to sack towns and sailing vessels as far away as Andoran. Uninterested in the affairs of humans, Thelyrox demanded tribute from Taldans and Qadirans alike to leave the nations in peace, and both sent countless fruitless expeditions up the mountain in vain
 
 
 
 
 
to eliminate the threat. A band of Qadiran adventurers called the Shining Blades of Katheer were the last group sent to slay Thelyrox, having set out just over 100 years ago. The Shining Blades never returned, but Thelyrox has not been seen since. The ultimate resolution of their tale remains the region’s greatest mystery and inspires new adventurers to venture up the mountain in search of the truth—and legendary treasures that may still line the dragon’s hoard deep within Kaltafarr’s frozen cauldron.
Pol: Whitemarch’s provincial capital serves as little more than a way station between the more influential politicians in the Monastery of the Seven Forms and the region’s various military bases. With the previous capital of Cydonus razed during the Grand Campaign, the community is very much still in its drafting phases, and prominent local nobles argue over who should have the honor of constructing—and ruling—the city.
Tomb of the Iron Medusa: The ancestral necropolis of now-extinct House Adella, the so-called Tomb of the Iron Medusa lies hidden among the hills of Headwater Gap.  In  their  centuries-long  heyday,  House  Adella dominated Taldan high society, wielding enough wealth and influence to rival emperors and bind legendary outsiders to design and construct their estates, including their final resting place. Despite the family’s incredible power, however, the entire line died out over the course of a single generation, and Grand Prince Beldam II ordered their existence wiped from official records. Unimaginable wealth lies entombed here, as do secrets with the potential to shake the highest levels of Taldor’s aristocracy, but even the members of House Darahan—distant  cousins of the Adellas—know nothing
of their kin’s tomb.
Tribulation:  Life  in  the frontier town Tribulation
is hard, as its name might suggest. Cut off from the rest  of  the  prefecture, Tribulation’s citizens have  learned  to  fend  for
themselves.  While  many  similar settlements east of the World’s Edge Mountains rise and fall quickly with little support— consumed by bulettes or enslaved by ruthless plains gnolls—Tribulation    has  endured for over a century
thanks to a well-kept secret: an ancient subterranean ruin below the town, discovered shortly after its founding, and concealed by powerful illusions. Citizens retreat into the complex whenever danger approaches, carrying with them with extensive stockpiles of supplies and valuables; they sacrifice their homes but ultimately endure.
 
Locals refuse to explore the complex beyond its enormous hexagonal antechamber. The citizens of Tribulation fear disturbing anything left inside the subterranean ruin and turning their secret asset into a curse, and they even frown on researching the strange glyphs that are carved into the walls. However, this caution does not extend to the jars of sweet, potent liquor stored in the rooms fl the antechamber. Locals use the ancient mead to celebrate holidays and escapes from attacks, and what once seemed like an endless supply has dwindled to perhaps a few years’ worth left The looming scarcity may soon inspire locals—some of whom have grown addicted to the unique libation—to desperately breach the complex’s waxy seals and search deeper within.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PROVINCES OF TALDOR
The wild, lawless territories of Taldor once made up the vast majority of the empire’s holdings, and even after being tamed and settled, provinces need a dedicated (and expensive) political campaign to transition to prefectural status. The two largest provinces—Verduran and World’s Edge—dominate the Avistani mind, but nearly a dozen smaller provinces fall under the empire’s control, including Bizas, the Fog Mountains, Qerk, and the half- mile-wide island of Dannathar.
verduran
Taldor has always clashed with the Kellid druids who compose the Wildwood Lodge and claim all the Verduran Forest as their own. As the empire pushed back the edges of the forest, the druids—along with the fey and treants of the wood—grew increasingly violent. In the midst of Taldor’s war with the Pirate Queens of Zevady, the demand for vessels to replace those the aquatic marauders sank became so desperate that Grand Prince Adavarine II signed the Treaty of the Wildwood in 3841 ar, which ceded control of the forest to the Wildwood Lodge druids and agreed to curb Taldor’s logging operations in exchange for the Lodge’s loyalty and pacification of the woods’ most violent and unusual inhabitants.
Taldor holds little authority within the forest beyond a narrow band outlined in the treaty, within 10 miles of the Sellen River and the Verduran Fork. Small communities exist within the Verduran, oft living off the land and venerating the Green Faith to maintain good relations with their druid landlords. The Wildwood druids make every eff to uphold their end of the treaty, policing vengeful fey and pacifying or culling dangerous beasts that wander too near the borders. The druids have no resource or interest in taming the monsters in the forest’s heart, though, and drakes, ettercaps, monstrous vermin, tatzlwyrms, treants, and other large predators call the forest home.
Bafra’s Face: This long-eroded statue still resembles a face, though one devoid of details and certainly not worthy of the emperor who ordered it carved into the rocky hillside. A tribe of fanatical spriggans now use the site as a focus for a unique ritual: manufacturing their own nascent deity. The spriggans see constructing a god as the only way to curb the horrors of the Material Plane, and maybe even return safely to the First World. They have recently attracted a number of gargoyles and other creatures to their burgeoning cult.
For more information on Bafra’s Face, see page 45.
Blackwood Moot: This isolated grove of blackwood trees attracts those treants unsatisfied with the Treaty of the Wildwood and the violence it still allows against their kin. The rebels see the Wildwood Lodge as collaborators with Taldor’s violence, and they hold both entities in equal enmity. Led by the powerful Oakadence (CN treant
sorcerer 6), they patiently plot careful, secretive attacks on Wispil and the Isle of Arenway, using the other wild beasts of the forest as shields and foot soldiers.
Dragonfen: This wetland in the central Verduran was once home to the notorious black dragon Aeteperax, whose rampaging devastated the Verduran Forest and destroyed nearby Nazilli (see page 52). Lady Tula Belhaim and her companions slew Aeteperax, a service for which she earned her noble title. Rumors have begun spreading that Aeteperax has returned with his sights set on revenge against the current citizens of Belhaim, the nearby town named for the dragon’s vanquisher.
For more information on Dragonfen, see Pathfinder Module: The Dragon’s Demand.
Isle of Arenway: Home to the Wildwood Lodge, this island stands at the confluence of the Sellen River and the Verduran Fork. The Wildwood druids forbid all access to the large island and its wonderland of rare herbs and trees, save for a small walled fortress at the southern tip of the island. The River Guard forces that patrol the Verduran have their headquarters here and help enforce the island’s isolation. These Taldan soldiers are permitted to come and go only by water, and they face strict punishment by both the druids and the Taldan Imperial Navy should they venture past the wall into the island’s interior.
For more information on the Isle of Arenway, see page 49.
Wispil: Populated almost entirely by gnomes, Wispil is a town in miniature and operates most of the Verduran Forest’s logging operations. With such a predominantly short population, almost every building is constructed for gnome stature, and only a few inns, workshops, and public buildings can comfortably fit human visitors. Nonetheless, the gnomes of Wispil are friendly and outgoing, happy to invite strangers in for a meal regardless of their size. Most of the population consists of loggers, sawmill workers, and log riders who float the prepared logs down the river to Cassomir.
World’s edge
Home to some of Taldor’s tallest peaks, the World’s Edge Mountains form a natural defense against invasion from the Whistling Plains. The mountains are home to some of the oldest ruins in Taldor, including many that predate even Earthfall, giving rise to the theory that the Earthfall diaspora were not the first Azlanti to colonize the land. While the region lacks large settlements, the provincial population remains relatively high thanks to dozens of tiny mining towns and even more seasonal camps scattered throughout the territory. The province’s eastern border is ill defined, and ambitious nobles often vie for control of the region’s lands in hopes of expanding their holdings and eventually claiming a newly formed prefecture for themselves.
 
 
 
 
Aroden’s Eye: This wide, round hole through a high mountain outcropping puzzles Taldan scholars. Research into the Eye, its origins, and its potential purposes is difficult today, however, not only because of the extreme altitude but also because a nest of harpies have long claimed the site as their own. Less bloodthirsty than most of their kin, the Aroden’s Eye harpies prefer enchanting trespassers with their song and working them nearly to death before casting them from the mountaintop.
For more information on Aroden’s Eye, see page 44.
Kravenkus: The dwarven Sky Citadel of Kravenkus remains under dwarven control, but only barely. Its connections to the Darklands remain open, and the Sky Citadel has been besieged by duergar, mongrelfolk, and other Darklands menaces for  generations.  The few remaining inhabitants who have not relocated to Maheto or the Five Kings Mountains live primarily in the citadel’s nearly abandoned central keep. The dwarves welcome adventurers who promise to rid the citadel of its current threats and perhaps even prevent such creatures from returning, though they are unwilling to completely seal the Darklands tunnels, as they provide the dwarves a connection to their life prior to the Quest for Sky.
Pillars of Rovagug: This expansive field of strange rock formations lies in the stony foothills north of the mountains. The jagged, cylindrical stones jut up from the ground like a forest of massive trees, shielding most of the gullies and scrubland between them from direct sunlight throughout the year. Ancient visitors claimed that  these  formations  were  the  fingers  of  the  dread destroyer god Rovagug as he slowly clawed his way out of his prison at Golarion’s core, but modern scholars understand that the pillars are merely natural geological oddities. That information does not dissuade the faithful of the Rough Beast—especially orcs and gnolls from the Whistling Plains—from making annual pilgrimages to the site, where they sacrifice captured merchant caravans and enslaved nomadic tribes in brutal rituals to their god. Valley  of  the  Azlanti:  Ancient  statues  and  other monuments  dating  back  to  before  Earthfall  fill  this large valley toward the center of the World’s Edge range. Archaeologists have long wished to explore it more thoroughly, but they have had little success, as vampires and  other  undead—including  the  undead  dragon
Toryos—have overrun the entire valley.
For more information on the Valley of the Azlanti, see page 53.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ADVENTURES IN TALDOR
“That’s what I’m trying to tell you! It didn’t look like something in the water glowing—it looked like the water was glowing! Nofri wouldn’t shut up about these glowing squids he used to see off Kortos, but there weren’t no squids down there. Least not on the side of the boat we’d all gathered on to watch.
“Pandor was gone and over the side of the boat afore we even knew it was a fi  Didn’t even scream—just disappeared with a splash. Turia went next; tentacle as thick as a person wrapped around her and hauled her off the railing like she were a child. “It took Nofri last. Then the glow stopped, and everything was quiet as a funeral for an hour afore any of us moved.
“Guess he was right about them damn squids.”
 
—Iola Worreni
First mate of the Earnest Gull, retired
 
 
 
 
 
Taldor has spent thousands of years ridding itself of internal threats and unraveling the mysteries of its history, but that doesn’t mean it’s a land devoid of potential adventures. Even in these long-settled lands, ghosts and monsters lurk in dark corners to feed on those the fast-paced Taldan society ignores or leaves behind. And while most of the largest and most dangerous beasts within Taldor’s borders have been eliminated, this has opened up new feeding grounds for smaller, more clever threats who can blend into human society—or who are human themselves. Criminals and conspirators prey on the people of Taldor as readily as kobolds or orcs may elsewhere. For every ancient mystery unraveled and studied, the wealthy elites bury far more secrets as their political machinations unravel—up to and including entire communities when they become “inconvenient.” Within the empire’s grand cities, complicated and often treacherous political and social webs provide opportunities for a different sort of adventure, filled with deception, intrigue, sabotage, and subterfuge.
ANTIOS’S CROWN
Trap-Filled Mountaintop Necropolis
Location Mount Antios, Kazuhn Prefecture
Inhabitants bound outsiders, constructs, rival grave robbers, undead
Features ancient magical defenses, high-altitude hazards, traps
 
High atop the mountain peak that bears his name, Grand Prince Antios, tenth emperor of Taldor, created a sprawling necropolis overlooking the whole of his domain. To fund the operation, he sold mausoleum space to other Taldan nobles, all of whom designed their own elaborate resting places to immortalize their greatness and to protect their remains and their wealth from potential grave robbers. For the next 500 years, Taldor’s elite begged for, bought, and even warred over burial spaces on Antios’s Crown. The necropolis has been filled to capacity for millennia, and the families and followers of the interred stopped trekking up the mountain to pay their respects long ago. Today, most knowledge of the necropolis—even the names of those interred within— are little more than legend and speculation.
In addition to the art objects, magic, and wealth entombed within, Antios’s Crown is the foremost repository of early Taldan history, including a dozen libraries dedicated to various families’ victories and ancestries. Early families recorded their history in great tomes, tapestries, mosaics, and poetry—even enchanted instruments that perform eternal ballads to their heroic deeds. While a greedy visitor could walk away from this city of the dead with the wealth of a king, a clever visitor could instead walk away with his darkest secrets and a strong hold over his descendents.
 
Despite the centuries since its last resident’s funeral, the necropolis remains as well guarded as it was in its prime. Even the poorest of nobles interred here spent fortunes on complex mechanical traps—ranging from simple pits, volleys of darts, crushing walls, and swinging blades to elaborate, room-sized deathtraps intended to draw out a would-be tomb robber’s suffering. Many of these traps remain active even today, though centuries’ worth of grave robbers have triggered (and often fallen victim to) many more. Wealthier nobles embraced the grandeur of magical traps and defenses. Able to reset themselves—and also conspicuously expensive—these defenses protected far greater treasures within. Magical traps are less predictable, however, and even their arcane workings deteriorate with time. Some now behave erratically, sometimes with more deadly results, but other times with strange and unpredictable outcomes that curse, warp, or transform trespassers.
For those who could afford better than traps, a variety of constructs and bound outsiders augment the necropolis’s defenses. Minor nobles employed simple animated statues, while the imperial tomb relies on golems forged from pure gold. Other tombs, especially those from families closely tied to a church, use bound angels, devils, inevitables, or psychopomps to  mind their  dead. Occasionally these outsiders come into contact with one another, resulting in an open conflict that unleashes additional chaos and further damages the necropolis. While the interred invested heavily in charms and blessings to ensure they could not return or be raised as undead, the necropolis’s oftentimes cruel defenses have given rise to countless vicious, if minor, haunts and undead. Supplementing the traps and outsiders are legions of gearghostsB4, geistsB4, ghosts, poltergeistsB2, and wights whose agendas lean more toward torturing the living than protecting any treasure. Most of the city’s undead revere—or at least obey—a powerful vrykolakasB6 named Zinimus, a treasure hunter who scaled the mountain when the tombs were still young, desperate to find the coin she needed to cure the plague wiping out her family. Zinimus knows the necropolis like no other being, and she has resolved that if fate decreed even her ailing family wasn’t worthy of the wealth within, then none are.
The treacherous path up the mountainside has not been maintained in centuries, and seasonal rains and landslides long ago wiped away many of the stairways and paths, leaving narrow, slippery walkways and long stretches that must be navigated with climbing gear and ropes. Local fauna includes chimeras, manticores, rocs,  and  yrthaksB2;  supernatural  predators  such as berbalangsB3, geistsB4, spectres, and wraiths; and living threats such as rival bands of grave robbers and members of cults dedicated to deadly gods like Urgathoa or Zyphus.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ARODEN’S EYE
Shrine to the Apocalypse
Location northern World’s Edge Mountains
Inhabitants Groetus cultists, harpies, lunar nagasB3,  proteansB2
Features desecrated  temple, mountains, sacrificial altars
 
This rocky mountain with a circular hole 150 feet wide bored through its peak was dubbed Aroden’s Eye shortly aft the Last
Azlanti’s ascension. Legends claim the tunnel was
a show of his newfound power, but no actual evidence links Aroden to this unusual mountain. Historians believe it was instead named in his honor due to its ocular shape and the vague similarity to his holy symbol. Regardless of origins, the Eye——was a frequent pilgrimage site for Aroden’s faithful throughout Taldor’s history. These expeditions helped support a small temple and monastery built into the mountainside and a half-dozen inns at its base.
In the wake of Aroden’s death, visitations stopped, tithes ran dry, and the dozen shrines—each venerating one Aroden’s 12 guises—fell into disrepair. The suddenly powerless clerics of Aroden quickly vacated the remote site until only a single aging priest, Leomaris Gurgin, remained. Abandoned by his acolytes in the silence of his god, he first maintained the rituals with a fervent faith, and then a desperate faith, and finally a bitter one. He felt only hatred for a world that would steal the simple joy of devotion from him, and he longed for it all to end.
One night as he watched the moon rise through the great, stone circle, he heard the comforting call of oblivion, and its herald: Groetus.
When harpies came to scavenge the temple, Gurgin taught them the ways of faith and the truth of oblivion, and the Last Wind clan thanked him in the only way they knew how: they threw him from the mountaintop and dined upon his broken body. Today, the Last Acolyte clan—as they have renamed themselves—lead by the priestess Thekshiek (CE harpy cleric of Groetus 12), rules the remote ruin. The Last Acolytes believe that Groetus is a great harpy and scavenger who killed Aroden as the first in what is sure to be a long string of deicidal murders, bringing about the end of the universe as the god of end times gorges on divine flesh. To
celebrate their god’s triumph, the harpies sacrifice sentient  victims,  especially those with divine spellcasting abilities, under  the  full  moon. The  cult  seeks  out especially powerful clerics and other divine servants to sacrifice when the moon perfectly aligns with Aroden’s Eye.
A handful of lunar nagas serve as the cult’s astrologers, predicting these alignments and divining meaning from the position of the moon among the stars.
The  monastery  is  a  treacherous  affair:  a dozen  structures  built  into  the  steep  cliffside and connected by narrow stairways and rope bridges. Harsh mountain winds howl all around, threatening to freeze anyone they can’t unseat. The harpies have constructed a thirteenth shrine lashed between the existing buildings, and every few years the precariously built structure snaps free and tumbles down the mountainside—usually
with screaming captives inside.
Thekshiek, the astrologers, and other clerics summon proteans for their bloody rituals, especially those reveling in murder and the chaos that results from unexpected, violent death. The bloodshed attracts a number of redcapsB2 as well. Humanoid cultists are rare among the Last Acolytes; the harpies see humans as Aroden’s proxies, more useful under the sacrificial knife than as active members of the cult.
The Last Acolyte clan’s reckless rituals and summoning have had the side effect of tapping into the Dimension of Dreams, accidentally unleashing animate dreamsB2 that gleefully serve the cult. Travelers through the area report horrible nightmares, with eerily similar descriptions of the mountain and a howling moon. Unknown even to Thekshiek, however, a dark reflection of Leomaris Gurgin (CE male animus shadeB6 warpriestACG 14) waits, a broken and furious mind, trapped just behind the rents in reality the cult continues to probe.
 
 
 
 
BAFRA’S FACE
Ancient Monument to a Forgotten Emperor
Location Tandak Plains just south of Verduran Forest
Inhabitants earth elementals, earth mephits, gargoyles, moss trollsB3, spriggansB2
Features abandoned farmsteads, ancient ruins, underground tunnels
 
Since Taldor’s earliest days, its emperors have expended exorbitant  resources  celebrating  their  own  greatness, each intent on establishing a legacy to withstand the millennia. Grand Prince Bafra, who ruled late in Taldor’s first millennium, was no exception, ordering a giant likeness of his face carved into the high granite bluff overlooking what was then verdant forest and farmlands. Despite  Bafra’s  efforts, all  but  his  name  faded  from memory, and even the mighty granite weathered and crumbled over thousands of years. What remains is a massive but vague face—little more than impressions against a grandiose rock wall dusted with moss and creeping plants—staring out over an abandoned  stretch of the Tandak Plains.
Years ago, the face attracted pests: a clan of spriggans,  who  squatted  in  the  construction tunnels  of  the  Face  and  began  slowly  expanding them.  After  discovering  the  broken  remains  of  a construction  golem,  the  clan’s  charismatic  leader, Ifgeiher (CN agender spriggan fighter 2/oracleAPG 8), hit upon the idea of transforming the entire granite form into a colossal golem. With such a power at their side, the spriggans could tame the horrors
of the Material Plane, or perhaps even march back into the First World. Over the years, this plan has slowly evolved into building a stone god.
The spriggans’ efforts and the unique religion growing up around it have attracted a few dozen gargoyles  to  the  cause,  who  loot  nearby  farms  for food, lore, and tools. The gargoyles truly believe in the spriggans’ mission, and they already worship the “rock god.” A small tribe of moss trolls has recently joined Ifgeiher as well, making their homes in the small copse of trees atop the rock, but unlike the faithful gargoyles, the newly arrived trolls simply see the value in having
a stronghold to retreat to after their own raiding, complete with zealots eager to defend the trolls’ home (albeit for the zealots’ own reasons).
Ifgeiher  doesn’t  quite  understand  how  to construct  a  golem—or  in  this  case,  a  stone colossusB4—but more than a century of trial and error has taught them much. The colossus’s body is nearly ready: a dizzying array of “vessels” and “organs” carved into the granite shelf below the face. The true challenge lies
in Bafra’s heart chamber, where Ifgeiher
 
experiments with the original golem they discovered long ago and others their minions have captured since. Using unique rituals to merge the spirits of powerful earth elementals, the spriggans hope to manufacture an elemental “motivating force,” but what they have so far is a powerful but miserable elemental entity kept in check by layers of patchwork wards and protections. Ifgeiher has begun to wonder if an infusion of non-elemental life forces—human souls,  specifically—might temper the rage and misery pulsing through the motive force and finally grant it the focus and power it needs to take up full residence in and control of its enormous stone body.
 
 
 
 
 
 
 
 
BLACKWOOD SWAMP
Marshland Hiding Ancient Secrets
Location surrounding Cassomir, Tandak Prefecture
Inhabitants carnivorous plants, criminals, giant insects, hydras,  lizardfolk,  swamp  mummiesB5
Features drug labs, druidic ruins, quicksand
 
Despite its proximity to Taldor’s second-largest city, Blackwood Swamp remains one of the least accessible portions of the nation. This swamp was once a sizable stretch of the primeval Verduran Forest, which in ages past covered most of northern Taldor. As more and more trees around its periphery were cleared to construct Cassomir and its ships, however, more and more dry land subsided into river-fed wetland. The Wildwood druids further assisted the swamp’s expansion, hopeful the dangerous terrain would consume Cassomir and drive out the Taldan exploitation. As Cassomir grew up around Quickfall Abbey, though, its founders simply built a moat around the settlement’s walls to keep the muck out and turned their eyes to the sea. A wide stone causeway—built in the early years of Taldor at the cost of many lives— extends from Cassomir through the marsh. A wide canal runs alongside the causeway, constructed almost a thousand years later but not nearly as well maintained. The military ostensibly patrols both of these paths through Blackwood Swamp, but most travelers know they must rely on their own hired guards if they want to get across the marshland safely. Venturing off the designated paths is suicide: bogs, disease, and quicksand are the least dangerous of the wetlands’ hazards. Boilburst vultures, constrictor snakes, giant mosquitoesB2, hydras, rot grubsB3, and countless other dangers lurk in the stagnant waters.
Even the swamp’s flora is a threat to those passing through. Carnivorous plants encroach on even the imperial causeway and prey upon passing merchants, and stinging devil’s lash vines defy all attempts to keep them at bay. Deceptively beautiful and fragrant, the poisonous flowers known as lionsmanes grow throughout the swamp; their sticky-sweet nectar causes mild hallucinations and itchy rashes with even casual contact. A Cassomiri alchemist named Jorost (CN male half-orc alchemistAPG 4/rogue 2) has derived a lionsmane tincture that concentrates the flower’s hallucinogenic properties, spawning a new drug trade on Cassomir’s streets. Jorost and his goons—a gang called the Gatormanes—maintain several secret outposts and laboratories in the swamp to collect and process the potent plant, and they have trained particularly large and aggressive alligators to guard their gathering grounds.
Other humanoids dwell in the wetlands as well, and entire families of swampfolk—most of them refugees from Cassomir’s crushing poverty—have learned to avoid the Blackwood’s dangers and survive in the dank shadows. Banditry,  bootlegging,  drug-running,  poaching,  and smuggling are all established ways of life and long family traditions among these isolated and desperate people. The swampfolk also earn coin dredging up long-drowned blackwood trees from the swamp floor, where the acidic water and lack of oxygen have preserved the precious trees intact since the swamp’s creation. These reclaimed trees circumvent the Wildwood Lodge’s normal monopoly on blackwood, making them exceptionally valuable in the markets of Cassomir. The Dorde family, a human family of rogues and hunters, dominates the “sinker” trade and seems to have a sixth sense for the best deposits of these pickled trees. Secretive to the extreme, the Dordes aggressively defend their territory with shallow spiked pits, snares, and a web-toed breed of  swamp hound apparently unique to the family.
Approximately 15 miles northeast of Cassomir, still well within the swamp’s heart, stands the small lizardfolk enclave of Tskikha. Chief Thakik (N female lizardfolk shamanACG 5) and her family form the bulk of Tskikha’s population. The village clashes frequently with smugglers, and while not overtly hostile to humans, the lizardfolk have developed a strong distrust of outsiders. The Tskikha cling so stubbornly to their territory because their huts are built atop ancient ruins that lie beneath the swamp’s thick mud floor. The remains of Nacar-Azen—one of the region’s original city-states—were long ago consumed by the forest and later by the swamp. The lizardfolk avoid traveling deep into the underwater ruins for fear of the muck-dwelling predators and mud elementalsB2 that lurk along the swamp’s floor, but even the treasures and lore that occasionally float to the surface make their tribe more powerful than any outsider expects.
The ruins of Nacar-Azen still retain large air pockets, and they extend not just beneath the lizardfolk’s lake but deep into the adjoining mud and swamp. While the ruined state of many Azlanti cities is due to grave threats, Nacar-Azen simply fell to human error. It was settled by refugees from lost Azlant who, in their rush to create a new home, built their foundations on sandy soil that settled and washed away as the swamp expanded. Over the centuries the city slowly sank, first becoming a riverside city of canals and levies and then finally flooding. This lack of a single destructive event leaves the city relatively free of the undead or ancient guardians typical in many such ruins, but the surviving structures provide suitable lairs for all manner of aberrations, animals, and magical beasts. Ancient sewers still connect many of the city’s buildings, which include several of the first schools established in the region following Earthfall. In particular, the Astrarium of Mag dedicated itself to understanding what precipitated Earthfall and what the Starstone was. In a similar vein, Tskikha lizardfolk legends tell of a tall and proud man who visited the site and plumbed its secrets shortly before the Isle of Kortos rose from the sea.
 
 
 
 
BORDER WOOD
War-Ravaged  Woodland
Location Qadiran border, Sophra Prefecture
Inhabitants gremlinsB2, lions, mockingfeyB6, pookasB4, Qadiran agents, undead soldiers, wolves
Features ancient trees, border defenses, hidden forts, long- forgotten traps, river crossing
 
The second-largest woodland in Taldor, the southern Border Wood straddles the Taldor-Qadira border, making it an ideal place for clandestine entries into either country. Despite its meager size, the forest holds many dangers—relics of centuries of warfare between bitter rivals. While many small settlements ring the wood’s periphery on both sides of the border, supported by logging and hunting for the region’s plentiful game, few souls venture very deep into the twisting depths, where thick trees, sudden drop-offs, winding creeks, and steep bluffs make travel slow and dangerous.
The Border Wood has seen countless battles over the millennia as Taldor and Qadira pushed one another back and forth across the Jalrune River, and 10 times as many hidden rendezvous and forgotten skirmishes. During these periods of war, both Taldan and Qadiran forces used the woods’ natural terrain and dense foliage to hide countless implements of war, from siege engines and  covert  headquarters  to  fi  of  magical  mines and mechanical traps. The blood of tens of thousands has soaked into the soil, and many spirits roam aimlessly, bitter over their deaths or mourning lives cut short. While most of the forest’s undead are solitary spirits—festering spiritsB4, ghosts, wraiths, and similar incorporeal threats—at least one isolated valley deep within the forest, known as Hander’s Canyons, gave rise to a horrifying gashadokuroB4 aft an entire battalion became stranded through a particularly harsh winter in 4599 ar. The creature remains trapped in the valley thanks to  the landslide that doomed its component souls, but a fl  fl  or further slumping of the debris from the landslide could easily loose this ravenous terror upon the forest’s settlements.
During the Grand Campaign, both sides spared no eff  in establishing secret strongholds and watch posts in the Border Wood to watch for secret invasions and serve as launching points for their own eff . Some of these are little more than camoufl hunting lodges, while others, such as the now-lost Hethero Bastion, were dug deep into the earth to conceal housing and supplies for small armies, complete with their own water supplies, foundries, and treasuries. Many of these old sites remain lost, but others now serve as strongholds for bandits and smugglers who use the forest to cover their illicit dealings. Prime among these predators is Lundo the Border Queen (NE female skinwalkerB5 witchAPG 9), who
 
discovered a Taldan fortress buried inside a hill several miles north of the river, with partially fl supply tunnels running north and south for miles. Lundo promptly recruited a number of werecrocodilesB4— distant cousins from Qadira—to run the tunnels and act as her inner circle, and she now controls one of the most powerful smuggling networks along the Taldor- Qadira border.
The Zimar Corsairs heavily patrol the stretch of the Jalrune that passes through the Border Wood, but it remains the most dangerous stretch of an otherwise peaceful river. Both sides hacked the tree line back from their respective banks, providing nearly 300 feet of open plain would-be border jumpers needed to cross, all lined with watchtowers. Without the trees, however, the banks eroded yearly, widening the river while also shallowing it and studding the bottom with unseen tree trunks and the remains of collapsed fortifications. Crocodiles and hippopotamuses both love the warm, muddy shallows, and today the tree line ends abruptly at the river’s edge, providing plenty of  cover for pirates and smugglers waiting for victims or watching for the Zimar Corsair patrols. With so many predators living in or near the river, merchants have learned never to stop for what seems to be a vessel in distress, and those who run aground on the Jalrune’s countless hazards may be on trapped for days waiting for the next Zimar Corsair vessel to pass.
The Border Wood shelters a number of large and dangerous predators otherwise wiped out from Taldor. Lions in particular stalk the woods, as do wolf packs. Chimeras, leucrottasB2, perytonsB2,  and  trollhoundsB3 all prey on the forest’s ample game and fi  shelter in the confusing terrain. While the warfare and constant danger have eliminated most of the powerful fey traditionally found in woodlands, smaller and more clever fey have fl especially gremlins, pookas, and the normally rare mockingfey. Recent strange weather conditions have also deposited a number of cold-acclimated fey, including particularly cruel winter- touched (Pathfi Adventure Path #67 72) sprites and atomiesB3; the newcomers hide underground during the region’s harsh summers, but creep out in the winter to raid villages and make playthings out of any travelers they fi While hardly the Border Wood’s most dangerous adversaries, these smaller fey creatures are clever, nest in large numbers, and show little fear of humans—no other denizens of the woods raid human settlements so frequently or unleash its hidden tricks and traps so ruthlessly.
With the dangers and treasures it hides, the Border Wood attracts fortune-seeking nobles and desperate peasants in equal measure, and the two groups often make sport of one another, using the traps and relative anonymity to hunt the other.
 
 
 
 
 
 
 
 
EAGLE’S HEAD
Amphitheater, Arts Fair, and Conspiracy Hatching Ground
Location central Kazuhn Prefecture
Inhabitants artisans, bards, carnival folk, elite audiences
Features amphitheater, carnival, conspiracies, thieves’ guild
 
With a history stretching back over a thousand years, the grand amphitheater at Eagle’s Head has staged nearly every major Taldan theatrical work—ballets, operas, and plays alike—since Aroden’s apotheosis. Under the sprawling beak of the structure’s eponymous eagle’s head, performers from across the Inner Sea conduct concerts declaim orations, and enact dramas and comedies in the hopes of catching the public consciousness and becoming their generation’s cornerstone of Taldan culture.
Each summer as the performance season swings into gear, artisans and merchants set up their carts and tents for a mile in any given direction, creating an ever-shifting town of vendors and lesser performers competing for visitors’ coins. Artists and minor nobles frequently meet here to arrange patronages.
But not all visitors come to Eagle’s Head to enjoy the festivities. Plotting nobles, undercover spies, and ambitious criminals use the carnival atmosphere, anonymous crowds, and overwhelming distractions to hide more nefarious interactions. That these clandestine meetings take place is an open secret, which only helps hide them from view; Eagle’s Head lays a thousand eggs and hatches 10, the popular saying goes. Longtime Eagle’s Head regular Myro Gravilla (NG male gnome bard 3/investigatorACG 5) leads a small contingent of Lion Blades in attempting to catalog potential threats to the Crown, using a combination of keen eyes, magic, and a vast knowledge of Taldor’s many movers and shakers to separate the innocuous from the dangerous.
With its wide variety of attendees, Eagle’s Head is a popular target for dissidents and state enemies. Every year, the Lion Blades discreetly disarm a plot to poison, invade, or magically disrupt the festival. These victories are kept quiet, lulling the nation’s enemies into believing the site an easy target and consequently taking few efforts to maintain the secrecy of their attacks.
For the last 5 years, the talk of the festival has been the mesmerizing performances of rebec virtuoso Tirilee Ambrasa (N female elf bard 10). Performers rarely capture the spotlight more than 2 years in a
row, so Ambrasa’s run leaves many wondering whether she owes her success to more than extraordinary  skill.  Despite  investigations,  her    sway  over  the  masses  appears  entirely  nonmagical. Perhaps because of this air of mystery, Ambrasa meets with dozens of nobles and foreign nationals every season, making her a person of interest to Gravilla
and his Lion Blades, but international politics hamper their investigations: Ambrasa is a diplomat from the elven nation of Kyonin, and she retires to
her isolated homeland after each season’s end.
The Brotherhood of Silence, one of the Inner Sea’s largest thieves’ guilds, maintains a strong presence at Eagle’s Head each summer. Many of  their members here are fl trouble in Oppara and use the crowds and anonymity to blend in and lose any pursuers before moving on in the autumn. Propmaster Rouriss Barthel (NE male dwarf expert 2/rogue 6) tracks the Brotherhood’s comings and goings—as close to a leader as the group needs—but also fences stolen goods through various vendors.
 
 
 
 
 
ISLE OF ARENWAY
Secretive Druid Enclave and Ancient Prison
Location confluence of Sellen River and Verduran Fork
Inhabitants  awakened  animals,  centaurs,  druids,  leshysB3, plant creatures, Taldan River Watch, treants
Features druidic lodge, island, standing stones, primordial forest, walled river fortress
 
The Isle of Arenway stands at the heart of the Verduran Forest, where the waters of the mighty Sellen River and Verduran Fork  meet  before  continuing  their long journey  to  the  sea. While  the Verduran  Forest is primordial and alien, the Isle of Arenway is a step beyond in terms of its age and isolation, and the druids of the Wildwood Lodge consider it among the most sacred places in Golarion. Powerful spirits of nature run unchecked, and species otherwise extinct across Avistan still fl here, so the Wildwood druids consider it their sacred duty to preserve these holdouts against all potential dangers. In turn, the druids are bound to the island, forever standing guardian over those things from Golarion’s ancient past that could wipe humanity clean from the world were they freed.
Today, the Isle of Arenway is off-limits to all outsiders. The Treaty of the Wildwood acceded the island solely to the druids and guaranteed Taldor would contribute to the island’s isolation. The druids’ lodge there is a wide, two-story wooden structure made of melded, living tree branches, held above the forest floor by a dozen sturdy redwood trunks. The structure and its immediate vicinity are magically shielded from scrying and other forms of divination, preserving the druids’ secrets and rituals. Circles of standing stones dot the island—some so ancient they are little more than mounds, and others constructed within living memory. The druids open portals each year to the verdant demiplane known as the Circle Between, where they converse with their counterparts from other planes and with the Circle Between’s mysterious guardian, the Bramble Queen. Green Faith druids from across the Inner Sea region bring rare plant and animal species, especially the last specimens of dying species, to Arenway in the hopes of sending them to the demiplane as a final sanctuary.
Despite the omnipresence of Wildwood Lodge’s druids, the island’s leshys seem to run their own agenda. Though normally dependent on druids to grant them living bodies, the leshys of Arenway sprout into being of their own accord. These spontaneous leshys lack the social skills and languages of their constructed counterparts, confronting most nonplants with long, uncomfortable stares. These unsettling plant-creatures study visitors and natives alike, often stealing seemingly useless trophies—jewelry, hair, blood, or scraps of clothing— before disappearing into the wild. Where and why they
 
takes these scraps remains mysteries even to the island’s oldest inhabitants.
Each year on the summer solstice, the Wildwood druids host the Moot of Ages on the island, inviting their kin from around the world to come and share the year’s discoveries and impart ancient knowledge to the next generation. The event, which includes representatives from Green Faith circles from as far away as Tian Xia and southern Garund, is too large to take place entirely within the lodge, and the visiting druids oft set up modest camps along the island’s shore. Each year, interlopers attempt to infi the Moot of Ages with limited success. While the security on Arenway is always high—thanks to the very animals and trees of the island keeping a watchful eye out for intruders—the moot sees the addition of the Taldan River Guard and dozens of additional powerful druids, huntersACG, and shift UW from across Golarion. Every year at the moot, the Wildwood Lodge decides on a new leader to settle disputes and negotiate with Taldor, but in the past 17 years, they have retained the expertise of Valenar the Green (N male venerable human druid 15), an aggressive isolationist who secretly pines for the long-past days when the druids of Avistan wielded considerable respect and power. Valenar takes much of his council from the island’s most ancient and powerful denizens, including Emorga All-Seer (LN awakened immense tortoiseB4 diviner 8), the Wildwatcher (NG manitouB4), and Xivaga (CN old forest giantB2 druid 8).
A huge and deadly variety of plant creatures—some found nowhere else on Golarion—prowl the island alongside various awakened animals and centaur rangers and hunters, but Arenway lacks the fey so common throughout the rest of the Verduran Forest. Something primordial in the island repels these spirits of creation and vibrancy, and taints even the upstanding druids and centaurs of the island with dark thoughts. The druids refuse to speak of this palpable presence in their land, but inscriptions on the most ancient and worn of Arenway’s stone circles speak of the “Three Brother Storms” birthed by an unnamed god in a time before Earthfall, who were sealed below—or became— the island. Some speculate that the unchecked life and creation of Arenway are maintained to sate these bound entities’ thirst for destruction, and where the life of the island runs thin, whispers of power and blood sprout up from the soil. In the fi century ar, the renegade druid Ghorus broke from the Wildwood druids and founded the Goroth Lodge aft listening to these whispers for death and destruction. Defeated by the First Army of Exploration, Ghorus’s followers are rumored to remain even aft 4,000 years, hidden among the druids of Wildwood Lodge and awaiting an opportunity to strike out against Taldor, and perhaps the rest of Avistan.
 
 
 
 
 
 
 
 
LINGIAN CANALS
Crime-Ridden  Crumbling  Waterways
Location central Lingian Prefecture
Inhabitants corrupt officials, giant garB2, merchants, muckdwellersB5, nixiesB3, pirates, snapping turtlesB2
Features governmental corruption, organized crime
 
Like most of the nation’s infrastructure—built at the height of Taldor’s glory and sophistication—the empire’s elaborate canal network has fallen into disrepair even as it remains vital to the nation’s trade. Nowhere in the empire are these waterways more squalid or dangerous than the woefully corrupt Lingian Prefecture, where the once-glorious aquatic byways are now little more than a network of lakes and swamps, their stagnant waters dirty and thick with algae and mud. Taldan nobility travel Lingian only via its roads, but merchants, farmers, and anyone else with heavy loads to transport must still rely on these decaying waterways to cross the rough terrain.
More than any other canals, the Lingian canals— Piellos, Saav, and Lungrin, from east to west—are home to organized crime. Every local authority operates its own lock or tolling station with impunity, charging whatever the owners believe they can get away with. Many nobles whose land lacks an official inspection station build one regardless, demanding steep fees for passing through. Furthermore, an organized crime group calling itself the Canal Syndicate operates across the waters from its home base in the town of Pastorling; the Syndicate blackmails, bribes, and intimidates nobles into allowing free passage to any boat bearing one of the Syndicate’s “licensed inspectors” and in turn charges exorbitant fees for ships to recruit these inspectors to their crews. While this personnel addition speeds travel, as sensible bureaucrats wave Syndicate vessels through, simply paying the tolls would be far cheaper. However, vessels that refuse to take a Syndicate inspector virtually guarantee a visit from the canal’s omnipresent river pirates, and in exceptional cases a Syndicate inspector might even press-gang the crews of ships they travel on into piracy to avoid reprisals.
“Official” Canal Syndicate  pirates  aren’t  much more organized than these press-ganged pirates. The criminals recruit most of their forces from the poor and desperate of Lingian Prefecture, mostly farmers driven off their land by incoming nobles. What they lack in skill, however, the Syndicate’s members more than make up for in numbers and familiarity with the region’s dangers. They string chains to hobble boats or give chase to drive barges onto sandbars. In most cases, the hardscrabble bandits are happy to plunder pocket change, basic supplies, and a few barrels of whiskey, but a few hard- line Syndicate operators strip their prey clean—their bloody reputations ensure all Syndicate vessels are feared by  extension.  Most  notable  among  these  is  Captain
 
Blackwater Kelly (CE female halfling brawlerACG 6/ sorcerer 2), known for her tendency to break her victims’ legs before dropping them into the canals’ dark depths. Kelly commands the Garpike, a riverboat outfitted with ballistae and crewed largely by a bloodthirsty crew of halflings who—like her—watched their families die a decade ago when the Adeline merchant family seized their canal-side village to build an estate and shipping center, putting the existing structures to the torch. Then a promising student of the arcane, Kelly terrorized the entire noble family into throwing themselves into a vat of tar—earning her menacing nom de guerre—and broke the noses and fingers of any Adelines who regained their senses and tried to escape drowning. Following this tradition, the crew of the Garpike rarely leaves more than a single survivor from any given attack—just enough to spread the story of its deeds.
When not robbing other vessels, the Canal Syndicate focuses on smuggling drugs and liquor to avoid the region’s stringent taxes—often forcing merchant vessels to take on their cargo in exchange for potential safety—as well as running every flavor of indulgence available above the water. Syndicate barges are floating pleasure palaces, dealing drugs, thrills, and flesh to Lingian’s growing wealthy population. Far more dangerous than the average pirate vessel, Syndicate pleasure barges employ dangerous and experienced guards—especially ex-soldiers and mercenaries—alongside whatever protections their clients bring with them. A senior Syndicate member commands each ship, adopting a faux title to replace her real name, such as the Viceroy of Vice, Chancellor Spirits, and the infamous Queen of the Midnight Howls. The Syndicate affords its “floating nobles” incredible leeway and rewards so long as the coin flows in, but likewise imposes horrific consequences for failure. These riverboat gangs maintain their power by mimicking the balanced power structures made popular by adventuring parties, employing divine and arcane spellcasters in addition to rogues and guards; while expensive, it makes them more adaptable opponents.
In addition to pirates, the Lingian canals teem with creatures common in Taldor’s rivers and swamps. Giant gar and snapping turtles lurk in the large lakes that dot their length, while crocodiles, muckdwellers, and various snakes haunt the stagnant, swampy stretches. Most dangerous are the nixies who call the swamps home. Corrupted by the pollution in their watery home, the canal nixies are every bit as bloodthirsty as the pirates who hunt above the water’s surface, snatching shiny objects and treats from any passing vessels and often kidnapping crew in the dead of night to serve them underwater until the fey grow bored and devour their victims. Bog nixies are incredibly common among these corrupted tribes, usually leading bands of two to four of their lesser kin.
 
 
 
 
 
PORTHMOS PRISON
Isolated Anarchist Community Sealed within a Taldan Ruin
Location foothills between the Porthmos Gap and the Southern Range
Inhabitants chokers, criminal gangs, gnolls, orcs, political dissidents, smugglers
Features abandoned fortress, dust storms, escape tunnels, impenetrable  walls
 
In its heyday, Edgeside Keep was one of the largest, most sophisticated fortifications Taldor ever constructed. A double set of 60-foot-tall crenellated stone walls created a deadly killing field between the outer walls and the fortress proper, while a seven-story inner keep and a dozen smaller buildings housed an entire battalion at a time to staff the 8-mile watch wall extending from Edgeside Keep into the Porthmos Gap. An independent water supply and formidable magical protections rendered the remote fortress nearly unassailable, and at several points in Taldor’s history, it is credited with protecting the empire from invasion from the east. Shortly after the Grand Campaign’s conclusion, however, a series of earthquakes collapsed much of the watch wall and damaged Edgeside Keep, and with no eastern aggressor to defend against, the Taldan military elected to decommission the costly fortification rather than rebuild. Edgeside Keep sat abandoned for nearly  a century  before Grand Duke Briarsmith reopened it as a prison, rebuilding the outer and inner walls just enough to keep criminals—and his enemies—trapped  inside.
Today, Porthmos Prison is effectively a tiny anarchist state isolated from the world. A handful of guards watch the walls, admitting prisoners and throwing food and supplies into the inner courtyard once a day. The killing field is now overgrown with thick briars and stocked with venomous snakes, while the ancient enchantments built into the wall surround the entire prison with a dimensional anchor effect, shutting down all attempts to teleport in or out. Captain Erta Manigold (LE female human necromancer 5) leads the small crew of human guards warding the prison and remains loyal due to the violence Briarsmith could inflict upon her—as well as the coin he pays. She keeps her spellcasting a secret from her guards and the prisoners below, having employed it only once to prevent a prison escape.
Prisoners roam free within Porthmos Prison— without guards or schedules—and fight tooth and nail for any available space or scrap of food. Larger gangs dominate specific territories,  such  as  specific  floors of the inner keep or corners of the dungeon complex below the fortress itself, overseen by leaders jokingly called wardens. Authority over the prison’s interior falls on the so-called “high warden”—whoever leads the biggest gang or controls the choicest territory, though
 
the position is informal and changes hands often. Most prisoners are traditional criminals, but among them are others who fell too deeply into debt or spoke out against Grand Duke Briarsmith, as well as reckless or interfering adventurers and tribes of humanoids from the Whistling Plains and World’s Edge Mountains captured in raids or skirmishes with the local militia. A number of prominent politicians—including several nobles—have found themselves hurled into the prison for opposing Briarsmith, and more than a few have survived long enough to become wardens of their own gangs. The most powerful gangs at present include the Blood Moon, an all- female gang of mostly humans and gnolls who provide the closest thing to a peacekeeping force the prison knows under the eyes of disgraced knight Kanara the Spared (LN female human cavalierAPG 5); the aristocrats, politicos, and loyalists of the Setting Suns, run by exiled reformer Erastani Ginette (N male human aristocrat 8); the Nightrunners, who cling to power by press-ganging any spellcasters thrown into the prison; the Silver Palm, which controls most of the smuggling into the prison under the oversight of veteran prisoner Rokna (N male human expert 5); the Tower Guard, led by the King of the Tower (CN male dwarf barbarian 6), who rules the keep’s top floor; and the Waste, an unlikely alliance of ex-adventurers and paupers led by the one-eyed Hadge (CN male human rogue 5) whose claim to power is their monopoly on blacksmithing and other needed crafts.
While entering Porthmos Prison is a simple matter of crossing the grand duke, exiting it is considerably more diffi Wards still bar magical exit from the prison, though several mundane routes exist. A few tight smuggler tunnels connect to the dungeon complex below the prison, and gangs fi ruthlessly to command these entry points—though the soft sandstone and constant burrowing of nearby bulettes cause frequent cave-ins. Only the old sewer provides reliable access, but a exploitative gargoyle named Grinnd (N male gargoyle fi 3) guards the grating, demanding curiosities as tolls for access to his pipe. He adores books and illustrations, though his frontier lifestyle quickly destroys these treasures. Within this wet network of tunnels lurk many large vermin, including fl -eating cockroach swarmsB2  and giant centipedes, as well as a clutch of chokers who feed on the inmates above. However, resources for escape attempts are slim; few manufactured weapons make their way into the prison, let alone spell components or adventuring equipment. Moreover, the gargoyle Grinnd demands payment no matter which way travelers might be passing through his pipe, and providing the stone guardian with reading material from inside the prison is nearly impossible— even if escapees can make the right allies to learn about the drainage tunnel in the fi    place.
 
 
 
 
RUINS OF NAZILLI
Spider-Infested Ghost Town
Location Tandak Plains south of Verduran Forest
Inhabitants araneasB2, bebiliths, cultists of Mazmezz, demons, doppeldreksB5, ettercaps, gray oozes, ochre jellies,  spiders
Features acid pools, demon altars, ruins, webs
 
For the  grave crime of resisting  his rule during  the Dragon Plague, the black dragon Aeteperax wiped the town of Nazilli from the face of Golarion in a single night, and then he used his breath weapon and magic to pollute the water table and ensure no one would ever occupy the rebellious land again. The few survivors fled  in all directions, never to return, even after the bold Lady Tula Belhaim slew Aeteperax. For centuries, Nazilli stood empty, the ruins of its buildings providing homes for small animals and its fields filling with hardy, tangled briars. However, lately the town has become the center of worship for a growing cult of Mazmezz.
Led by the ettercap Ythraktha (CE female ettercap cleric of Mazmezz 12), the demonic cultists found the polluted ruins, already crawling with insects and other vermin, the perfect center for their faith. The ruined buildings provide quiet, dark places for the ettercaps to weave their webs. Their few human members, largely criminals exiled  from  Cassomir,  dwell  in  the  intact  brewery. Enormous spiders roam the landscape unchallenged, covering nearly the entire settlement in layers of sticky silk. Ythraktha is a survivor more than a general, and she generally dispatches gangs of ettercap cultists and spiders  only  to  hunt  the  surrounding  landscape  for food—human  and  animal  alike.  She  also  commands a trio of bebiliths, which accompany her on occasional holy quests against nearby communities in search of magic  baubles.  Ythraktha’s  second-in-command,  a tall and terrible figure swathed head to toe in filthy silks, goes by the name Narathien (NE male drider inquisitorAPG  of Mazmezz 5) and harbors much bigger plans to establish a kingdom of spiders on the surface after his embarrassing and disfiguring exile from his home in the Darklands, though he’d rather cajole his
superior into action than supplant a woman.
Ythraktha conducts strange rituals on the cult’s spider minions, imbuing them with demonic features including acidic bites and blood, elemental resistance, fast healing, and unholy webbing. The cleric has also tried increasing the vermin’s intelligence, but she has yet to succeed. The few humanoid cultists in Nazilli have trained some of the mindless arachnids to serve as mounts.Twins named Rezik and Bura (CE female tiefling cavaliersAPG 7) ride the cult’s only half-fiend mounts and serve as Ythraktha’s personal bodyguards,  though  they  hold  ambitions  of  taking their  mounts  out  for  more  entertaining  endeavors on  the  nearby Tandak  Plains. To  date, Ythraktha
has forbidden such foolishness, knowing that warriors mounted on flying demon-spiders would attract unwanted attention.
Poisonous rain still falls over the region, stunting plants and weakening would-be champions, and pools of acid bubble in the irrigation ditches and fountains of the town’s  central  square.  The  cult’s  central
sanctuary rises above these pools, its walls and floors of webbing held taut just inches above the searing liquid. Horrible oozes feed on the pollution and those less hardy creatures killed by it, serving
as additional guardians for Ythraktha’s cult.
 
 
VALLEY OF THE AZLANTI
Isolated Kingdom of Ancient Undead
Location west-central World’s Edge Mountains
Inhabitants akatasB2, ash giantsB3, clockworks, vampires, wights, wraiths
Features Azlanti ruins, meteorite impact craters, necromancy
 
The wide basin on the eastern side of the World’s Edge Mountains known as the Valley of the Azlanti holds some of the best-preserved ruins from before Earthfall in the Inner Sea region. Yet despite the valley’s proximity to the heart of Taldor, explorers have ventured into only a handful of these ruins. The valley, though large, is concealed by the rocky terrain of the World’s Edge Mountains and Whistling Plains, and those searching for it must traverse sheer cliffs, wide canyons, and raging rivers while braving sudden storms. Strange wolflike akatas roam this broken landscape, and vicious ash giants hide in its countless caves and gullies. Those few explorers who reach the valley must then contend with hordes of undead.
In its prime, the colony in this valley held a half-dozen small Azlanti villages inhabited by settlers escaping the wars of their homeland. These humble pacifists named their enclave Nel-Shevotha, and they lived peacefully here for nearly 2 centuries. But even here, Earthfall brought the sky down upon them. A rain of meteorites tore through the valley, destroying whole villages in the blink of an eye. But death did not end the colonists’ suffering. Whether because the trauma of their deaths bound them
to the valley, the meteorites carried some necromantic taint, or the Azlanti gods Acavna and Amaznen were dead and
could not receive them, the souls of Nel-Shevotha’s dead lingered, and over time, a thousand and one  tragedies  rose  from  the wet earth. Wailing spirits in search  of  their  lost  children, wraiths defying the gods who failed  them,  the  ghosts  of cowards who abandoned their families when tragedy struck, and many more haunt the ruins of the valley. And above them all stands Toryos (NE female adult copper dragon ravenerB2).
Originally a powerful and wise dragon who tutored the people of Nel- Shevotha in the ways of philosophy in hopes that their example would bring enlightenment and peace to all of Azlant, Toryos arose as an avatar
of  destruction and the peace of
 
the grave. Still longing for followers to whom she could teach her new enlightenment of oblivion, Toryos raised hundreds of fallen Azlanti as vampires, vampire spawn, and wights, and the ruined valley became a twisted reflection of its living self, now blackened, broken, and rife with the shambling dead.
In the 10,000 years since, the dead of Nel-Shevotha have kept their focus on maintaining the valley’s isolation, but this endeavor is not without challenge. Adventurers whisper legends of the lost valley and the treasures it holds, unaware of that its dead remain quite mobile and violent. The temptation of so many Azlanti ruins inspires countless Pathfinders, questing knights, and knowledge- seekers to risk life and limb to find this hidden wonder, but few survive the ordeal to tell about it.
 
 
 
 
 
 
 
BESTIARY
“Taldor: the pinnacle of civilization. The mightiest empire, built upon the greatest military and protected by the greatest defenses in our part of the world—the triumph of humankind over the untamed wilderness. A land completely free from monsters, they insist.
“Never believe such poppycock.
“Nowhere in this world is without dangers. When you wipe the land clean of the obvious beasts, you don’t render it a paradise. You simply open up a new hunting ground for those monsters who can wear a friendly face.
“Hunt, children. Or be hunted.”
—The Baroness Katrina Venemaras, speaking at her daughter’s funeral
 
 
 
 
 
The encounter tables presented here are not meant to be an exhaustive list of threats that dwell within any given region of Taldor, but rather are for the GM’s convenience when PCs are in each of the indicated environments. If the result rolled is inappropriate for the PCs,roll again on the table or choose a different encounter.
Bored Duelists (CR 6): Whether arrogant young nobles or ranking soldiers, these are warriors of some means and few outlets, throwing their weight around to feel important. They might want only to bully those nearby—or they might
 
 
Verduran Forest
d% Result Avg. CR Source
1–2 1 fading fox 2 See page 60
3–14 Desperate bandits 4 See above
Bestiary 4 150
15–18 1 emperor stag plus 1d4 stags 5 See page 61,
19–23 1 ettercap plus 5 Bestiary 129, 258 1d4 giant spiders
24–38 1d6 poachers 5 NPC Codex 129  39–50  1d6 werewolves 5 Bestiary 198
51–58 1 tendriculos 6 Bestiary 2 259
59–70 2d6 wolves 6 Bestiary 278
71–82 1 beast master 8 GameMastery
 
 
be more forceful, demonstrating their skills against those
 
 
 
 
of lower rank. The duelists consist of a 6th-level human
 
 
 
 
swashbucklerACG leading a trio of sycophants (use the noble
 
 
 
 
 
 
scion, Pathfi RPG GameMastery Guide 288).
Desperate Bandits (CR 4): Many of Taldor’s bandits are simply hungry farmers with no alternative to crime. They hope their sheer numbers can intimidate a victim out of a few coins, and they rely heavily on the one or two genuine criminals in their midst to handle the unpleasant realities of banditry. A gang of desperate bandits typically consists of four pig farmers (Pathfinder RPG NPC Codex 256) led by a skulking brute (NPC Codex 144).
plus 1 hermit Guide 263, 277 83–90 3 green hags 8 Bestiary 167
91–95 1 treant 8 Bestiary 266
96–100  1 giant sundew 12 Bestiary 6 258
 
Waterways
d% Result Avg. CR Source
1–21 Desperate bandits 4 See above
22–32 1 kelpie 4 Bestiary 2 172
 
 
 
 
33–44
1d6 giant leeches
5
Bestiary 187
Cities
 
 
 
 
45–57
1 giant gar
6
Bestiary 2 128
d%
Result
Avg. CR
Source
 
58–71
1d6 werecrocodiles
6
Bestiary 4 189
1–10
1d3 cutpurses
1
NPC Codex 144
 
72–85
1d6 hippopotamuses
8
Bestiary 2 157
11–14
1 redkind
2
See page 62
 
86–96
1 dire crocodile
9
Bestiary 51
15–29
1d4 street thugs
3
GameMastery
 
97–100
1 llorona
11
Bestiary 6 181
 
 
 
Guide 265
 
 
 
 
 
30–44 1d6 guards 4 GameMastery Whistling Plains
 
 
 
Guide 260
 
d%
Result
Avg. CR
Source
45–49
1 rat king
5
Bestiary 4 225
 
1–8
2d6 baboons
4
Bestiary 2 212
50–53
2 wererats
5
Bestiary 232, 197
 
9–19
1d4 trailgaunts
5
Bestiary 6 264
 
plus 1d6 dire rats
 
 
 
20–33
1d6 centaurs
6
Bestiary 42
54–70
Bored duelists
6
See above
 
34–46
1 death worm
6
Bestiary 2 76
71–80
1 revenant
6
Bestiary 2 235
 
47–62
2 gnoll bruisers
6
Monster Codex 95
81–85
1 roofgarden
7
See page 63
 
63–76
1 chimera
7
Bestiary 44
86–90
1 xenopterid
7
Bestiary 4 283
 
77–88
2d4 lions
8
Bestiary 193
91–98
1 baetriov
8
See page 56
 
89–100
1d6 highwaymen
9
GameMastery
99–100
Scheming fencer
10
NPC Codex 86
 
 
 
 
Guide 259
 
 
Tandak Plains
d% Result Avg. CR Source
World’s Edge Mountains
d% Result Avg. CR Source
 
 
 
1–8
1 raven swarm
3
Bestiary 6 240
 
1–7
1 hippogriff
2
Bestiary 2 156
 
9–22
Desperate bandits
4
See above
 
8–20
1d4 perytons
6
Bestiary 2 207
 
23–36
1d6 riding dogs
4
Bestiary 87
 
21–32
1d6 griffons
7
Bestiary 168
 
37–50
1d6 vagabonds
4
GameMastery Guide 291
 
33–43
1 orc mystic
plus 1d6 orc sergeants
7
Monster Codex
166, 167
 
51–57
1d6 stags
4
Bestiary 4 150
 
44–55
1d6 manticores
8
Bestiary 199
 
58–71
Bored duelists
6
See above
 
56–61
1 roc
9
Bestiary 236
 
72–73
1 mothman
6
Bestiary 2 194
 
62–75
1d6 rock trolls
9
Bestiary 2 272
 
74–85
1 titanboar
6
See page 61
 
76–81
1 yrthak
9
Bestiary 2 290
 
86–95
1 outlaw troop
7
Bestiary 6 267
 
82–91
1d6 hill giants
10
Bestiary 150
 
96–100
1d6 ginevers
8
See page 58
 
92–100
1d6 frost giants
12
Bestiary 149
 
 
 
 
 
 
 
 
 
 
 
 
BAETRIOV
Clad in the finest silks, this noblewoman has cheeks that are flush with vitality, though her eyes speak to great age and danger.
 
BAETRIOV CR 8
XP 4,800
LE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +15
Aura hemophile (30 ft.)
DEFENSE
AC 19, touch 18, fl t-footed 15 (+1 armor, +4 Dex, +4 profane)
hp 102 (12d8+48); fast healing 5
Fort +12, Ref +12, Will +13
Defensive Abilities channel resistance +4; DR 10/good and piercing; Immune undead traits
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee dagger +13 (1d4+3 plus bleed) or 2 slams +13 (1d4+3)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 12th; concentration +16)
At will—bleed (DC 14), blood biographyAPG (DC 16),
bloodhoundAPG, pain strikeAPG (DC 19)
3/day—charm person (DC 15), modify memory (DC 18),
rage (DC 17)
STATISTICS
Str 16, Dex 19, Con —, Int 17, Wis 14, Cha 18
Base Atk +9; CMB +12; CMD 26
Feats Ability Focus (pain strike), Dazzling Display, DeceitfulB, Improved Initiative, PersuasiveB, Shatter Defenses, Weapon Focus (dagger, slam)
Skills Bluff +18, Craft (alchemy) +13, Diplomacy +18, Disguise +14 (+24 when appearing to be alive), Intimidate +21, Knowledge (arcana, nobility) +11,
Perception +15, Sense Motive +15, Stealth +13
Languages Common, Elven, Infernal, Jistkan
SQ blood well, bloody bath
ECOLOGY
Environment any urban
Organization solitary or cabal (2–6)
Treasure double (padded armor, dagger, other treasure)
SPECIAL ABILITIES
Blood Well (Su) Every baetriov crafts a blood well, a bath or pool of magically fresh blood that preserves her false youth and immortality. So long as the well is empowered, a destroyed baetriov automatically re-forms in her blood well after 1d10 nights.
Only destroying the pool prevents this return. A typical blood well has hardness 8 and 100 hp.
The blood well must be refreshed by sacrifi humanoid creatures; a sacrifi ed humanoid
 
empowers the blood well for a number of months equal to the victim’s Hit Dice. If not refreshed again before this time expires, the blood well loses its magical properties and the baetriov no longer benefi  from her bloody bath
special ability until she can craft a new blood well, a process that requires the sacrifi e of a vampire and a number of humanoids equal to the baetriov’s Hit Dice (typically 12) under the new moon.
Bloody Bath (Su) A baetriov can bathe in her blood well for 1 hour to gain a fl of false life for a number of days equal to her Hit Dice. This fl of life grants her immunity to spells that normally detect undead, a +10 circumstance bonus on Disguise checks to appear as a living creature, and a profane
bonus to her AC and on saving throws equal to her Charisma modifi  (already included in the
statistics above).
Hemophile (Su) Each attack that deals at least 1 point of piercing or slashing damage within this aura also deals 1d6
points of bleed damage. The baetriov can activate or deactivate this aura
as a free action.
 
Baetriovs are unique occult vampires who use ancient vile rituals to store their life force in a pool of blood, which  must be periodically  refreshed
by human sacrifi . So long as their blood wells remain fresh and intact, baetriovs can remain forever young and handsome,  gathering
cults  of  personality  to  provide new victims.
 
 
 
 
 
CASSOMIR STRAY
This mangy stray animal growls and whimpers miserably. Stinking blue drool drips from its fangs.
 
CASSOMIR STRAY CR 4
XP 1,200
NE Small aberration
Init +1; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)
hp 42 (5d8+20)
Fort +7, Ref +2, Will +6
Resist acid 5
Weaknesses light blindness
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +7 (1d4+2), 2 claws +6 (1d3+2)
Special Attacks poison spray
STATISTICS
Str 15, Dex 12, Con 19, Int 2, Wis 14, Cha 3
Base Atk +3; CMB +4; CMD 15 (19 vs. trip)
Feats Great Fortitude, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +10, Perception +10, Stealth +9 (+13 in urban environments), Swim +7; Racial Modifiers +4 Stealth in urban environments
ECOLOGY
Environment any urban
Organization solitary, pair, or pack (3–8)
Treasure  incidental
SPECIAL ABILITIES
Poison Spray (Ex) Once per day, an injured Cassomir stray can spray its fetid blood and bodily fluids from a wound in a 15-foot cone, dousing enemies in hallucinogenic chemicals. Creatures affected by the poison are confused until they succeed at a Fortitude save to resist the poison’s effects. Derros are immune to the Cassomir stray’s poison.
Cassomir stray poison: Spray—contact; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Wis damage; cure 1 save. The save DC is Constitution-based.
 
Subterranean  derros  obsess  over  the curious nature of humanoid anatomy, but many have only limited access to test subjects. When humanoids—large, loud, and panic stricken as they are—don’t
readily present themselves, the meandering attention of derro science turns to the lesser creatures that live in humanity’s shadow. In Cassomir and other large cities where derros have established a presence, the creatures often pluck cats, dogs, and other stray animals from
the streets for cruel experiments. Many die in these
 
twisted experiments, but just as many end up as tentative successes, living miserably to be studied until their creators grow bored and return them to the streets above. While natives of the port city don’t suspect the origins of the so-called “Cassomir strays,” and in fact even debate the veracity of their existence, rumors of the beasts are common enough that mothers warn their children against playing in the streets after dark.
Cassomir strays are hostile to all other creatures except derros.  Their  bodies  are  patchwork  affairs,  cobbled together from various captives and sustained by strange derro fluids. Since the Cassomir strays are incapable of  breeding,  only  continued  derro  experimentation maintains their sparse numbers. Despite this, they are only occasionally encountered within derro enclaves. In such environments, strays instinctually keep to the long shadows of alleys or the comforting murk of sewers. They are natural swimmers and adept climbers, able to traverse almost any urban environment with ease. If badly injured, a Cassomir stray can spray the murky fluids that give it life, creating terrifying hallucinations in nearby creatures. Although hugely variable in appearance and size, most Cassomir strays are 2–3 feet long and weigh about 30
pounds. Mutations and variants are common.
 
 
 
 
 
 
 
GINEVER
This lanky, yellow-eyed drunk sways unsteadily, draped in the stink of barley and fermentation.
 
GINEVER CR 5
XP 1,600
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 luck)
hp 63 (6d10+30)
Fort +7, Ref +7, Will +7
Defensive Abilities drunken defense; Immune poison;
Resist acid 10, cold 10
Weaknesses vicious sobriety
OFFENSE
Speed 30 ft.
Melee touch +10 (inebriate) or bite +10 (1d6+2)
Special Attacks fortifying gaze, inebriate
STATISTICS
Str 18, Dex 15, Con 21, Int 8, Wis 14, Cha 11
Base Atk +6; CMB +10; CMD 27
Feats Ability Focus (inebriate), Alertness, Power Attack
Skills Disguise +2 (+6 when appearing
human), Intimidate +9, Perception +4,
Sense Motive +4, Stealth +10,
Survival +10
ECOLOGY
Environment any urban
Organization solitary or gang (2–4)
Treasure standard
SPECIAL ABILITIES
Drunken Defense (Ex) A ginever’s unpredictable swaying movements carry it out of harm’s way, granting it a
luck bonus to Armor Class and CMD equal to its Constitution modifier.
Fortifying Gaze (Su) A ginever’s gaze dramatically increases the potency of alcoholic liquids in a 30-foot cone.
Inebriated creatures (either independently intoxicated or affected by the ginever’s inebriate attack) that meet the ginever’s gaze must succeed at a DC 13 Fortitude  save or gain one of the following conditions
of the ginever’s choice: confused, fascinated, or prone. The effect lasts 1d6 rounds.
Alchemical and magical liquids in this area of effect are transformed into alcohol for 1 hour, rendering them inert; magic
items can resist this effect with
 
a successful Fortitude save. A ginever can suppress or resume this ability as a free action.
Inebriate (Su) A ginever can infuse a living creature’s body with alcohol with a successful touch attack, imposing the sickened condition for 1d6 hours. Each additional touch after the first deals 1d4 points of Dexterity damage; this Dexterity damage heals immediately once the sickened condition is removed. A creature can stave off the effects of a touch attack with a successful DC 15 Fortitude save, but on a success it gains no immunity against future inebriation attempts.
Vicious Sobriety (Ex) A ginever’s volatile blood is  vulnerable to effects that sober a creature. A delay poison or polypurpose panaceaAPG sickens a ginever for 1 hour, while a neutralize poison spell staggers it for 1 hour. In
either case, a ginever can negate the effect with a successful Fortitude save.
 
Ginevers  are  cruel  human-seeming creatures suffused with liquor and spite. Sometimes called “gin devils,” they haunt dive  bars  and  tumbledown  slums,  living  in  the  shadow  of  civilization.  They  are eager carnivores, and while they can sate themselves on any meat, they prefer the taste of flesh marinated for months in sweet, soothing alcohol—a diet that frequently brings them
into contact with the dregs of society.
Ginevers are newer arrivals in Taldor, apparently hailing from Casmaron where they have hunted for thousands of years. They claim to be the sacred children of a vile foreign god of fermentation, though Qadiran  tales  describe  them  as bandits  and  vagabonds  cursed
for their gluttony. Given that ginevers are both argumentative and prone to exaggeration, the truth of
their origins is likely lost to history.
Their  near-human  appearance  allows ginevers to blend into society, avoiding notice  so  long  as  they  control  their appetites and avoid scrutiny. With this natural  camouflage,  they  may  have dwelled in city shadows for far longer than is known, only emerging in greater numbers  as Taldor  declines. While  a ginever’s gaze can transform even water into some form of alcohol, the magically created spirits are of low, burning quality, and  so  what  little  coin  the  ginever
collects is quickly spent on high-quality ales, liquors, and wines.
 
GROGRISANT
This golden lion towers over the trees, its six eyes watching every shadow and its mane shining like the sun.
 
GROGRISANT CR 16/MR 6
XP 76,800
N Huge magical beast (mythic)
Init +12M; Senses darkvision 120 ft., low-light vision, scent; Perception +21
Aura blazing mane (60 ft., DC 20)
DEFENSE
AC 33, touch 33, flat-footed 31 (+2 Dex, +23 natural, –2 size)
hp 285 (18d10+186)
Fort +20, Ref +13, Will +14
DR 10/epic and piercing; Immune disease, fire, light effects, poison; Resist acid 10, electricity 10
OFFENSE
Speed 50 ft., climb 30 ft.
Melee bite +26 (3d6+15/19–20), 2 claws +26 (1d8+10)
Space 15 ft.; Reach 10 ft.
Special Attacks mythic power (6/day, surge +1d8), powerful bite
Spell-Like Abilities (CL 18th; concentration +19) Constant—nondetection, pass without trace
At will—dancing lights, fire shield, sunbeam (DC 16)
STATISTICS
Str 30, Dex 15, Con 24, Int 6, Wis 23, Cha 13
Base Atk +18; CMB +30 (+32 sunder); CMD 42 (44 vs. sunder,
46 vs. trip)
Feats Great Fortitude, Improved InitiativeM, Improved Sunder, Improved Vital Strike, Iron WillM, Power Attack, Skill Focus (Perception, Stealth), Vital StrikeM
Skills Acrobatics +2 (+10 when jumping), Climb +22,
Perception +21, Stealth +18
Languages Sphinx (can’t speak)
SQ pure bodyMA, quick recoveryMA, shrug it offMA
ECOLOGY
Environment temperate or warm plains or hills
Organization solitary
Treasure triple
SPECIAL ABILITIES
Blazing Mane (Su) When in an area of normal or brighter light, the grogrisant’s golden mane blazes like the sun. Creatures more than 60 feet away treat the beast as having total concealment due to the dazzling brilliance, and any creature within 60 feet that looks at the grogrisant must succeed at a DC 20 Fortitude save or  be permanently blinded. Creatures can avert their
eyes as if this were a gaze attack.
 
Powerful Bite (Ex) The grogrisant’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20.
 
Shimmering Coat (Su) The grogrisant adds its natural armor bonus to its touch AC.
 
 
Tales of Taldor’s earliest founding speak of a terrible beast—a gigantic six-eyed lion whose mane burned like the sun and whose footsteps shook the earth—that laid waste to the desperate city-states of the region, feeding on their livestock and plundering their wealth to line its den. Called the grogrisant, it terrorized the region for centuries until First Emperor Taldaris fi slew the terrible beast.
Sometimes called the Imperial Beast, the grogrisant has reappeared occasionally throughout Taldor’s history, always in times of great peril and always to eventually be slain by a hero of the people—but only aft slaughtering many more who would lay claim to that title. No one is certain if the grogrisant is part of a rare race of mythical leonine beasts that hide within the World’s Edge Mountains or if it is simply a lone beast that refuses to die; mythic magic conceals its tracks and hides it from divinations, leaving its life and lair a mystery.
 
The grogrisant’s pelt amplifi sunlight, creating a deadly blaze of light that burns out the eyes of those nearby and renders the beast nothing but a barely perceptible shimmer to distant creatures. Taldan folklore insists the beast’s blood can cure any disease.
The grogrisant stands 18 feet tall at the shoulder and weighs 12,000 pounds.
 
 
 
 
 
==NOBLES’ QUARRIES==
 
The hunting of beasts has been a tradition among Taldan nobles for thousands of years. With the aristocracy demanding ever more delightful excursions and more impressive trophies, selective breeding—and a touch of magic—crept into the toolkits of many estates’ game wardens. Over the centuries, whole new species of favored game animals arose, bred from the finest traits of their progenitors to become rare and expensive game  for only Taldor’s greatest (and wealthiest) hunters. These exceptional beasts came to be called nobles’ quarries, with Taldor going so far as to outlaw their hunting by the common folk, and while several dozen varieties have emerged and vanished in the nation’s long history, only a few exceptional examples remain.
Any of these creatures can serve as an animal companion or familiar, but nobles’ quarries are essentially outstanding, “thoroughbred” versions of their species, rather than entirely new animals; while impressive looking, they offer no statistical bonuses or adjustments beyond those of normal animal companions, which already represent exceptional examples of their kind.
 
Fading Fox
This regal fox’s coat shifts subtly between silver, red, and dull brown as it walks.
 
FADING FOX CR 2
XP 600
N Tiny animal
Init +5; Senses low-light vision, scent; Perception +10
DEFENSE
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +8, Will +4
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 10, Dex 21, Con 13, Int 2, Wis 17, Cha 10
Base Atk +2; CMB +5; CMD 15 (19 vs. trip)
Feats Go UnnoticedAPG, MobilityB, Skill Focus (Perception), StealthyB
Skills Acrobatics +5 (+17 when jumping), Climb +9, Escape
Artist +7, Perception +10, Stealth +19, Survival +3 (+7 when tracking by scent); Racial Modifiers
+4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ fade away
ECOLOGY
Environment any temperate land Organization solitary or pair Treasure none
SPECIAL ABILITIES
Fade Away (Ex) Fading foxes take their name from their uncanny ability to change their coloration. As a standard action, a fading fox can alter the coloration of its pelt,
allowing it to attempt Stealth checks without cover  or concealment, even while being observed. It can use this ability only in natural settings.
 
“Smarter than  my own  children,” is the common refrain from those nobles who’ve pitted their hunting skills against the fading fox. Agile, alert, and clever, these handsome beasts find few traps or enclosures they can’t escape—and few gardens or  larders  they  can’t  enter.  To  aristocratic hunters, they represent the ultimate quarry to  track,  leaving  no  footprints,  running confusing trails, and easily vanishing from sight, but to the common people of western Taldor,  fading  foxes  have  become  a surprisingly common and persistent
pests they have neither the ability nor the permission to trap.
 
EmpEror Stag
A wide rack of ivory-white antlers crowns the head of this majestic tawny stag.
EMPEROR STAG CR 3
XP 800
N Medium animal
Init +4; Senses low-light vision, scent; Perception +10
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 38 (4d8+20)
Fort +9, Ref +8, Will +3
Defensive Abilities wary reaction
OFFENSE
Speed 50 ft.; nimble footing
Melee gore +5 (1d6+2), 2 hooves +0 (1d4+1)
STATISTICS
Str 15, Dex 18, Con 20, Int 2, Wis 15, Cha 11
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats EnduranceB, RunB, Skill Focus (Acrobatics, Perception) Skills Acrobatics +12 (+20 when jumping), Perception +10  ECOLOGY
Environment temperate hills or forests
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Nimble Footing (Ex) An emperor stag ignores difficult terrain. When an emperor stag charges or runs, it can make one turn of up to 90 degrees during its movement.
Wary Reaction (Ex) An emperor stag can take a single move action during the surprise round even if caught unawares.
 
Both male and female specimens of the emperor stag exhibit the same glorious white  horns,  representing the quintessential game for those in Taldan high society who fancy themselves hunters. Bred for not just their impressive antlers but also their extraordinary endurance, these golden-furred deer can run for days on end through the roughest terrains, easily outpacing even the finest horses. Despite their impressive physiques, emperor stags are more cautious and timid than other deer, rarely gathering in herds, and while the emperor stags are formidable fighters when cornered, their true gifts are keen senses, speed, stealth, and steady footing.
Since the emperor stags are generally too alert to fall prey to ambushes, popular myth suggests that the only true way to capture one is to match its legendary endurance, chasing it for days or weeks through forests, across rivers, and up rocky slopes, until the deer or the  hunter  fi succumbs to exhaustion. More commonly, nobles rotate packs of dogs to herd and exhaust the elusive creatures while following leisurely on  horseback,  later  spinning  fi of their own harrowing endurance.
titanboar
Muscles like iron bands ripple beneath the flesh of this enormous pig. A second set of tusks curls up from its jaw, guarding its eyes.
TITANBOAR CR 6
XP 2,400
N Large animal
Init +4; Senses low-light vision, scent; Perception +13
DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 94 (9d8+54)
Fort +11, Ref +6, Will +6
Defensive Abilities ferocity
OFFENSE
Speed 40 ft.
Melee gore +12 (2d6+10)
Space 10 ft.; Reach 5 ft.
Special Attacks blood rage, powerful charge (gore +14, 4d6+20)
STATISTICS
Str 25, Dex 10, Con 21, Int 2, Wis 13, Cha 10
Base Atk +6; CMB +14 (+16 overrun); CMD 24 (30 vs. overrun, 28 vs. trip)
Feats Improved Initiative, Improved Overrun, Iron Will, Power Attack, Toughness
Skills Perception +13
ECOLOGY
Environment temperate hills or forests
Organization solitary or pair
Treasure  incidental
SPECIAL ABILITIES
Blood Rage (Ex) When a titanboar takes damage in combat, it can fly into a rage as a free action on its next turn.
It gains a +2 bonus to Strength and Constitution, and it takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is less. It cannot end its rage voluntarily.
 
As destructive as its namesake, the titanboar is a dangerous crossbreed of Verduran wild boars, clever domesticated stock, and powerful daeodons brought back from the River Kingdoms. Bred solely for their size and ferocity, they are prized by hunters who wish to pit their skills against the rawest savagery of nature. Popular myth suggests the boar’s gamy fl enhances virility, and aging nobles sometimes carry daggers or jewelry carved from a titanboar’s tusk to quietly proclaim their continued strength.
 
Unsurprisingly,  the  enormous,  aggressive  brutes are dangerous to the lands in which they are released, destroying entire farmsteads to sate their ravenous appetites. Many prefectures have outlawed the breeding of titanboars, though this does nothing to stop those creatures that have escaped into the wild. On rare occasions, a loose titanboar will fi  a wild mate and produce an entire herd of dire boar off that terrorize a region for decades.
 
===REDKIND===
 
Vicious shadows wrap around the form of this pudgy, white- eyed child.
 
REDKIND CR 2
 
XP 600
 
NE Small fey
 
Init +4; Senses low-light vision; Perception +7
 
Aura twisted shadows (30 ft.; DC 13)
 
DEFENSE
 
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
 
hp 16 (3d6+6)
 
Fort +3, Ref +7, Will +2
 
Weaknesses situational blindness
 
OFFENSE
 
Speed 30 ft.
 
Melee 2 claws +6 (1d4)
 
Spell-Like Abilities (CL 3rd; concentration +7)
 
At will—dancing lights, darkness, detect thoughts (DC 13), ghost sound (DC 12), lullaby (DC 12) 1/day—grease, minor image (DC
14), snare
 
STATISTICS
 
Str 10, Dex 18, Con 15, Int 10, Wis 9, Cha 15
 
Base Atk +1; CMB +0; CMD 14
 
Feats Alertness, Weapon Finesse
 
Skills Disable Device +7, Escape Artist +10, Intimidate +7,
 
Perception +7, Sense Motive +7, Stealth +14 (+18 Stealth in darkness)
 
Languages Sylvan
 
SQ change shape (cat, child, snake, or spider; polymorph)
 
ECOLOGY
 
Environment any urban
 
Organization solitary, pair, or gaggle (2–5 redkind, plus 1 bogeymanB3)
 
Treasure standard
 
SPECIAL ABILITIES
 
Situational Blindness (Su) Redkind have trouble targeting creatures who can’t see them. Any creature that can’t see a redkind (such as by closing its own eyes) gains partial concealment from it. Any creature that covers itself entirely (such as by hiding under a blanket) gains full concealment, even if the creature would not otherwise be considered hidden.
 
Twisted Shadows (Su) In areas of dim illumination or darker, a redkind’s presence animates the shadows within 30 feet of it into leering or wicked shapes. The first time a creature ends its turn within this aura, it must succeed at a DC 13 Will saving throw or become shaken for 10 minutes. If the creature succeeds at the saving throw, it  cannot be affected again by the same redkind’s twisted shadows for 24 hours. This is a fear effect, and the DC is Charisma-based.
 
Redkind are simple and secretive fey that feed on fear like the far more dangerous bogeyman does, but they work in quieter and subtler ways. They tickle the simplest and most childlike fears in victims—darkness, loneliness, strangers, or the abject paranoia of the unknown. To the redkind, chases are little more than mealtime fun, and their cruel practical jokes are delightful games.
 
Afraid of bright lights and loud noises and unable to understand most of the world, these fey prefer to latch on to lonely, solitary creatures and torture them night after night, lurking under beds, in closets, or outside windows while their presence animates and twists  the  shadows into unsettling shapes. They might spend months  or even years shaping a victim into just the flavor of fear they enjoy. Despite their cowardice, redkind are extremely protective of these seasoned victims—some going so far as to label these unfortunates as their “only real friends.” They are especially common in the long shadows and broken dreams of Taldor, where misery is seen as just another facet of life’s cruelty.
 
===ROOFGARDEN===
 
A thick carpet of moss and vines stretches out from a central tangled mass of plant matter.
 
ROOFGARDEN CR 7
 
XP 3,200
 
N Medium plant
 
Init +3; Senses low-light vision, tremorsense 30 ft.; Perception +10
 
DEFENSE
 
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
 
hp 105 (10d8+60)
 
Fort +12, Ref +6, Will +7
 
Defensive Abilities creeping cover; DR 5/slashing; Immune plant traits; Resist fire 10
 
OFFENSE
 
Speed 10 ft., climb 10 ft.
 
Melee 3 tentacles +13 (1d6+6)
 
Ranged 2 volatile pods +10 touch (4d6 fire)
 
Special Attacks volatile pods
 
STATISTICS
 
 
Str 23, Dex 16, Con 20, Int 1, Wis 14, Cha 3  Base Atk +7; CMB +13;
CMD 26 (can’t be tripped) Feats Combat Reflexes, Iron Will, Lunge,
 
Power
 
Attack, Toughness
 
Skills Climb +14, Perception +10, Stealth +11
 
ECOLOGY
 
Environment temperate forest or urban
 
Organization solitary or pair
 
Treasure  incidental
 
SPECIAL ABILITIES
 
Creeping Cover (Ex) A roofgarden can unfurl a large, dense carpet of cysts, thorns, and vines in a 40-foot radius as a full-round action.
As a move action, the roofgarden can disappear from its current location and reappear at any point within this area; this movement does not provoke attacks of opportunity. The area within
a roofgarden’s creeping cover is treated as if affected by an
entangle spell (Reflex DC 17). The roofgarden can retract its creeping cover as a full-round action, but while the cover is deployed, the plant cannot move beyond its  area of effect. While this lush carpet is a part of the roofgarden’s body, attacking the creeping cover
deals no damage to the roofgarden.
 
Volatile Pods (Ex) The roofgarden’s fruits store alchemically potent fluids that explode
when jostled or struck. The plant can launch 1 or 2 pods
 
up to 50 feet each round as ranged touch attacks. A pod explodes on contact, inflicting 4d6 points of fire damage in a 10-foot-radius burst. A roofgarden contains a number of pods equal to its Hit Dice (typically 10), and ejected pods regrow in 24 hours.
 
Originally native to the Verduran Forest, where they laze about in the canopy to snare birds and small game, roofgardens are largely sedentary predatory plants whose bodies generate volatile oils that both render them resistant to heat and allow them to start the raging infernos required to cast their seeds into the wind. Vigorous logging efforts in their primordial homeland have spread roofgardens to several Taldan cities. Roofgardens have since come to thrive on the broad, unobstructed, elevated surfaces of their namesake, providing the territorial plants with plenty of birds, sunlight, water, and even human victims.
 
Roofgardens derive their names from the large mass of vines and moss they spread over the area around them to collect sunlight. The plants are gluttons for both warmth and water, and they consequently find most environments north or south of Taldor inhospitable, though the potential exists for them to spread along the coasts of the Inner Sea, driving increased scrutiny of Taldan lumber for the tiny seeds it might conceal.


= References =
= References =

Version du 12 juin 2024 à 23:01

Taldor
Taldor
Nation
Titre
Pays:
Alignement Neutral
Capitale Oppara
Dirigeant Grand Prince Stavian III
Gouvernement Decayed bureaucratic empire
natives Taldans
adjective Taldan
Languages Common (Taldane), Kelish
religions Abadar, Aroden, Calistria, Cayden Cailean, Norgorber, Sarenrae, Shelyn
regionmap
source The Inner Sea World Guide

"Ho, sur le trône du Lion siège la personnification de la gloire ! Car c'est de son haut siège que règne le grand prince de Taldor, le bastion de la civilisation, le joyau de la sophistication, le cœur de la culture, l'âme de l'humanité. Qui d'autre que le grand prince, l'empereur des empereurs, pourrait régner sur un tel territoire, commander de telles armées qui ont poussé le Tyran chuchotant dans sa dernière tombe, répandre la lumière d'Oppara dans les coins les plus reculés et les plus sombres du continent ? Personne d'autre que Stavian ! Nous, les Taldoriens, ne vous méritons pas. Puissiez-vous toujours bénir nos champs afin que nous puissions y semer une récolte digne de votre table. Puisses-tu toujours régner avec la sagesse de la justice et de l'efficacité. Puisses-tu rester notre protecteur, notre empereur, notre grand prince".

-Kirdan Olphexis, trois jours avant son élévation au titre de visbaronet

Taldor a été l'une des premières nations à sortir de la dévastation de l'Effondrement de la Terre pendant l'Âge de la Destinée, et elle a laissé une marque indélébile sur l'histoire et la culture de la région de la mer Intérieure depuis ses premiers jours. Au fil des millénaires, beaucoup de choses ont changé, mais le cœur de l'identité nationale de Taldor est resté le même. La fierté gonfle le cœur de chaque citoyen de Taldor, du grand prince au plus démuni des indigents, sachant qu'ils sont les seuls à être les géniteurs de la culture, de la langue et de l'existence même de la civilisation avistanaise.

Taldor est l'Avistan.

La nation et son peuple sont imprégnés de traditions, qui marquent à la fois leurs plus grandes forces et leurs plus graves faiblesses. Pour chaque victoire et innovation que Taldor revendique, deux légendes exagérées ou complexités inutiles du passé suivent. La culture taldane déborde d'un faux sentiment de droit et du poids du destin. À chaque nouvelle génération, les tendances de la mode, du gouvernement et de la vision générale du monde changent, mais chacune laisse des artefacts qui persistent pendant dix générations supplémentaires, mutant et stagnant dans la même mesure - des échos du passé qui inspirent, obstruent et façonnent le présent. Ces héritages peuvent prendre la forme de lois archaïques appliquées de manière erratique, de titres de noblesse sans véritable pouvoir ou autorité, ou d'anciennes institutions - dont la nécessité a disparu depuis des siècles - qui s'efforcent de trouver leur place dans l'époque moderne. Taldor est propulsé vers l'avant par l'inertie et l'entêtement, autant que par un véritable pouvoir.

L'extrême stratification du pouvoir et de la richesse a persisté à Taldor aussi longtemps que l'histoire en a gardé la trace, depuis l'époque où les fermiers et les ouvriers n'étaient que des locataires sur les terres de leurs cités-états respectives. L'aristocratie, bien que ne représentant qu'une petite minorité de la population, contrôle une quantité démesurée de richesses et d'influence, et le fossé entre le noble le plus bas et le roturier le plus influent est plus grand que dans n'importe quelle autre nation de la mer Intérieure. Alors que de nombreux spécialistes voient dans cette stratification la recette d'une révolution, le gouvernement et la société de Taldor restent étonnamment stables, grâce à une ingénierie civique à grande échelle et à des projets sociaux qui garantissent un niveau de vie relativement élevé à tous les citoyens - même les fermiers les plus pauvres savent qu'ils ont accès à de l'eau propre, à des routes bien construites et à des céréales en cas de famine. La fierté nationale renforce encore la stabilité légendaire de Taldor. La noblesse se croit toujours à la tête d'un empire au sommet de son influence, tandis que les classes inférieures gardent l'espoir d'être un jour élevées au rang d'aristocrates. Le Premier Empereur était lui-même un roturier qui a gagné sa noblesse par sa détermination et son service militaire - un mythe qui se propage dans les rangs des roturiers, prônant le travail acharné et le stoïcisme comme la voie de l'ascension sociale et de la richesse. Dans l'esprit du Taldan moyen, l'aristocratie doit être un peuple travailleur et moral parce qu'elle récolte des récompenses extraordinaires, et ces excès doivent donc être bien mérités.

Le pragmatisme, ancré dans le tissu social de Taldan depuis des millénaires, permet également à la nation d'aller de l'avant malgré les inégalités flagrantes qui frappent sa population. Un fermier qui n'a aucun espoir d'obtenir un jour un titre de noblesse, de posséder ses propres terres ou d'avoir une journée sans travail manuel peut trouver du réconfort en sachant que la campagne restera largement à l'abri des bandits et des monstres, que le peuple sera toujours nourri en période de sécheresse et de famine et qu'une armée d'invasion sera repoussée bien avant qu'elle n'atteigne le cœur de la nation. Tant que le statu quo est synonyme de paix et de prospérité relative, même les Taldans les plus humiliés hésitent à bouleverser le cours des choses et à s'opposer au système. La révolution et la violence incessantes dans la ville voisine de Galt sont perçues comme un avertissement contre les dangers de la remise en question de l'ordre social.

Le patrimoine et l'histoire sont les pierres angulaires de l'identité taldane. Les familles, quel que soit leur statut social, peuvent faire remonter leur lignée à des dizaines de générations, et les objets de famille ont une énorme valeur sentimentale et monétaire - épées de la Croisade brillante, élégants services à thé, bien que dépareillés, datant d'un millier d'années, amulettes azlanti - au point que les marchés de Taldan sont en plein essor avec des antiquités contrefaites. Les sujets historiques figurent en bonne place dans les œuvres d'art, les opéras et les pièces de théâtre que les Taldans adorent, et même les plus petits villages conservent au moins quelques statues de personnages ou d'événements historiques majeurs ; ces rappels de la gloire de la nation remplissent chaque jour de la vie d'un Taldan. Pour les non-Taldans, cette fierté et cette révérence pour le passé semblent distantes, pompeuses ou délibérément ignorantes de l'état actuel de la nation. Bien qu'une certaine fierté se manifeste chez la plupart des membres de la société taldane (elle est d'autant plus prononcée que l'on s'élève dans la hiérarchie sociale), la réputation hautaine de Taldor est en grande partie exagérée par les étrangers qui ne comprennent pas le rôle quasi religieux que joue l'héritage dans la vie des Taldans. Malgré leur amour de l'histoire, les habitants de l'empire ont la mémoire étonnamment courte. Avec des milliers d'années d'existence, la sélection des événements les plus marquants - souvent sans comprendre leur contexte - est naturelle, surtout pour ceux qui n'ont pas accès à l'éducation formelle. De nombreux livres d'histoire taldan ont des lacunes qui s'étendent sur des centaines d'années ; ce n'est pas que rien d'important ne s'est produit pendant ces périodes, mais simplement que les auteurs n'ont rien jugé assez important pour les inclure. Au-delà des textes historiques lacunaires, la vision à courte vue de l'histoire de Taldor signifie que même les embarras récents sont ignorés par tous, à l'exception d'un petit nombre de personnes qui ne s'expriment pas. Si les défaites militaires telles que la bataille de Nagisa figurent en tête de liste des faits historiques "oubliés", il en va de même pour les édits royaux illogiques ou impétueux, notamment la période pendant laquelle seuls les nobles étaient autorisés à porter la barbe et l'interdiction éphémère de tout culte à Sarenrae dans le pays ; de nombreux Taldans modernes se grattent la tête lorsqu'ils entendent dire que les Sarenites considèrent leur nation avec méfiance ou scepticisme. La vie quotidienne dans le Taldor moderne est très différente pour les membres de la noblesse et pour les gens du peuple, à tel point que les deux classes ne comprennent souvent pas les difficultés et les triomphes de l'autre. Dans les deux cas, cependant, les Taldans travaillent sans relâche pour maintenir des façades complexes ; les nobles rivalisent entre eux sans relâche pour atteindre des niveaux toujours plus élevés d'élitisme social, tandis que les gens du peuple retroussent leurs manches pour une vie de dur labeur et de subsistance, tout en maintenant une attitude fière qui dément leur existence par ailleurs opprimée.

Une noble taldane mène une vie extravagante au détriment du contentement de sa situation sociale actuelle. Toujours désireux d'atteindre le niveau d'acclamation suivant - qu'il s'agisse d'obtenir un nouveau titre, de lancer une nouvelle mode ou d'organiser le gala le plus scandaleux de l'année - les nobles taldans font des efforts démesurés pour paraître plus riches, plus influents et moins affectés par les affaires du monde que leurs pairs. Dans de nombreux cas, en particulier dans la noblesse héréditaire qui remonte à des millénaires, les nobles ont les moyens de financer ces exploits, même si les familles les plus anciennes peuvent encore s'endetter pour maintenir l'illusion de la pertinence. Les nouveaux nobles mettent un point d'honneur à s'imposer comme aristocrates "légitimes" en faisant des débuts extravagants sur la scène sociale, et ils sont connus pour organiser des événements élaborés et ostentatoires afin de surpasser leurs pairs mieux établis. Dans presque tous les cas, les nobles ne se satisfont jamais de leur richesse ou de leur popularité, sachant que d'autres rivaux (souvent invisibles) ont déjà l'intention d'usurper leur proéminence et leur prestige. Malgré leur richesse et leur influence, les nobles de Taldor sont rarement détendus.

D'autre part, les gens du peuple de Taldor manquent généralement d'ambition et sont plus préoccupés par le fait de remplir consciencieusement les rôles qui leur sont attribués dans la société. La bureaucratie confuse et les galas inutiles de la nation ne signifient pas grand-chose pour les artisans, les fermiers et les marchands qui ne les rencontreront jamais, et ils comprennent rarement la préoccupation des étrangers pour ces aspects de leur nation plutôt que pour les marchés sains, les routes solides et la marine inégalée qui les maintiennent en sécurité et en prospérité. Les roturiers sont conscients du rôle vital qu'ils jouent dans l'entretien de la machine complexe qu'est Taldor et en sont fiers. Et si la plupart des roturiers savent qu'ils n'ont aucune chance de s'élever dans les hautes sphères de la société, ils sont néanmoins fiers de leurs petites extravagances et sont reconnaissants du luxe qu'ils peuvent s'offrir, un luxe importé des quatre coins du monde connu.

Les Taldans de tous horizons apprécient les arts, ce qui a donné naissance à une myriade de galeries d'art, d'écoles de bardes et de conservatoires à travers la campagne. La plupart des citoyens chantent ou jouent d'un instrument ou deux, et la musique rivalise avec l'alcool comme moyen le plus sûr d'apaiser les douleurs d'un fermier fatigué. Même les petits hameaux exposent fièrement les œuvres des artistes locaux dans leurs commerces et leurs installations gouvernementales, tandis que les grandes villes comptent les conservatoires les plus respectés d'Avistan, notamment l'Académie kitharodienne et le Collège rhapsodique d'Oppara. Les peintres, les sculpteurs et les artistes itinérants gagnent bien leur vie à Taldor, où même les paysans sont heureux de donner l'argent qu'ils ont durement gagné pour assister à un spectacle ou décorer leur maison d'une statuette ou d'un portrait de famille. Le fait que de bonnes routes relient la plupart des villes encourage ces industries artistiques parmi les citoyens et les immigrants, et un Taldan a autant de chances de rencontrer un autochtone qu'un immigrant dans l'une des nombreuses expositions, théâtres et temples de Shelyn qui ornent la campagne. Si l'art est l'exportation non matérielle la plus célèbre de Taldor, la plus courante est la diplomatie, que la nation produit sous la forme de bureaucrates, d'éducateurs et de médiateurs demandés de Brevoy à Sargava. Qu'ils soient à la recherche d'un conseiller politique pour diriger un duché dans le Chéliax ou d'un négociateur pour garantir un accord commercial avantageux dans le Druma, les habitants de toute la région de la mer Intérieure reconnaissent le don des Taldans pour l'organisation et la socialisation. Les diplomates les plus compétents du Premier Empire restent proches des hautes sphères du pouvoir, quelle que soit la nation où ils se trouvent, ce qui leur permet de maintenir le niveau de vie opulent auquel ils sont habitués. Bien plus souvent qu'on ne veut l'admettre, les diplomates taldans s'adonnent à des contrats de confusion, jouant plusieurs parties les unes contre les autres afin d'accroître le besoin apparent de leurs services.

GOUVERNEMENT

Bien que nominalement dirigé par le grand prince, le véritable gouvernement de Taldor prend la forme d'une bureaucratie incroyablement complexe composée d'un sénat, d'agences exécutives, d'agences militaires et d'un réseau de nobles en concurrence les uns avec les autres. À différents moments de son histoire, Taldor a été une nation de fermiers en proie à des monstres, un bastion de superstitions effrayantes, une puissance militaire expansionniste, un centre d'apprentissage et de science, une puissance commerciale mondiale et un défenseur contre les hostilités étrangères, et avec chaque nouvelle identité, les systèmes de gouvernement sont restés les mêmes, ajoutant simplement de nouvelles lois et de nouveaux bureaux pour répondre aux besoins du moment. Bien que ce vaste paysage juridique semble impénétrable au premier coup d'œil, les Taldans savent quelles lois, quels bureaux et quels offices s'appliquent à leur vie quotidienne et ignorent largement le reste, à tel point que certaines agences gouvernementales n'existent que sur le papier, sans employés ni emplacement physique. L'efficacité du gouvernement de Taldor varie énormément en fonction du dirigeant direct de la région. Si de nombreuses villes jouissent d'un confort et d'une sécurité relatifs, dans d'autres, les gens du peuple sont taxés et exploités jusqu'à la mort pendant que le baron ou le comte local s'abreuve du travail de son peuple, offre de riches cadeaux à ses alliés politiques ou se remplit les poches aux frais de l'État. Le plus souvent, cependant, les autorités locales font ce qu'elles peuvent avec ce qu'elles ont, avec des résultats extrêmement mitigés. D'une manière ou d'une autre, ce système est largement fonctionnel malgré lui.

Le titre de grand prince est conféré à l'empereur héréditaire de Taldor. Il a été revendiqué par le premier empereur Taldaris lorsqu'il a réuni des cités-états disparates pour former une nation. Le grand prince siège sur le Trône du Lion et porte la Couronne Primogène - les deux symboles les plus notables de son rang - et il exerce une autorité absolue sur le gouvernement et l'armée de Taldor, que les grands princes de l'histoire ont utilisée à des degrés divers et pour des objectifs variés. Les rares grands princes autocratiques gouvernent d'une main de fer et adoptent une loi quasi martiale, souvent au détriment de Taldor. La plupart de ceux qui ont porté le titre se préoccupent davantage de leur entourage et de leurs projets favoris que du maintien de l'ordre dans la nation, laissant l'administration quotidienne du gouvernement à la multitude de nobles et de fonctionnaires. La position de grand prince se transmet par le biais d'une adhésion stricte à la primogéniture ; lorsque le grand prince meurt, la couronne passe à son fils aîné ou à son parent mâle le plus proche. Les filles ne sont en aucun cas considérées comme des héritières valables, une survivance historique à laquelle Taldor s'accroche encore obstinément. De nombreux grands princes ont officiellement adopté un soutien financier, un allié puissant ou un héros de guerre comme fils afin de s'assurer un héritier que l'empire et lui-même approuvent. Le souverain actuel, le Grand Prince Stavian III (CN vieil aristocrate humain mâle 8/sorcier 4) n'a pas de fils en vie, ayant perdu son seul héritier mâle, Carrius II, dans un accident d'équitation. Son enfant survivant, la Princesse Eutropia (NG femme aristocrate humaine 7/bouc-émissaireACG 6), n'a aucune prétention légale au trône, mais elle a néanmoins travaillé à révolutionner les méthodes archaïques de la nation, incitant la jeunesse de Taldor à descendre dans la rue et à exiger sa nomination officielle à la Couronne Primogène à la mort de son père. Le grand prince est profondément troublé par l'agitation de sa fille, mais il est persuadé que les traditions de Taldor resteront en place même après sa disparition.

Stavian III s'est révélé être un grand prince distant et indulgent, ce qui est fréquent pour ceux qui portent ce titre exalté. Il utilise sa position de pouvoir pour s'entourer de toutous politiques et de flagorneurs qui flattent son ego, tout en ignorant les questions d'État. Le grand prince règne depuis plus de 40 ans et, bien qu'il ait eu des liaisons avec de nombreuses maîtresses au fil des décennies, outre son mariage avec la princesse régente, il n'a pas eu d'autre descendance. Compte tenu de la mort prématurée de son fils unique, Carrius II, il y a 19 ans, la plupart des érudits craignent que l'empereur ne soit encore plongé dans le chagrin de la mort de son fils ou qu'il ne soit devenu paranoïaque à l'idée qu'un héritier évident puisse l'usurper. En l'absence d'un héritier mâle, la question de la succession du grand prince vieillissant préoccupe certains dans les allées du pouvoir d'Oppara. L'héritier le plus évident est le Haut-Stratège Maxillar Pythareus (cavalier humain mâle LN 14), héros de guerre populaire, chef actuel de l'armée de l'empire et cousin éloigné par alliance de la lignée des Stavian. Des rumeurs suggèrent que Stavian III a déjà tenté, en vain, d'arranger un mariage entre Pythareus et sa fille obstinée, et qu'il pourrait bientôt adopter officiellement le général comme son fils. L'empereur n'a cependant pas encore dévoilé ses plans et, en fait, n'a pas beaucoup parlé d'Eutropia en public depuis une dizaine d'années. Sous le grand prince se trouve le sénat de Taldor, un corps de 222 législateurs héréditaires chargés de traduire les ordres du grand prince en lois formelles et de veiller à ce que les rouages du gouvernement fonctionnent comme prévu. Dans la pratique, le sénat gère la majeure partie de la gouvernance de la nation, bien qu'il soit entravé par ses propres intrigues et de fréquentes impasses partisanes. Les postes du Sénat - en théorie du moins - sont élus à vie parmi les nobles du district ou de l'industrie qu'ils représentent, mais ils peuvent également être transmis à un héritier. La plupart des postes sont donc transmis depuis des siècles par des familles établies de longue date, ce qui donne un corps législatif dominé par le droit d'aînesse plutôt que par la volonté ou le sens politique. Le grand prince peut contourner l'élection des sénateurs et pourvoir à sa guise les postes vacants du sénat, mais Stavian III n'utilise ce pouvoir qu'avec parcimonie. À tout moment, une douzaine de sièges sénatoriaux ou plus sont vacants en raison de l'absence d'héritiers, d'une mort soudaine ou d'une humiliation publique flagrante de l'ancien sénateur, tandis que les districts qui les représentent se disputent sur la manière, le moment ou même l'opportunité d'élire un remplaçant.

La responsabilité de la gouvernance incombe en grande partie aux bureaucraties surchargées et labyrinthiques de Taldor. Les redondances accidentelles et intentionnelles - qui visent parfois des objectifs opposés - ainsi que les cérémonies, la paperasserie et le manque de contrôle ralentissent l'avancement de la plupart des projets, mais malgré ses nombreux défauts, la bureaucratie assure le fonctionnement quotidien de Taldor, même si ce n'est que de justesse. Cela permet au gouvernement et à la vie à Taldor d'être relativement cohérents, même si les rouages internes sont d'une complexité frustrante. Le système offre une certaine sécurité d'emploi à la plupart des fonctionnaires, ainsi qu'une autonomie parfois importante. Travailler dans les couloirs byzantins du gouvernement reste l'un des deux moyens les plus efficaces pour un roturier d'accéder aux rangs de la noblesse, et bien que moins dangereux que le service militaire, il comporte toujours son lot de cicatrices et même de morts.

Titres nobles

Taldor utilise une myriade de titres nobles ; la couronne les attribue en guise de faveurs politiques, et de nombreux titres sont depuis longtemps devenus inutiles, collectés uniquement pour le prestige au sein de l'aristocratie. De nombreux nobles possèdent plusieurs titres, ce qui complique encore les choses. Un noble peut être le baron d'une région et le marquis de la région sauvage voisine, tout en détenant les titres de primarque et de vice-roi pour des actes sans rapport. Ignorer un titre accumulé lors d'une présentation formelle est une insulte grossière, mais dans les affaires courantes, la plupart des nobles se rabattent sur leurs titres les plus prestigieux pour des raisons de commodité. Si certains titres avaient une signification spécifique dans un passé lointain, seule une poignée d'entre eux en ont encore une aujourd'hui. Ces titres pourraient à nouveau changer au cours des siècles à venir, mais pour l'instant, les titres ci-dessous sont plus que de simples titres honorifiques, dans un ordre de prestige à peu près décroissant.

Grand Duc : dirige une préfecture et répond directement au grand prince ; parce que c'est l'un des rares titres strictement définis par le pays auquel il est lié, Taldor est limité à 62 grands ducs : 12 qui exercent un pouvoir réel (parfois appelés grands hauts ducs) et 50 moins grands ducs (officieusement appelés grands ducs nominaux). Gouverneur : Nommé par la Couronne pour gouverner une province ; la plupart sont également des grands ducs nominaux.

Duc : dirige généralement un duché au sein d'une préfecture ; les ducs qui servent directement un grand-duc sans gouverner de terres sont appelés ducs titulaires.

Sénateur : Vote au sénat ; doit avoir un rang noble.

Marquis : gardien d'un grand domaine sauvage ou d'une région frontalière, comme ceux des préfectures sauvages du Verduran ou des montagnes du Bord du Monde ; généralement considéré comme une noblesse grossière et arriérée, il commande souvent d'impressionnantes ressources militaires pour se défendre contre les envahisseurs ou les monstres.Comte/Earl : dirige un comté (grande étendue de terre et de population au sein d'un duché) ; les comtes et les earls se disputent fréquemment pour savoir qui domine l'autre.

Landgrave : Il administre une étendue de terre non sauvage où il n'y a pas de colonie (canaux, fermes isolées, terres d'élevage, routes commerciales, etc.) ; il est théoriquement l'égal d'un marquis, mais en réalité beaucoup moins prestigieux, car les landgraves n'ont pas la puissance militaire d'un marquis.

Baron : gouverne une baronnie (grande étendue de terre comprenant jusqu'à une douzaine de communautés) ou parfois une seule grande ville, ou encore est un conseiller de la couronne sans terre.

Baronnet : aide un baron à administrer les terres du baron ; les baronnets sont rarement eux-mêmes des propriétaires terriens.

Vicomte : Il administre une bande de terre à l'intérieur d'un comté, qui comprend traditionnellement deux villes et les terres qui les séparent.

Tribun : Il supervise une communauté, dont il est le maire et le juge ; il s'agit techniquement d'un poste élu, mais presque toujours d'un titre accordé en échange de faveurs politiques ; il relève généralement des barons. Seigneur : il détient et gouverne des terres spécifiques ; il s'agit généralement d'un chevalier ; il relève normalement d'un baron plutôt que d'un vicomte.

Chevalier : Le rang noble le plus bas de Taldor, bien que de nombreux rangs et titres se chevauchent à l'intérieur du terme " chevalier ", notamment électeur, écuyer et patricien ; les nouveaux nobles commencent presque toujours à ce rang (en particulier ceux qui obtiennent le rang par le service militaire) ; de même, les enfants de familles nobles qui n'ont pas encore fait leurs preuves commencent souvent en tant que chevaliers.

RELATIONS

De nombreuses nations de la région de la mer intérieure ont été fortement influencées par Taldor au cours des millénaires, que les interactions aient été géniales ou antagonistes. Les relations entre Taldor et les nations modernes ayant le plus d'impact sur lui et ses politiques sont décrites ci-dessous.

AbsALOM=

De nombreux colons d'Absalom étaient originaires de Taldor, et leurs descendants comptent toujours parmi les plus influents et entretiennent souvent des liens avec la mère patrie. Les deux nations restent généralement de solides alliés. La puissante marine de Taldor aide à protéger la nation insulaire de la piraterie et des invasions, tandis que Taldor considère Absalom comme un enfant azlanti bien-aimé, bien que les expériences passées aient tempéré le désir d'annexer formellement l'île.

ANDORAN=

Andoran a expulsé l'influence taldane de sa société plus que tout autre ancien territoire, bien qu'elle doive encore une grande partie de sa stabilité à un conseil du peuple construit sur le modèle du sénat de Taldor. Le peuple d'Andoran, épris de liberté, déplore les abus de l'aristocratie de Taldor. Les Chevaliers de l'Aigle, les Corsaires Gris et les diplomates s'efforcent tous de répandre leurs idéaux démocratiques dans le Taldor, mais ils doivent le faire avec prudence, car le Taldor reste un partenaire commercial solide, responsable d'une grande partie de la prospérité d'Andoran.


CHELIAX

L'Empire infernal entretient des relations complexes avec Taldor, dont le Cheliax a hérité d'un système byzantin de bureaucratie et de hiérarchies sociales. Malgré leurs similitudes, le Cheliax reconnaît que l'apparente désinvolture de Taldor ne s'applique pas à son armée, et la reine Abrogail n'est pas intéressée par l'idée de se mesurer à la marine de Taldor. Tant que Taldor ne s'immisce pas dans les affaires chelish, les deux nations se contentent d'une paix tendue qui leur permet de sécuriser leurs extrémités respectives de la mer intérieure.

QADIRA=

Malgré des millénaires d'animosité et de guerre, Taldor et Qadira vivent aujourd'hui dans une paix relative. La frontière reste militarisée, même après la fin de la Grande Campagne il y a plus d'un siècle. Les membres des gouvernements et de l'élite des deux nations se méfient toujours de l'autre, mais aucun d'entre eux n'influe ouvertement sur l'autre, bien qu'une rivalité durable existe entre leurs agences de renseignement mutuelles, les Lames de Lion de Taldor et le Hatharat de Qadira.


Histoire

Parmi les nations existantes dans la région de la mer intérieure, peu ont une histoire qui remonte aussi loin que celle de Taldor. Plus rares encore sont celles qui peuvent légitimement revendiquer le niveau d'influence du Premier Empire sur la région. Sa portée s'étendait autrefois des montagnes du Bord du Monde à l'océan Arcadien, et il a même influencé Casmaron et le nord de Garund. Taldor a connu des périodes de triomphe et de déclin, mais a toujours joué un rôle important dans l'évolution et le destin de toute la région. L'histoire de Taldor précède même l'apothéose d'Aroden et la fondation d'Absalom, l'une des pierres angulaires de l'histoire de l'Avistani.

Au tout début de l'âge de l'angoisse, alors que l'humanité commençait à établir des cités-états durables à la suite de l'effondrement de la Terre, les descendants des réfugiés azlans s'installèrent d'abord sur les rives nord-est de la mer Intérieure. Poussés vers l'est, d'abord par des orcs meurtriers, puis par des clans kellid de plus en plus organisés, ces colons trouvèrent dans les terres peu habitées des environs de la forêt de Verduran un répit bienvenu.

Leur lignée et leur culture s'étant mélangées aux Garundi, aux Keleshites et aux Kellids au cours des siècles tumultueux précédents, peu de ces premiers Taldans étaient de véritables héritiers de l'héritage azlanti, et bon nombre des cultures, de la foi, de la magie et des traditions de l'empire en ruine s'étaient déjà perdues dans le temps. Les premiers Taldans étaient un peuple à part entière, rustique et volontaire, et leurs cités-états se sont développées avec force.

Pendant des siècles, ces cités-états orientales - parmi lesquelles les villes modernes de Cassomir, Oppara et Zimar - ont existé en tant qu'entités indépendantes, parfois en guerre, souvent en compétition, et chacune conservant sa propre culture. En -1293 ar, le grand prince Taldaris d'Oppara, dont on dit qu'il a été élevé par des lions sauvages dans les plaines de Tandak avant d'être adopté par des soldats d'Oppara, a entamé une campagne de 12 ans pour unir les communautés dispersées sous une seule et même bannière. Grâce à la combinaison de forces supérieures, de prouesses tactiques et d'une chance inouïe, Taldaris assiégea d'abord les États voisins qui représentaient la plus grande menace, puis il mit ses ressources au service de cibles plus éloignées et plus faibles. Au cours du règne anormalement long de leur empereur (qui s'est achevé à sa mort en -1144 ar), les citoyens des Principautés de Taldaris en sont venus à se considérer comme une seule nation civilisée, nommée Taldor, unie contre la barbarie d'un monde indompté et inexploré. Taldor a passé des siècles à apprivoiser les terres sauvages à l'intérieur de ses frontières naissantes, luttant contre les gnolls, les kobolds et les orcs qui s'attaquaient à son peuple et pillaient ses richesses croissantes. La première grande menace pour la nation est apparue en -632 ar, lorsque le rejeton de Rovagug connu sous le nom de Tarrasque a dévasté l'empire de Ninshabur à l'est et a fini par percer les montagnes du Bord du Monde, formant la brèche de Porthmos. La bête a laissé un sillage de mort et de destruction, rasant Oppara et de nombreuses autres villes du Taldan avant de poursuivre ses prédations sur l'ensemble de l'Avistan. Taldor a failli disparaître à la suite de cette destruction. Pendant deux siècles, les dirigeants qui cherchaient à reconstruire ont exigé un travail harassant de la part des gens du peuple, victimes d'une famine généralisée, ce qui a alimenté des rébellions quasi constantes. Taldor a finalement lancé une campagne d'améliorations civiques telles que des aqueducs, des canaux et des routes afin d'apaiser sa population et de permettre à son armée de se déplacer librement pour réprimer les fréquents soulèvements.

Toutes les réalisations de Taldor ont été mises à l'épreuve au cours du siècle précédant la fondation d'Absalom, lorsque l'expansion vers l'ouest de l'Empire Padishah de Kelesh a amené les armées Keleshites à travers le territoire méridional de Taldor, conquérant formellement ses territoires méridionaux vaguement contrôlés pour créer la satrapie de Qadira en -43 ar. Après des décennies de querelles diplomatiques, Taldor et son voisin méridional s'engagèrent dans la première de nombreuses escarmouches frontalières lors de la bataille d'Urfa en -4 ar. Anticipant un long conflit, les deux nations ont commencé à fortifier leurs frontières.

Cinq ans plus tard, la région a été bouleversée par un miracle d'Aroden, qui a fait surgir la Pierre d'Étoile - et toute l'île de Kortos - des profondeurs de la mer intérieure, devenant ainsi un dieu. La culture et l'héritage azlanti gagnèrent en popularité, et la foi d'Aroden se développa presque du jour au lendemain. Voyant dans les œuvres de cet Azlanti élevé la preuve de sa supériorité, Taldor établit le centre de la foi arodénite à Oppara. Dans la génération qui suivit ce renouveau culturel, Taldor entama sa première grande période d'expansion avec la formation de la Grande Armée d'Exploration (plus tard considérée par les historiens comme la Première Armée d'Exploration). Commandée par l'ambitieux et ostentatoire général Porthmos - qui a donné son nom à la brèche, à la rivière et à la préfecture - l'armée a remonté la rivière Sellen en 37 ar.

À peine sortis des limites du Taldor, Porthmos et son armée détruisirent la loge de Goroth, bastion de la magie druidique corrompue dans la forêt de Verduran, et tracèrent la carte de la rivière Sellen jusqu'à l'actuelle Sevenarches, dans le sud des Royaumes fluviaux. Taldor a officiellement annexé les terres situées entre la forêt et Sevenarches en tant que province de Galt en 115 ar, marquant ainsi la transition de Taldor d'une nation puissante à un empire. Au cours des quatre siècles suivants, des expéditions successives ont cartographié la majeure partie de ce qui est aujourd'hui Galt, Kyonin, Razmiran et les royaumes fluviaux du sud, établissant des avant-postes militaires et commerciaux à des endroits stratégiques jusqu'aux rives du lac Encarthan. À la veille du sixième siècle de l'ère Absalom, Taldor a de nouveau envoyé la deuxième armée d'exploration, cette fois en direction du nord depuis le lac Encarthan. À cette époque, l'empire avait bâti une économie solide autour du lac et cherchait à sécuriser ses investissements en explorant et en étudiant les peuples avec lesquels il commerçait, principalement les Kellids et les Varisiens qui vivaient là depuis l'Âge des Ténèbres. L'armée explora la région connue aujourd'hui sous le nom de Lastwall et d'Ustalav, mais elle fut finalement stoppée dans sa marche vers l'ouest par les orcs de la Forêt de Belkzen. La deuxième armée d'exploration a alors poussé vers le sud, dans les régions actuelles de Molthune et de Nirmathas, mais la diminution des réserves et la forte résistance des habitants ont fini par stopper son avancée.

Taldor se concentra ensuite sur ses affaires intérieures pendant près d'un millénaire, alors que des exodes massifs de roturiers en quête d'une vie meilleure sur la nouvelle île de Kortos menaçaient la stabilité. En partie en réponse à cette insécurité, le général Coren a mené la troisième armée d'exploration vers l'ouest le long de la côte nord de la mer intérieure en 1520 ar, étendant la portée de Taldor jusqu'à l'océan Arcadien. La ville portuaire de Corentyn, à l'ombre de l'Arc d'Aroden, fut établie comme bastion occidental et nommée en l'honneur du général. Coren emmena ensuite l'armée de Corentyn au nord de Molthune, où elle passa plus d'une décennie à retracer le chemin de la seconde armée d'exploration à l'envers et à établir des forts de ravitaillement le long des rives méridionales du lac Encarthan.

La sécurisation du cercle entre l'empire occidental de Taldor et le lac Encarthan a pris un siècle de plus, et n'a été achevée que lorsque la quatrième armée d'exploration, dirigée par le général Khastalus, a cartographié et revendiqué les régions d'Isger et du nord de l'Andoran. Luxuriante et fertile, l'Andoran est devenue une province officielle en 1707 ar. Les tensions avec les Kellidés de la région ont explosé à la suite de cette conquête, faisant des montagnes d'Aspodell et des terres environnantes l'une des régions les plus troublées des frontières de Taldor. La campagne d'Aspodell contre les nations kellides du centre de l'Avistan dura jusqu'en 2133 ar, date à laquelle la Septième armée d'exploration massacra la tribu Isger, le clan le plus puissant à s'opposer à la domination du Taldor. Le protectorat nouvellement formé entre Andoran et Molthune fut nommé Isger en mémoire de la tribu. Les Taldans considèrent toujours cette guerre de 400 ans contre un peuple "barbare et simple" comme une honte, tandis que les Kellids modernes la considèrent comme un témoignage de la force et de la ténacité de leur peuple.


Deux autres armées d'exploration ont permis d'étendre les frontières du Taldor au cours du vingt-et-unième siècle. La Cinquième (2009-14) a étendu l'empire vers le nord, à travers le Rostland et l'Issia, jusqu'aux rives du lac des Brumes et des Voiles, et la Sixième (2080-89) a parcouru le nord du Garund. Les deux armées étaient équipées d'un énorme engin de siège magique appelé le Brise-Monde, qui réduisait considérablement la résistance qu'elles rencontraient en chemin. Malgré cet avantage, la Sixième Armée d'Exploration n'a jamais établi de province taldane dans le Garund, en partie parce que l'armée a rencontré les forces du Roi Gorille lors de la bataille de Nagisa en 2089 ar. Le Roi Gorille et ses charau-ka ont volé le Worldbreaker à l'armée vaincue, et le général Erestos Marburran, honteux, a ramené les quelques forces qui lui restaient à Taldor en traversant la Mer Intérieure. Les historiens s'accordent à dire que cette défaite embarrassante, conséquence de l'ambition démesurée de l'empire et de son incapacité à gérer ses ressources les plus lointaines, a marqué le début du déclin de Taldor.

Tout au long de ces siècles d'expansion taldane au nord et à l'ouest, le rival de toujours de l'empire au sud et à l'est, Qadira, a construit ses propres fortifications. Pour les Taldans vivant au sud d'Oppara et du fleuve Porthmos, la menace keleshite était toujours présente à l'esprit et a servi de facteur de motivation pour la croissance de l'empire et l'accumulation de ressources provenant de tout l'Avistan. Après tout, Qadira n'était que la satrapie la plus à l'ouest de l'empire Padishah de Kelesh, qui s'étendait sur tout le continent ; pour que Taldor ait une chance de l'affronter économiquement ou militairement, il faudrait qu'il s'étende sur un continent à lui tout seul.

Les tensions se sont traduites par des escarmouches mineures et parfois même par des conflits prolongés qui ont duré un an ou deux, mais aucun n'a été assez important pour se démarquer des autres. La guerre le long de la frontière sud du Taldor devint simplement le statu quo, encourageant les habitants du Taldor à chercher de nouvelles distractions bien au-delà de leurs frontières.

En 1553 ar, le satrape qadiran, Xerbystes I, déclara son titre héréditaire et fonda ainsi la dynastie qui porte son nom. En échange, il abandonne le contrôle des affaires étrangères de Qadira à un vizir nommé par le Padishah, mais pas avant d'avoir consolidé son héritage en signant un traité de paix avec le Grand Prince de Taldan Urios III pour mettre fin à la guerre froide entre les deux nations. Cette période de tranquillité, connue sous le nom de "paix uranaise", a duré plus de 2 500 ans.

La paix uranaise n'a cependant pas épargné Taldor des pertes et des conflits. En 2632 ar, les premiers elfes revinrent à travers la pierre soviétique et reprirent Kyonin, repoussant tous les Taldans de la région au-delà de la rivière Sellen. Un peu plus d'un siècle plus tard, une épidémie connue sous le nom de "mort par étouffement" se répandit depuis Iobaria le long de la route commerciale, dévastant la population de Taldor, en particulier au cœur de l'empire. En 2920 ar, une série d'énormes tremblements de terre a dévasté Taldor et Qadira, tuant des dizaines de milliers de personnes et rasant des villes entières. La reconstruction rapide a enterré une grande partie de ces ruines, créant de vastes réseaux souterrains sous plusieurs villes de Taldan, exploités par les criminels et les monstres autrement éliminés à la surface. Plusieurs familles nobles de Taldan ont considéré les tremblements de terre comme la preuve que Qadira adorait Rovagug et avait conspiré pour libérer la Bête Brute de sa prison. Bien que ces affirmations aient été largement rejetées par un empire plus soucieux de reconstruire que de blâmer, elles ont néanmoins semé la graine de la xénophobie qui allait finalement mettre fin à la paix uranaise. Plusieurs de ces nobles formèrent une société secrète, les White Wardens (gardiens blancs), et tentèrent un coup d'État voué à l'échec. Le Grand Prince Remoque V a dépouillé les membres des White Wardens de leurs titres et de leur fortune avant de les exiler, évitant ainsi de justesse une guerre avec Qadira. De nobles conspirations motivées par la gloire et les profits qu'apporte la guerre ont continué à menacer la paix uranaise pendant des siècles.

L'une de ces conspirations impliquait une tentative d'utilisation d'un orbe légendaire de l'humanité des dragons, qui a failli détruire l'empire en 3660 ar lorsque les instigateurs ont involontairement plongé les dragons métalliques de la nation dans une frénésie insensée. Les douze longues années qui suivirent furent connues sous le nom de peste des dragons et laissèrent des villes détruites et des milliers de morts avant que les héros de Taldan ne tuent les dernières bêtes déchaînées. Les dragons chromatiques de tout l'Avistan se sont ensuite engouffrés dans la brèche laissée par le pouvoir, entraînant un siècle de violence et de massacres de dragons qui colorent encore la culture de Taldor. Les familles nobles se vantent encore d'avoir eu des ancêtres qui ont chassé des dragons à cette époque, font des offres pour obtenir des artefacts de l'époque ou organisent des chasses aux dragons. En 3754 ar, Taldor a lancé la plus grande offensive militaire de son histoire, non pas contre Qadira mais contre les forces du Tyran Chuchotant qui menaçaient les terres situées au nord et à l'ouest du lac Encarthan. La croisade dite de l'éclat a fait du Taldor la première puissance militaire de la région de la mer intérieure, mais elle a coûté cher à l'empire et à ses alliés en vies humaines, en moral et en argent. La croisade a duré plus de 150 ans et s'est soldée par la défaite de Tar-Baphon face au général taldan Arnisant. Les chevaliers arodenites d'Ozem, qui ont joué un rôle essentiel dans la victoire de la croisade sur le tyran chuchotant et ses armées de morts-vivants, ont établi le protectorat de Lastwall - une colonie officielle - pour veiller sur la prison de la liche de Gallowspire.

Alors que l'âge des dragons et des croisades sacrées touchait à sa fin, la paix uranaise prit fin lorsque le voisin méridional du Taldor l'envahit en 4079 ar, profitant du fait que le Taldor était surendetté. Les envahisseurs qadirans ont mis à sac Zimar, la rasant ainsi que d'autres possessions du sud du Taldor, ce qui a incité l'empire tout entier à se mobiliser contre cette menace. La guerre avec Qadira, considérée comme la Grande Campagne par Taldor, fit rage pendant plus de 500 ans, au cours desquels Taldor perdit peu de terres au profit des Keleshites au sud, mais céda toutes ses possessions à l'ouest de la rivière Sellen et au nord des Pics de brume. Cette réduction spectaculaire de la taille de l'empire ne s'est pas faite par la guerre, mais par des sécessions sans effusion de sang, motivées et rendues possibles par le conflit en cours sur le front qadiran. Les nombreuses colonies ambitieuses de la nation étaient devenues frustrées, d'abord parce qu'elles devaient payer pour la reconstruction après la peste du dragon, puis parce qu'elles devaient soutenir une guerre si éloignée de la vie quotidienne des colons.

Aspex le Pair, gouverneur du Chéliax, fut le premier à se détacher. Il rompit les liens de la province avec Taldor et se déclara roi. Sa revendication initiale incluait tous les territoires taldans le long de la mer intérieure à l'ouest de la rivière Sellen, et il revendiqua plus tard Isger et Galt par la menace de la force dans ce qu'on appelle la Conquête des langues paires. Le Lastwall devint effectivement une nation souveraine en déclarant sa neutralité dans le conflit, et les divers territoires situés au nord de Galt se divisèrent pour former les Royaumes fluviaux, le Rostland et l'Issia, tous trois en proie à la discorde. En l'espace d'une décennie, l'empire de Taldor a été brisé et ses possessions réduites à un quart de ce qu'il contrôlait à son apogée.

Trois ans à peine après la fin de la Grande Campagne, la mort d'Aroden plongea à nouveau l'empire dans le chaos. Tout contact avec la Huitième Armée d'exploration, lancée en l'honneur du retour attendu du dieu, cessa, et l'expédition navale fut balayée par les tempêtes avant d'atterrir à Tian Xia. La colonie Amanandar, fondée par les survivants, reste isolée de son empire mère et, bien qu'elle serve de centre de la culture taldane à l'autre bout du monde, elle n'a guère contribué à aider Taldor à se relever après des millénaires de déclin.

La chronologie de Taldor

–1281 ar General Taldaris of Oppara conquers the scattered city-states along the Inner Sea, unites them to form Taldor, and becomes its first emperor.


3129 ar Qadiran assassins kill Grand Prince Jalrune; his successor, Grand Prince Hyrotte I, forms the Ulfen Guard to protect himself.


–632 ar The Tarrasque tears open the Porthmos Gap and destroys Oppara.

3660–3672 ar The so-called Dragon Plague plunges northern Taldor into a campaign of terror and violence brought about by metallic dragons.

–78 ar Keleshite troops begin a campaign of conquest through Taldor’s Pashman River.

southern terri

tories along the 3754 ar Taldor launches the Shining Crusade to destroy the

	lich Tar-Baphon and his undead armies. 	

–43 ar The Padishah Empire of Kelesh halts its southern 3827 ar Tar-Baphon is defeated and imprisoned within his conquests at the River Ladan and formally former fortress of Gallowspire.

	incorporates the satrapy of Qadira.		3828 ar  The Knights of Ozem form Lastwall, a protectorate

–4 ar Qadira’s and Taldor’s borders expand to overlap of Taldor, to watch over Gallowspire. one another, causing the fi t border skirmish 3841 ar Treaty of the Wildwood is signed, making the between the two empires: the Battle of Urfa near Verduran Forest semiautonomous.

	White Pass.		4079 ar  During ongoing succession confl	in the Padishah

1 ar Aroden raises the Isle of Kortos from the Inner Empire, Qadira invades Taldor, capturing Zimar. Sea and becomes a living god, with Oppara as the 4080 ar Qadiran invaders burn most of the settlements

	center of his worship.		surrounding Zimar in Ember Night, a touchstone

37 ar Taldor’s First Army of Exploration, led by General many modern Taldans still call back to as justifi tion Porthmos, destroys the druidic Goroth Lodge in the of their hatred of Qadira. Verduran Forest and charts the Sellen River north to 4081– The Even-Tongued Conquest; taking advantage of

	Sevenarches.		4091 ar  the chaos of the Qadiran invasion, Governor Aspex
115 ar	The province of Galt is established.		the Even-Tongued breaks Cheliax away from Taldor

499 ar The Second Army of Exploration

	west from Lake Encarthan, explor	pushes north and	and declares himself king, claiming all lands west

ing Ustalav. of the Sellen River as territory of the sovereign 1520 ar Taldor’s Third Army of Exploration, led by General nation of Cheliax. He later seizes the provinces of Coren, conquers the northern shore of the Inner Isger and Galt by threat of force. Lastwall declares

	Sea, founding Corentyn at its farthest edge.		neutrality in the conflict, effectively becoming an

1553 ar Grand Prince Urios III and Satrap Xerbystes I sign independent nation. a formal peace agreement between their nations. 4082 ar Grand Prince Cydonus III, who mired his nation in The period of nonaggression known as the Urian debt, is poisoned by angry nobles. His successor,

	Peace begins.		Beldam I, claims the poisoning was carried out by

1683 ar The Fourth Army of Exploration areas that later become the pro

	and Isger. 		maps and claims	Qadiran agents.

vinces of Andoran 4083 ar Qadira’s armies reach the River Porthmos—the farthest north they push the Qadiran border over 1707 ar The province of Andoran is formally established by the entire war—after a series of Taldan military General Khastalus. losses the Taldans call the Ghevran Massacres. 2009– The Fifth Army of Exploration employs a magical 4217 ar The Yellowtongued Sickness ravages Taldor. 2014 ar siege engine called the Worldbreaker to push north 4328 ar After 2-1/2 centuries spent pushing out Qadiran through the River Kingdoms and Brevoy to the Lake invaders, Taldor launches the Heaven’s Step

	of Mists and Veils.		Offensive to invade Qadira but is forced back when

2080 ar General Erestos Marburran and

	Exploration begin exploring north	his Sixth Army of	the Empire of Kelesh joins the war and reinforces

ern Garund. the flagging Qadiran forces. 2089 ar The Sixth Army of Exploration is ambushed and 4528 ar Grand Prince Stavian I uses the war with Qadira destroyed by the Gorilla King at Nagisa, losing the to push out rivals prominent within the church of Worldbreaker; Taldor begins its decline. Sarenrae. In the Great Purge, he criminalizes the 2133 ar The Seventh Army of Exploration slaughters the worship of Sarenrae and orders her temples closed. Kellids of the fiercely independent Isger tribe and 4603 ar Taldor and Qadira declare peace after 5 centuries establishes the Protectorate of Isger (named in the of war; trade between Avistan and Kelesh reopens. tribe’s memory) to secure trade with Druma. Worship of Sarenrae is declared legal again. 2632 ar Elves return to Kyonin, pushing T scavengers east of the Sellen Riv aldan settlers and 4606 ar The Eighth Army of Exploration, led by General er. Orphyrea Amandar, sets sail to discover new lands 2742 ar The disease known as the Choking Death spreads to conquer overseas; Aroden dies. from Iobaria and devastates Taldor’s population, as 4608 ar The Eighth Army of Exploration lands in Shenmen well as that of the rest of Avistan. in Tian Xia; pushing inland, it conquers the city 2920 ar Massive earthquakes devastate both Taldor and of Kamikobu and establishes the isolated Taldan Qadira, killing tens of thousands and flattening colony of Amanandar. many cities; some Taldan nobles accept this as 4667 ar The Red Revolution begins in Galt. Many nobles proof that Qadira worships Rovagug and threatens flee into Taldor with little but their titles, creating to unleash the Rough Beast from his prison. an underclass of penniless nobles in the north. 2921 ar Grand Prince Remoque V ends an attempted coup 4689 ar Taldor begins a new naval campaign of harassment by the White Wardens, averting war with Qadira. and privateering against Qadiran trading ships.

3007 ar  Cheliax is incorporated as a province of Taldor.		4717 ar  The present year.




















GAZETTEER

Est-il vraiment étonnant que les Taldans se vantent de leur grandeur alors qu'ils sont nés avec de telles merveilles ? Chaque recoin de notre terre - les montagnes qui soutiennent le ciel, la forêt qui s'étend d'un horizon à l'autre, les champs de céréales qui ondulent comme de l'or en fusion, la mer si bleue que les saphirs pleurent d'envie - chante : "Je suis ici pour la gloire de mes enfants."

Ainsi, en tant qu'enfants consciencieux, nous nous répartissons les responsabilités et répondons à ses besoins. Nous nettoyons, nourrissons et abritons ces terres et, lorsque cela s'avère nécessaire, nous la protégeons contre les loups qui hurlent à sa porte.

-Décret de partage des terres (préambule), ratifié par la majorité sénatoriale, 18 Abadius 3247 ar.

Les frontières modernes de Taldor ne représentent qu'une fraction de ce que l'empire revendiquait autrefois. Ce qui reste après des siècles de bouleversements et de révoltes, ce sont les terres qui n'ont jamais connu d'autre règle que celle de Taldor depuis plus de 6 000 ans. Ainsi, le Taldor d'aujourd'hui est le cœur de l'histoire de l'empire, le tronc stable et régulier à partir duquel les branches du puissant empire se sont étendues et sur les racines solides et profondes duquel la nation moderne se dresse. Peu de nations dans la région de la mer intérieure peuvent se vanter d'avoir une histoire aussi longue et aussi riche que celle du Taldor, et peu d'entre elles cachent autant de secrets au milieu des forêts apparemment apprivoisées, des champs cultivés et des pavés polis.

TERRES DE TALDOR=

Au fil des millénaires, les territoires de Taldor ont changé de nom et de taille, au gré des mariages, des guerres et des ventes de terres pour payer les dettes. Pour mettre fin à ce chaos, le Décret de partition des terres de 3247 ar a établi les frontières internes des préfectures de la nation et a défini les règles formelles pour modifier les divisions au sein de chacune d'entre elles. Bien que le décret définisse 62 préfectures, Taldor est divisé en 12 préfectures et deux provinces majeures. La plupart des 50 préfectures restantes ne couvrent que quelques dizaines de kilomètres carrés, créées pour justifier l'octroi du titre de grand-duc en tant que faveur politique. Les 12 préfectures en question - Avin, Kazuhn, Krearis, Ligos, Lingian, Moda, Tandak du Nord, Opparos, Porthmos, Sophra, Tandak et Whitemarch - sont décrites plus en détail dans les pages suivantes.

Au plus haut niveau, les divisions territoriales et l'administration de Taldor semblent simples. Un grand-duc dirige une province, qui est elle-même divisée en duchés, chacun dirigé par un duc. Les ducs divisent ensuite leurs terres en comtés qui sont administrés par un comte ou un earl, selon la tradition locale, qui nomme ses propres barons, landgraves, seigneurs, tribuns et vicomtes pour gérer un nid de rats de districts plus petits, qui se chevauchent souvent. Les nobles locaux sont largement libres d'administrer leurs terres comme ils l'entendent, tant qu'ils ne violent pas les droits des citoyens libres - la liberté de mouvement et le droit à l'État de droit - tels qu'ils sont définis dans la Charte impériale, même si des violations flagrantes peuvent être négligées pour des nobles particulièrement populaires, puissants ou riches.

Seuls les nobles peuvent posséder des terres, mais les gens du peuple sont autorisés à se déplacer librement d'un endroit à l'autre, ce qui encourage les nobles à accorder à leurs sujets une certaine liberté et un certain contrôle sur les terres qu'ils exploitent. Les citoyens de basse naissance paient une taxe nominale à leur noble local pour l'utilisation de leurs terres et les nobles à leur tour paient une partie des revenus de leurs terres à leurs supérieurs immédiats, les fonds aboutissant dans le trésor du grand prince. Les ducs et les comtes peu scrupuleux sont également connus pour taxer directement leurs roturiers en plus de ce pourcentage, écrasant souvent leurs sujets financièrement et les plongeant dans des dettes inéluctables qui les obligent à un service permanent. Alors que les nobles paient généralement leurs impôts en or ou en argent, les roturiers paient plus souvent avec un pourcentage de leur récolte ou en s'engageant à consacrer un pourcentage de leur temps au service de leur seigneur local.

Les terres situées en dehors des frontières des préfectures établies sont considérées comme des provinces, qui sont officiellement considérées comme des régions "en développement", ne disposant pas d'une population permanente ou d'infrastructures suffisamment développées pour refléter la gloire de Taldor. Dans le passé, cette désignation était largement réservée aux colonies, notamment Andoran, Cheliax, Galt, Isger et Lastwall, mais le Taldor moderne l'applique aux terres trop accidentées ou rebelles pour être colonisées, mais trop précieuses pour être libérées, notamment la forêt de Verduran et les montagnes du bord du monde. La couronne nomme des gouverneurs, qui sont presque toujours des grands-ducs ou des ducs en plus de ce titre, pour administrer les provinces. Ces gouverneurs jouissent d'une plus grande liberté que les grands-ducs dans la manière dont ils appliquent les édits impériaux sur leurs terres, car les résidents d'une province n'ont pas la citoyenneté impériale à part entière.

Les gouverneurs nomment à leur tour des marquis, qui jurent fidélité et prouvent généralement cette fidélité par d'importants tributs annuels, afin de faire respecter la loi et de surveiller l'activité dans toute la province.

==Voyager dans le Taldor===.

Bien que le Taldor soit une nation vaste et étendue, à la politique troublée et aux populations variées, la traversée d'un bout à l'autre est une tâche simple pour quiconque est plus habitué aux routes accidentées et aux sentiers forestiers de toutes les autres nations d'Avistani. Taldor était autrefois une terre d'or pour le génie civil, construisant des routes si fines qu'elles restent praticables même après 4 000 ans d'utilisation régulière. Lorsque les anciens Taldans rencontraient des vallées, ils les comblaient. Lorsqu'ils trouvaient des collines, ils les démolissaient. En conséquence, les routes taldanes sont anormalement droites et planes, et pavées avec un soin extraordinaire. Les plus belles d'entre elles sont entretenues par une magie ancienne qui renforce la solidité de leurs pavés. Presque tous les déplacements entre les principales agglomérations de Taldor (petites villes ou plus grandes) sont considérés comme s'effectuant le long d'une route.

Les vastes canaux de Taldor bénéficient de la même fierté nationale et du même don pour les grandes constructions, bien que ces voies d'eau artificielles servent bien plus au transport de marchandises qu'à celui de personnes.

Les grandes prouesses d'ingénierie et la magie de préservation ne font rien pour empêcher le banditisme le long de ces routes et voies navigables bien tracées, et le vol et l'agression le long des routes de Taldor, en particulier la nuit, sont des problèmes constants. Les colonies riches paient des cavaliers et des gendarmes pour chasser les malfaiteurs des routes, tandis que les colonies plus pauvres se contentent de la violence populaire. Les marchands et les nobles engagent presque toujours des gardes, même pour emprunter des routes supposées sûres.

==PEUPLE DE TALDOR=====LES HABITANTS DE TALDOR===LES HABITANTS DE TALDOR

De la même manière que Taldor est défini par sa géographie, son peuple définit son caractère national. Alors que l'ethnie humaine et la langue commune de la région de la mer intérieure tirent leur nom de Taldor, la nation elle-même tire son caractère des habitants de l'Avistan et des coins les plus reculés du globe.

Taldans

Les personnes les plus répandues à Taldor sont les humains de l'ethnie qui porte son nom. Après des millénaires de mariages avec des Garundi, des Keleshites et des Kellids pendant la diaspora Azlanti, les ancêtres des Taldans modernes ont perdu la plupart des traits anguleux de leurs anciens ancêtres et ont hérité d'une plus grande variété de couleurs de cheveux et d'yeux. Les Taldans ont généralement une peau fauve qui bronze facilement pour se rapprocher du teint de leurs voisins keleshites, et des cheveux blonds, bruns ou noirs qui poussent épais et bouclés. La couleur de leurs yeux est très variable, bien que les yeux violets caractéristiques du sang azlanti soient plus rares chez les Taldans que chez les Chelaxiens, au grand dam des Taldans.

Les Taldans sont généralement connus pour leur fierté, mais ils sont aussi très travailleurs. Ils attribuent la diffusion de leur culture - formes de gouvernement, art, architecture, langue et religion - sur un continent entier à leur ambition et à leur obstination, ignorant parfois qu'elle est aussi le fruit d'une conquête violente. Quelle que soit sa place dans la société, une Taldane a confiance en ses capacités et est fière de son travail, de son apparence et de la façon dont elle est perçue par les autres. Cette confiance peut facilement céder la place à l'arrogance, mais elle est généralement tempérée par une volonté presque instinctive d'accepter le monde tel qu'il se présente et de soutenir le statu quo.

==Autres humains

Les villes cosmopolites de Taldor, son histoire expansionniste et son commerce mondial ont amené des membres de presque toutes les ethnies humaines dans l'empire. Une famille ethniquement tian peut avoir cultivé la même parcelle de terre pendant un millier d'années, et une lignée aristocratique peut avoir pour origine de lointains ancêtres mwangi ayant fait leurs preuves en tant que soldats dans une armée d'exploration. Quoi qu'il en soit, ces familles et leurs voisins se considèrent fièrement comme des Taldans de tradition et de sang, leurs héritages contribuant à la diversité qui constitue l'épine dorsale de la force de l'empire. Les Chelaxiens : Bien que peu de Taldans reconnaissent cette ramification comme un héritage propre, les Chelaxiens, en tant que descendants du peuple taldan, prospèrent dans tout l'empire. Quelques Taldans les considèrent encore avec méfiance comme des rebelles potentiels à cause de la conquête d'Eventongued, bien qu'elle ait eu lieu il y a plusieurs siècles.

Garundi : Depuis la fondation d'Absalom, l'Osirion est resté l'un des principaux partenaires commerciaux du Taldor,

Les pierres précieuses et les pierres d'Osirion sont échangées contre les fruits, le vin et le bois offerts par son voisin du nord. Nombre des plus anciennes familles nobles de Taldor se sont mariées avec celles d'Osirion et de Thuvia pour renforcer les contrats commerciaux ou hériter de terres à Absalom, ce qui fait que le peuple et les traditions garundi sont particulièrement bien représentés dans la classe dirigeante de Taldor.

Les Keleshites : Le malaise avec leurs voisins du sud imprègne toujours la culture de Taldor, même après un siècle de paix. Un millénaire de guerre a entaché les conceptions communes des Keleshites de diverses superstitions et d'une propagande dépassée, et bien que les nouvelles générations mûrissent dans leur vision des choses, les familles keleshites au sein de l'empire sont toujours confrontées à une bataille difficile. Paradoxalement, dans le sud, où la menace qadirane est la plus importante et la plus constante, les Keleshites représentent une part bien plus importante de la population et sont considérés avec moins de suspicion que dans d'autres régions de Taldor.

Kellids : L'expansion taldane a envahi la plupart des royaumes kellides d'Avistan, mais elle a également permis d'intégrer efficacement ceux qu'elle a conquis à la société impériale. En conséquence, de nombreux Kellids modernes se considèrent comme de fiers citoyens, voire comme des nobles. Cependant, les indigènes kellids de la forêt de Verduran, menés par les druides de la Loge du Bois Sauvage, résistent toujours à la domination taldane. Le Traité de Wildwood, en vigueur depuis longtemps, permet d'éviter les conflits à grande échelle, mais de petits actes d'insurrection et de sabotage maintiennent les Kellids de Verduran en désaccord avec leurs voisins taldans.

Ulfen : L'arrivée de la Garde Ulfen il y a plusieurs siècles a entraîné un afflux de voyageurs et de marchands Ulfen. Il n'est pas rare que les Ulfen s'habituent à la société taldane avant d'essayer de rejoindre la Garde Ulfen, et de nombreux candidats rejetés restent dans leur nouvelle patrie parce qu'ils en viennent à aimer leur pays d'adoption - ou parce qu'ils ont gaspillé l'argent nécessaire pour un voyage de retour.

Autres humanoïdes

Bien que les humains constituent la majorité de la population de la nation, la longue histoire de voyage et de commerce de Taldor attire de nombreux peuples lointains.

Nains : La plupart des nains de Taldor vivent et travaillent dans la ville de Maheto, où ils produisent une grande partie des armes métalliques de l'armée. Les autres vivent dans divers camps miniers disséminés dans les montagnes du bord du monde ou travaillent comme marchands, forgerons ou traducteurs dans d'autres grandes villes. Bien qu'ils ne soient pas très nombreux, les nains trouvent la hiérarchie ordonnée de Taldor familière, et l'empire entretient des relations diplomatiques amicales avec les Cinq Montagnes des Rois.

Elfes : Taldor regrette toujours d'avoir perdu Kyonin lorsque les elfes sont revenus en 2632 ar, et le lien entre les elfes et la "magie de la forêt", telle qu'elle est pratiquée par les druides du Bois sauvage, ne fait qu'accroître les tensions entre l'empire et la nation de Kyonin. L'oubli trouve les coins les plus sauvages Les vastes réseaux commerciaux de l'empire constituent une ressource précieuse dont le Kyonin est dépourvu, de sorte que Taldor voit passer de nombreux elfes, même si peu d'entre eux s'y installent de façon permanente. Les demi-elfes : Au fil des siècles, la population elfique transitoire de Taldor a donné lieu à des dalliances populaires au sein de la haute société, ce qui a conduit à une population de demi-elfes nés en grande partie de sang noble. Peu de familles reconnaissent publiquement ces bâtards, ce qui fait que nombre d'entre eux sont désœuvrés et reçoivent une généreuse allocation en échange du fait qu'ils ne se mêlent pas des affaires de la famille.

Les halflings : La race non-humaine la plus peuplée de Taldor, les halflings sont arrivés dans la région déjà dans l'ombre de l'humanité, jetés à la dérive par la même diaspora qui a poussé les Azlanti encore plus loin vers l'est. Les halflings forment généralement de petites enclaves dans les régions vallonnées de l'empire, ou bien ils trouvent du travail dans les domaines humains. Heureusement pour eux, le Taldor n'a jamais adopté la tradition chelish d'asservissement des plus petits.

Autres : La longue association de Taldor avec l'église d'Aroden est particulièrement évidente dans l'importante population d'aasimars de la nation, dont beaucoup descendent de familles millénaires. Les aasimars de Taldan ont tendance à exploiter leur notoriété, la mettant à profit pour s'élever ou gagner en influence. Par ailleurs, le long littoral de Taldor et son histoire de superpuissance navale attirent également une large population de gillmen, en particulier dans les villes côtières et cosmopolites. Ces résidents semi-aquatiques ont tendance à ne pas aimer l'attention et tentent généralement de se faire passer pour des humains, sauf dans les rares cas où ils servent de dockers ou font partie de l'équipage d'un navire.

==RELIGION À TALDOR===. Les Taldans sont généralement pieux et la plupart des foyers possèdent un petit sanctuaire dédié à un ou plusieurs dieux qui jouent un rôle important dans la vie quotidienne de la famille : Erastil pour les fermiers, Shelyn pour les artisans et les artistes, et Abadar pour les nobles et les marchands. En tant que nation, ils vénèrent Abadar, Cayden Cailean et Shelyn avant tous les autres, dépeignant généralement leurs dieux avec des traits taldan et soulignant que Cayden lui-même était taldan avant de passer l'épreuve de la pierre d'étoile. Le culte d'autres dieux existe (Taldor a acquis de nombreuses icônes culturelles grâce à ses expansions et à ses réseaux commerciaux, et sa culture a à son tour établi la norme pour une grande partie de l'Avistan), mais aucun n'a la même ferveur que le soi-disant "panthéon taldan". Ainsi, les temples et le clergé de Calistria, Desna, Erastil, Gorum, Iomedae, Irori, Pharasma, Nethys, Rovagug, Sarenrae et Torag sont plus rares, mais pas inconnus. Parmi les dieux moins importants, Kurgess et Zyphus font l'objet d'une attention particulière de la part des Taldans. Parmi les dieux maléfiques, les cultes à Urgathoa ont tendance à se développer parmi les nobles indulgents, tandis que les cultes à Rovagug ou Lamashtu sont plus courants parmi les roturiers dégoûtés par une vie de labeur sans fin.

Jusqu'à il y a un peu plus d'un siècle, les Taldans vénéraient surtout Aroden. La foi du Dernier Azlanti est née à Oppara, et si le centre du culte arodénien s'est déplacé vers Cheliax il y a longtemps, les Taldans ont néanmoins conservé une forte association avec Aroden et l'ont représenté comme le patron de Taldor. Si l'iconographie arodénienne reste répandue dans tout le pays, les rites, rituels et prières adressés au dieu disparaissent peu à peu. L'église d'Aroden subsiste, même si son dieu n'est plus là, dirigeant les offices et agissant davantage comme une œuvre de charité. De nombreux clercs Arodenites embrassent désormais la magie des arcanes en l'absence -temporaire, assurent-ils- de leur dieu, tandis que les roturiers de Taldan collectionnent avec ferveur les artefacts de la foi déchue, en particulier les objets magiques enchantés avant le départ du dieu, dans l'espoir qu'une trace persistante du pouvoir d'Aroden puisse soulager leurs esprits ou exaucer leurs prières.

AVIN=

Préfecture la plus grande et la plus septentrionale de Taldor, Avin s'étend des pics de brume à la rivière Falling et à l'ouest jusqu'à la forêt de Verduran. Nommée en l'honneur du seigneur Avin Demburray, le premier grand-duc à la diriger dans les premiers temps de l'empire, Avin est principalement peuplée de fermiers, d'éleveurs, d'artisans (en particulier à Yanmass) et de caravaniers saisonniers qui vont et viennent tout au long de l'année.

Les centaures, les gnolls, les lamias et les ogres ont tous élu domicile dans la région d'Avin par le passé, se faisant souvent la guerre entre eux et avec les colons taldans qu'ils attrapaient par hasard au milieu de leurs querelles. En réaction, la couronne a créé la grande cavalerie de la nation, le cheval de Taldan, pour repousser ces dangers et pacifier la région. Aujourd'hui, les centaures et les ogres qui subsistent font peu de cas des colonies et des patrouilles humaines, et si les gnolls de la région sont parfois assez nombreux pour lancer des raids, la cavalerie leur inflige des conséquences rapides et brutales. Le sort des lamias de la région reste cependant un mystère, et la superstition locale prétend que les lionnes ont appris à marcher sous l'apparence d'êtres humains et qu'elles s'attaquent toujours aux colons de Taldan depuis l'ombre et chuchotent à l'oreille des dirigeants de Taldan. En réalité, la population de lamia d'Avin est probablement éteinte, mais les familles rurales continuent d'offrir des jarrets de viande fraîche à la nouvelle lune pour apaiser ces femmes affamées qui projettent l'ombre d'un lion. Avin étant l'une des préfectures du grenier à blé, son économie repose en grande partie sur ses nombreuses fermes et ranchs. Produisant une grande partie du blé de Taldor et bénéficiant d'un accès au commerce de Casmar et de la présence du cheval de Taldan, Avin jouit d'un niveau d'influence politique inhabituel pour une région aussi éloignée.

Braughleigh's Hollow: Sur les contreforts des pics de brume, loin des routes et des habitations éparpillées dans le reste de la préfecture, se trouve Braughleigh's Hollow, qui abrite la population secrète d'ogres d'Avin. Il y a des millénaires, ces géants se déchaînaient dans la campagne et ne répondaient qu'à l'acier de Taldan. Mais aujourd'hui, les tribus se sont cantonnées aux contreforts, ne se déplaçant jamais au sud du Creux qu'en tant qu'ogre solitaire ou en couple. Les différents clans des Pics de brume se rencontrent dans le Creux de Braughleigh pour commercer et se disputer les partenaires. Bien qu'ils restreignent intentionnellement leur territoire, les ogres n'ont guère de mal à capturer des humains - la marchandise la plus précieuse - et les rumeurs insistent sur le fait que des nobles et des criminels sans scrupules de Yanmass et du Tandak du Nord voisin assistent à ces moots pour acquérir secrètement de nouveaux "serviteurs" ou vendre des ennemis ou des criminels indésirables. Cet horrible marché est un secret bien connu des habitants, mais tant que les ogres restent sur leurs terres, les autorités l'ignorent, se contentant d'accuser les victimes d'avoir pris leur destin en main en se rendant sur les territoires non marqués des ogres.

Pont brisé : Cette ancienne chaussée en ruine enjambe la rivière qui porte son nom, à mi-chemin entre Yanmass et le début de la fourche de Verduran. Un dragon d'argent déchaîné a brisé le pont d'origine lors de la peste des dragons. Au lieu de le reconstruire, les habitants ont laissé la ruine en guise de mémorial et ont construit un pont en bois plus petit à côté de la ruine. En utilisant certaines des pierres de l'ancien pont, ils ont également construit un petit fort sur la rive, à partir duquel la garde fluviale maintient l'ordre sur la voie d'eau. Il ne reste du pont d'origine que des pilotis et des travées s'avançant sur l'eau. De jeunes casse-cou s'aventurent sur les pylônes en ruine pour relever le dangereux défi de traverser la rivière en sautant d'une pierre à l'autre, un exploit que peu de gens réussissent, sauf dans les légendes urbaines.

Ruisseau du brouillard : nommé à la fois pour les pics de brouillard d'où il s'écoule et pour la brume qui s'élève de l'eau froide lorsqu'elle serpente à travers les plaines chaudes et sans ombre, Fog Creek est le plus grand affluent de la rivière Brokenbridge, qui rassemble des centaines de ruisseaux plus petits. À peine plus qu'un ruisseau en hiver, le cours d'eau gonfle et déborde de ses berges au printemps et en été, lorsque le manteau neigeux des montagnes fond. La truite Fleckbelly et le saumon Verduran peuplent cette large rivière, soutenant une industrie de la pêche robuste, et des variétés fumées et confites de ces deux espèces peuvent être trouvées dans tout Taldor. Il n'existe aucune agglomération importante sur les rives de Fog Creek en raison des inondations annuelles, mais des douzaines de petits villages de pêcheurs situés à proximité offrent hébergement, nourriture et divertissement aux pêcheurs saisonniers de la région. Lorsque le niveau de l'eau baisse chaque automne, la plupart des habitants des villages migrent vers le sud, à Yanmass, pour passer l'hiver dans le confort, bien qu'une poignée de gardiens inflexibles restent pour entretenir les bâtiments et chasser les nuisibles et les squatters. Malgré tous leurs efforts, certains habitants rentrent chez eux au printemps et découvrent que des brigands ou pire se sont installés, et ils se tournent vers les shérifs locaux pour leur demander de l'aide. Ces derniers, débordés, n'hésitent pas à députer toute personne désireuse de se débarrasser des infestations annuelles, offrant ainsi un travail régulier aux jeunes aventuriers.

Le Repos de Vigil : Ce petit avant-poste situé à la limite orientale d'Avin est le dernier point de passage sous la protection du Cheval de Taldan avant que les caravanes ne quittent la région pour entrer dans les plaines sifflantes, où règne l'anarchie. Bien que la cavalerie n'y maintienne pas une force permanente, la position du site le long de plusieurs routes commerciales majeures signifie qu'il y a presque toujours au moins une unité itinérante du Cheval de Taldan présente. En plus de se réapprovisionner et d'engager des gardes supplémentaires loin des marchés compétitifs de Yanmass, les caravanes font également beaucoup de commerce ici, en dehors de l'œil vigilant des percepteurs d'impôts et des régulateurs de Taldor. Un important contingent de Lames de Lion en civil rôde dans Vigil's Rest, infiltrant tous les établissements, des écuries aux bars à narguilé en passant par les pubs tapageurs. Ces dernières années, les maîtres de caravanes se plaignent de plus en plus de la disparition de leurs mercenaires à leur arrivée à Vigil's Rest. La plupart d'entre eux pensent que leurs chauffeurs, palefreniers et gardes de Casmaron ne respectent tout simplement pas leur contrat une fois sur le sol de Taldan. Si la négligence explique certaines de ces disparitions, au moins autant sont victimes de la présence secrète de la Lame du Lion, qui enlève un nombre alarmant de travailleurs étrangers pour les interroger. La menace qu'ils espèrent réduire en ne brutalisant que les cols bleus des caravanes de Casmar reste un mystère, même pour beaucoup dans leurs propres rangs.




Yanmass: The largest Taldan settlement north of the Verduran Forest, Yanmass is a thriving center of trade, connecting Taldor to the rich imports available in northern and central Casmaron. Sometimes derisively nicknamed the “Tent City” by southern sophisticates, Yanmass’s small, walled central district is surrounded on all sides by an ever-shifting collection of tents and temporary shelters, which expands and contracts with the seasonal arrival of traders like a great breathing beast. Aside from its role as a center of commerce and travel, Yanmass serves as the center of operations for Taldor’s extensive cavalry, the Taldan Horse. Commanded by General Relyson Gwein (LN female human aristocrat 3/ cavalierAPG 11), the Taldan Horse consists of both horse and elephant cavalry, with the latter used primarily in ceremonial processions or in the construction of new roads, fortifications, and other public works. From Yanmass, the Taldan Horse deploys to aid other military units elsewhere in the empire—especially along the southern border with Qadira—and patrols the Tandak Plains and the Whistling Plains to the east. Yanmass is the capital of Avin Prefecture, and Grand Duke Broyse Rengiana (N male human aristocrat 8) dutifully oversees the region’s affairs from his estate a few miles outside the city. A former commander in the Taldan Horse while his mother ruled the prefecture, Rengiana has a special affinity and loyalty to the cavalry, and his rivals criticize his subservience to the military rather than the other way around. Concealed from all, Rengiana maintains a long-term romantic affair with General Gwein—a fact that would rock both the aristocracy and the Taldan Horse if its existence came to light. The grand duke maintains an elaborate ruse of a marriage to Grand Duchess Zymalla Rengiana (LN female human aristocrat 9), a marriage his parents arranged at his birth to secure the alliance of their two houses. Zymalla helps conceal the affair and has her own retinue of secret lovers to keep herself entertained. Whether or not the

grand duke sired her three children is unclear, and none but the nobles’ inner circle know to ask. Meanwhile, General Gwein’s two children, widely whispered to be bastards conceived while she was on maneuvers, almost certainly bear Rengiana blood. This complex web of love and politics leaves the question of succession for the prefecture perilously vague, and should relations between the general and the grand duke ever sour, the resulting civil war could drown the entire province in blood. For more information on Yanmass, see Pathfinder Adventure Path #129: The Twilight Child.






KAZUHN Far from the largest or wealthiest of prefectures in Taldor, modern Kazuhn serves almost entirely as the breadbasket supporting Oppara. Although Kazuhn was once a fairly cosmopolitan prefecture nestled between the mighty Porthmos River and the southern tip of the World’s Edge Mountains, centuries of exploitation and economic specialization have eroded its artisan economy and urban centers. Almost all of the prefecture’s large settlements stand all but abandoned, with no industry or travel to support them, and alongside them aqueducts crumble and the smaller canals choke on vegetation. Only farmlands and orchards—almost exclusively sprawling noble estates worked by servants or tenant farmers—see any maintenance of services and infrastructure. These massive farming operations produce an overwhelming majority of Taldor’s wheat and flax, as well as apples, pears, and various stone fruits. Even the nobles who own most of the prefecture’s fertile farmland no longer live in Kazuhn, preferring the cosmopolitan lifestyle of nearby Oppara. Some, including the prefecture’s ruler, Grand Duchess Mellea Denzarni (N female human aristocrat 7/ranger 1), maintain opulent country estates to which they escape from the rigors of city life. These properties play host to countless weeklong galas, formal hunts, secret trysts, and illicit—sometimes seditious—meetings with political coconspirators. The wealth generated by the prefecture’s farms rarely makes its way to the laborers and their families, but the Taldan pride in hard work nonetheless shines brightly in Kazuhn’s farmers, who maintain a sense of moral superiority over the “soft” urban elites their labors feed. Moral perspectives aside, most want nothing beyond simple, stable lives of healthy family, good friends, and familiar routine, and most wouldn’t trade either for the stress and crowds the city offers. Eagle’s Head: More a seasonal artists’ fair than a true settlement, Eagle’s Head takes its name from the massive amphitheater around which performers, artisans, and sizable audiences congregate in wagons, tents, and other temporary structures from the late spring through early autumn. The ancient theater is open to the elements, but sturdy magical enchantments maintain a level of comfort for performers and patrons alike, cooling the air, diverting winds, and shedding precipitation to either side of the amphitheater. Founded in 2818 ar by the contemporary grand prince’s daughter, Princess Shelyndrea, Eagle’s Head was publicly intended to be a rustic venue for arts of all sorts—a tribute to the princess’s deific namesake. Shelyndrea’s true motives were more complex, as the noise and anonymous crowds provided cover for many backroom betrayals, political coups, and tenuous alliances. For more information on Eagle’s Head in the present day, see page 48.

Kazuhn City: With half the city standing empty and another quarter burned to its foundations in the great fire of 4702 ar, Kazuhn City feels more like a ghost town than a prefecture’s capital. Most of what remains—counting houses, feed lots, granaries, and warehouses—exists to support the flow of grain, produce, and meat from Kazuhn into Oppara. A shadow economy of drug smuggling operates from the extensive empty portions of the city. Kazuhn City’s guard is unusually large and well-armed, but seems incapable of staunching the steady movement of flayleaf and unusual liquors. As Chief Warden Almoril Tersian (LN male human aristocrat 4/ warrior 4) is fond of saying, “There are simply too many holes for vermin to crawl into.” Local nobles argue endlessly about demolishing the empty portions of the city for fear the decaying eyesores will collapse or spark another great fire, but always balk at the cost. For now the so-called Squatter City remains largely lawless domain of criminals, the destitute, and lurking monsters, with nothing but a wall separating it from respectable Taldan society. Pegaduor: About 5 centuries ago, a farmer digging a new well uncovered a massive sinkhole, in turn exposing a ruin even the most learned of historians failed to identify. The ruin first appeared to be a series of low stone structures built into the hillside and connected with underground tunnels, but this turned out to be only the top layer of a massive underground city containing natural caves, constructed vaults, and a complex network of wide passages, ventilation shafts, and sturdy stairways. Historians flocked to the site, which still remains a hotbed of research and exploration. The complex was later identifi as Pegaduor, a refuge built by Azlanti refugees from mainland colonies shortly aft Earthfall. Finding the land inhospitable and inhabited by beasts, the Azlanti went underground. Unlike their kin who delved deep enough to reach the Darklands, the people of Pegaduor instead built a sprawling settlement that extended only a few hundred feet below the surface, avoiding the isolation, and in some cases corruption, that turned so many of their fellow refugees into caligni, mongrelfolk, morlocks, and munavris. Despite half a millennium of exploration, the scholars studying Pegaduor continue to uncover new tunnels leading to large chambers and subsettlements, and the true scope of the underground city remains unknown. The fate of Pegaduor’s residents, who must have once numbered in the tens of thousands given the enormity of the site, remains a similar mystery. Today, several dozen researchers and their retinues plumb the city’s mysteries, collaborating and sharing information as often as they jealously guard it from one another. Most notable among them is Fareine Oubroulay (NG female half-elf investigatorACG 5), a noted




Nexian Pathfinder whose research focuses on a series of apparent secret temples to the Azlanti god of destruction, Scal (Pathfinder Adventure Path #123 73). She believes further research into the cult of Scal and its relationship to the larger Pegaduoran population is the key to discovering the settlement’s fate, and she is actively recruiting aid from the Pathfinder Society and other sources. Regardless of the outcome of her specific investigation, countless miles more of undiscovered tunnels and potential secrets of the very first Taldans wait to be uncovered. Royal Canal: The better-maintained and more frequently traveled of Kazuhn’s two major canals, Royal Canal serves as the primary artery of life-sustaining produce from the prefecture’s heart to Oppara to the south. It stands as a testament to Taldan engineering, over 100 feet wide, 10 feet deep, and stretching 140 miles between Oppara and the World’s Edge Mountains, where snowmelt feeds the canal and powers an ingenious series of locks and pumps unparalleled in Avistan. Filled year-round with long, fl -bottomed barges carrying grain and other foodstuff to the capital, the canal is among the safest waterways in the nation. Maintaining and patrolling such complex infrastructure is expensive. The Taldan Phalanx and Royal Navy both ensure the canal and its related industries remain safe and unobstructed. Regular checkpoints and locks along the canal’s path serve to collect tolls and provide regulators ample opportunity to search vessels for legal violations (and to secure bribe money to look the other way), which slows the otherwise simple process of traversing the canal. Despite these heft protections, the Royal Canal remains a popular target for sabotage among the criminal organizations, dissident groups, and foreign powers who understand that the only way to really get Oppara’s attention is to delay its daily bread. Treaclerun: The hedonistic hunting lodge of Treaclerun is home to Kazuhn’s ruler, Grand Duchess Mellea Denzarni, and takes its name from the seemingly endless parties thrown on the site by her forebears centuries ago, during which, rumors claim, the fountains flowed with honey and the gardens sprouted delectable cakes. In truth, the estate has seen more blood spilled upon its grounds than

treacle, as rulership of the prefecture that sets Oppara’s table tends to fall only to the most ruthless of political power players. More than a simple escape from Opparan hustle and bustle, Treaclerun serves as a site for scheming and executing unseemly tasks far from the eyes of the royal court and gossipy Opparan society. Nearly every noble estate in Taldor boasts at least a handful of ghost stories—restless souls of servants murdered, lovers betrayed, or rivals driven to suicide— but despite its history of intrigue, Treaclerun seems immune to such tales. Some believe that no one crossed by Kazuhn’s grand dukes would remain on even in death, but others insist the estate’s design somehow sheds malignant spirits, though such speculation never mentions how and to what end. Yellow Canal: The lesser of the two major canals running through Kazuhn, Yellow Canal skirts the prefecture’s western border with Tandak, and it carries goods from both prefectures to the capital while bringing manufactured goods to the rural settlements. Less maintained than the Royal Canal, it takes its name from the golden wildflowers that grow along its straight, steep banks—though jokes about the water’s urine content abound. Independent merchants, small farmers, and wholesalers make up most of the canal’s traffic, as well as anyone else who can’t afford the higher tolls of the Royal Canal. The lower cost of travel on the Yellow Canal translates to far less security. Many of the barge servicers work as smugglers or pirates in addition to their aboveboard labor, so travelers shouldn’t expect anyone to be concerned about their safety. The local pirates tend to be civil, if nothing else, demanding a toll rather than seizing everything. A dead or impoverished traveler can’t return to pay them next season, aft all. Those of greater means hire guards and security services to traverse the canal, though any who choose to sail the Yellow Canal likely want to avoid the attention of authorities as much as or more than that of pirates. The Yellow Canal is home to a unique species of giant, freshwater ray called the golden devil. Growing up to 8 feet across and 15 feet long, they are skittish bottom-feeders that startle easily and attack with vicious, swordlike tail barbs if disturbed.






KREARIS The most populous noncoastal Taldan prefecture, Krearis stretches from the Falling River in the north to the base of the World’s Edge Mountains in the south and to the Verduran Forest in the west. The rugged terrain, rocky hills, and boggy creeks of Krearis create dozens of distinct and isolated landscapes, from rolling fields to primeval forests to marshy wetlands. The hardy, stubborn people who settle here embrace this isolation, making them resistant to any sort of central authority, and a popular joke the rest of Taldor tells is that Krearis is ready to go to war with any of its neighbors... whenever it can stop going to war with itself. The region sees frequent infighting among its earls and especially among its barons, sometimes exploding into bloody battles. The ruler, Grand Duke Borand Heskillar (NG male human aristocrat 2/expert 7), does what he can to maintain the peace but faces disputes and feuds that date back centuries, and the crown offers little support or concern so long as goods continue to flow. Heskillar is especially unpopular in noble circles, having taken a dwarven wife: Lady Grella of Taggoret (LG female dwarf fighter 6). The unlikely pair met during negotiations to encourage dwarven immigration to Taldor, and what began as a jokingly proposed political marriage slowly bloomed into love. The marriage angers Taldan traditionalists, both for the insult of bringing dwarven blood into Taldan noble circles and for the question of inheritance it raises for the infertile couple. Distant cousins from all branches of the Heskillar line are already petitioning the crown for a guarantee of succession, while Lady Grella’s brothers grumble about the titles and inheritance due to them should their sister die while she is grand duchess. The Verduran Forest once stretched into the World’s Edge Mountains, and the swamps that occupy where it once stood produce most of the peat exported to Kazuhn and Tandak prefectures. Lumber remains a viable industry as well, though most of Krearis’s wealth flows from the forges of Maheto and the various coal, gold, and iron mines that dot its eastern border. The prefecture’s varied terrain meant the Dragon Plague affected it more than most other prefectures, as multiple breeds of metallic dragons made their homes throughout Krearis’s isolated biomes. Rumors persist even a thousand years later that undiscovered hoards—left abandoned when their owners fell into mindless rage—remain hidden throughout the region, and locals and foreigners alike dream of discovering one and propelling themselves into the upper echelons of the Taldan elite. Antios’s Crown: High atop Mount Antios, the tallest peak in the World’s Edge Mountains, stands this monument to Taldor’s tenth emperor, Grand Prince Antios. The complex expanded to house the dead of anyone the reigning emperor deemed a hero of the realm, and it eventually earned its name because the ornate mausoleums, soaring obelisks, and other monuments make the complex resemble the points of a crown resting on the mountain’s brow. Antios’s Crown long ago reached capacity, and no new dead have been interred there for millennia. Ostentatious statues, fountains, and other gaudy decorations fill the streets of the sprawling necropolis, as these nobles left detailed demands regarding their final resting places. The many vaults conceal countless treasures, but Taldor’s nobility cling as tightly to their baubles in death as they did in life; the myriad decorations embellishing the crown’s tombs also function as defenses. Elaborate traps, animated statuary, and bound outsiders guard every inch of the complex, but rarely see use. The mausoleum’s extreme altitude and the narrow, steep mountainside path accessing it do in most visitors before they ever set foot in the necropolis. For more information on Antios’s Crown, see page 43. Dalaston: The small town of Dalaston in southern Krearis hosts one of the region’s most productive iron mines. It also hosts the Blackpeak Brewery, which brews the region’s preeminent ales and distills fine whiskeys under the masterful management of the Irini family. While the Irinis lack noble blood, they are ambitious and hope to leverage their economic clout to earn a true title. If that means the end of the rule of the town’s current lord, Count Saleno Dalassenos, so be it. Dragonscar: Formerly the wealthy settlement of Talamir, the site now known as Dragonscar is a burning ruin of restless undead and volcanic ash. In 4486 ar, the nearby volcano Blackpeak—long thought dormant— erupted, showering the town in ash and lava and releasing the red dragon Horranath, who completed the town’s destruction, killing or driving off its surviving inhabitants. Locals now give Dragonscar a wide berth, both because the dragon still lives and because those townsfolk who perished still walk the streets as vengeful, burning undead. Dragonscar is not so far from the town of Dalaston that the citizens of Krearis can place its threats completely out of mind, but as long as the undead keep to themselves, people are content to leave them be, fearful of raising Horranath’s ire and unleashing what many fear would be a new Dragon Plague. Faldamont: The esoteric little town of Faldamont lies on the border between Krearis and the World’s Edge Mountains. Ostensibly part of World’s Edge Province, it nonetheless pays taxes to Krearis and benefi from occasional road repairs and military patrols. Despite its population of less than a thousand, Faldamont plays an important role in the region as the center of Krearis’s jewelry trade. Far from the industrial forges and foundries of Maheto, the artisans of Faldamont craft more delicate and beautiful works from fi metals, prized for their beauty rather than their balance, durability, and keen edges.





Maheto: Taldor’s fourth-largest settlement, the city of Maheto serves as the capital of Krearis. Maheto boasts the largest dwarven population in Taldor, thanks to long-term efforts to encourage immigration from the Five Kings Mountains to fill out the city’s extensive mining and metalworking industries. Its forges produce most of the Taldan military’s arms and armor, and the combination of dwarven craftsmanship and Taldan infrastructure means that a steady flow of exports makes its way into the larger Inner Sea economy. During the Dragon Plague, a trio of gold dragons cut off the supply of weapons and armor from Maheto to the rest of Taldor, prolonging the crisis due to the military’s inability to resupply when deployed against the new draconic threat. To prevent such shortages in the future, the senate mandated that 10 legions of Taldan Phalanx and two legions of Taldan Horse be permanently stationed in the industrial city, making it one of the most heavily defended settlements north of the Qadiran border. Managing such an extensive industry requires legendary infrastructure, even by Taldan standards, and three guilds dominate Maheto politics: the Commerce Guild, the Hewers’ Guild, and the Smithing Guild. Even Grand Duke Heskillar carefully balances the needs and demands of the three intertwined agencies. The Commerce Guild, run by the poker-faced Gado Bachranel (LN female halfling expert 8), tracks orders and supplies from across the nation and beyond, draws and enforces contracts, and eases the transition for dwarves immigrating to the city (as well as complicating any dwarf ’s attempts to leave). Its members are mostly accountants, clerks, and solicitors; merchants, ironically, are barred from operating their own trade guilds within Maheto. The Hewers’ Guild coordinates the city’s extensive mining operations, both local mines and the two dozen seasonal mining camps Maheto supports throughout the mountains. Run by the merciless Guildmaster Drunus (LE male human aristocrat 6/diviner 2), the guild feeds the city’s ravenous hunger for raw materials through a combination of good pay and harsh punishments. Finally, the Smithing Guild—most powerful of the three, thanks to a long family line of leaders, the latest of which is Vastren Echalus (N venerable female human expert 12)—controls all manufacturing within city limits. The guild long ago swallowed lesser artisans’ guilds like the Tailors’ Union and the Chandlers’ Guild, and Echalus runs Maheto in all but name. The three guilds bicker endlessly wherever their areas of influence overlap, and the constant backstabbing, betrayals, and even assassinations between the three rival any feuds between noble houses.


LIGOS A largely agrarian prefecture between the River Porthmos and the Southern Range, Ligos is the playground of Oppara’s elite. The rolling plains and gentle hills covering most of the prefecture are suitable for crops, but long, dry summers limit yields. Most landowners prefer to use their territory as grazing land for cows and sheep, and much of the prefecture’s economy revolves around cheese, meat, and wool. Taldor’s nobility have an entirely different use for Ligos, however: horses. Equestrianism, along with horse breeding, training, and racing, have dominated the public perception of Ligos for as long as the empire has existed, and proud residents insist their ancestors were the first to domesticate horses. Today, Ligos’s ranches still provide many of the army’s horses and draft animals. Socialites of all stripes buy their mounts from a handful of prominent stables dating back millennia, with equine ancestries tracked more carefully than that of their own, and every ranch hopes to win newfound respectability for their bloodlines by winning the prefecture’s annual Emperor’s Mile, a grueling, 100-mile race through the Emperor’s Pass and ending at the Sureshire Ranch, the race’s sponsor for the last 1,200 years. Ligos Prefecture boasts the most recently appointed ruler in Grand Duchess Destelita Solari (LE female human aristocrat 3/rogue 5). Solari won the title only 4 years ago after the crown charged her predecessor and cousin, Grand Duke Eustan Veriaterros, with treason. The veracity of this charge and the evidence presented against the grand duke remain in doubt by a silent majority of nobles, but none dare speak out for fear that Lady Solari may find it within her resources to produce evidence of their own wrongdoings—real or imagined. Solari remains the center of the political rumor mill. She rebuffs even the most eligible suitors (both male and female) from across the empire, leaving many puzzled as to her plans to secure alliance and eventually establish heirs to the position she clearly expended a great deal of capital to acquire. Nevertheless, the promise of the power and wealth accompanying the hand of the new grand duchess draws even the most skeptical of suitors. Darromoor: Grand Duchess Solari makes her home in this expansive farmland estate just outside Elbistan. Her ongoing renovations and redecorating efforts attract nearly as many artisans, gardeners, and laborers as the rest of the city combined. The duchess’s only apparent weakness is her vanity regarding the mansion and its grounds, and she has grown lax in checking the backgrounds and references of those she employs to work the property. Her political rivals are already aware of this, and any number of the decorators, groundskeepers, and other laborers double their income as spies. The duchess abides this breach of security by doling out legendary punishments—including disfi anyone in her employ who proves incompetent or seems to shirk their duties. Elbistan artists are beginning to comment that the pink paint the estate uses was intended to be white. Elbistan: The prefecture’s capital and largest settlement, Elbistan would hardly justify a point on the map in any other prefecture. The town’s entire economy revolves around the breeding and trading of horses, and it produces some of the best grooms and horse trainers in Taldor. Unusual for Taldor, the town’s most prevalent faith is the worship of Sarenrae—due in part to a large Keleshite minority—and the local Sarenite temple rises three stories above the next tallest structure, looking out of place amid the mundane brick homes, shops, and stables. The church was sold and renovated into a hotel when Grand Prince Stavian I outlawed Sarenrae’s worship, and while the church has regained control of the building, it still occasionally uncovers secret rooms and records of intrigues a century out of date. Emperor’s Pass: Taldan legend alternately claims this pass was discovered or carved out by Grand Prince Erophos II to ease his frequent ventures east to meet with envoys of the Padishah Empire of Kelesh. The empire constructed a sturdy road through the pass at one point but later tore up and booby-trapped much of the passage during the Grand Campaign. Today, Emperor’s Pass is a treacherous climb, rife with dangers both natural and unnatural. Hill and frost giants dwell in isolation in the surrounding mountains and sometimes hunt in the pass, as happy to catch a merchant caravan as a few aurochs. The road is intact along some stretches but is poorly tended and occasionally fraught with traps left over from the war. Some bandit groups take advantage of this infrastructure, using old military blinds to keep watch and maintaining the ancient traps to catch careless travelers. Rockslides and avalanches bury much of the pass every year, requiring a steady supply of new trailblazers each spring to mark a new route through the mountains before the next disaster undoes all their efforts. Ortalaca: The town of Ortalaca stands at the confluence of the Ligos, Lingian, Sophra, and Whitemarch prefectures, making it an important gateway for the goods and cultures of all four regions. So far removed from Oppara or any trade route to the capital, Ortalaca lacks the wealth and power of other trade cities, instead attracting mostly local artisans, farmers, merchants, and minor nobility. Ortalaca’s proximity to the Qadiran border also means a great deal of military traffic passes through, and local tavern owners keep a wary eye on bored soldiers or cavaliers. This unique blend makes an ideal environment for criminal gatherings, from crooked military contractors to mercenaries out of Zimar to Lingian river pirates to Whitemarch smugglers. Southern Taldor’s various criminals consider humble Ortalaca




neutral territory, an arrangement that Tribune Vencarlo Madimo (N male human aristocrat 4) takes great pains to maintain, finding any excuse to eject bounty hunters and do-gooders while sending noble adventurers out on snipe hunts. Sanctum’s Watch: Agents of peace between Taldor and Qadira see the pass and the legend behind it as powerful symbols for their cause, but the pass also saw frequent bloodshed early in the Grand Campaign as each side in the conflict regarded it as a useful access point to march invading armies into the other’s underbelly. Taldor eventually constructed a hidden fortress somewhere along the pass’s length—Sanctum’s Watch—to watch for and slow any Qadiran forces. The fortress dissuaded further invasion after a bloody rout. Within a few centuries, the pass fell into such disuse that Taldor stopped supporting the Sanctum, and after several harsh winters, officials lost track of how to access the remote stronghold. Today, hobgoblins from the Qadiran deserts have taken over the stronghold and rule a small fiefdom of kobolds and hill giants in the isolated, rocky valley, currently unaware that the ruin stands atop one of the largest stockpiles of magical siege weapons in the nation. Stavian Ranches: Before he was crowned emperor, Stavian I established one of the finest equestrian ranches in Taldor as a means of building his own reputation. The royal family remains proud of its horse-breeding roots, and the Stavian Ranches are by far the largest and most illustrious in the region, with every stall decorated by the same sculptors and artisans that serve the palace itself. While the ranches always specialized in heavy Taldan cavalry horses over the slim and agile Qadiran- style breeds, Grand Prince Stavian I forbade any Qadiran breeds to be kept on the ranches or bred with any of his stock—putting any such horses to death and fining their owners heavily. Stavian III no longer has horses killed— the stallion that threw his late son notwithstanding—but the ranch maintains its exclusive pedigree and produces some of the largest and strongest military horses in Avistan. The Grand Prince’s personal mount, Dycephalus, traces his pedigree back to Kaillerophon, Stavian I’s mount. As with so many other aspects of her relationship with her father, Princess Eutropia defies his authority and secretly bred her own horse, Myrsensia, with a legendary stud of Al-Zabriti stock as part of a diplomatic victory that would stun her father’s cabinet were she allowed to speak of it. Sureshire Ranch: The Sureshire Ranch, legacy of the now-extinct eponymous family, claims to have bred the first Taldan warhorse from a wild deer and a unicorn. Despite these tall tales, the ranch produces some of the highest-quality horses in Taldor, favored by the aristocracy and military commanders alike. Their steeds are swift and agile, similar to many Qadiran breeds (which

Taldor insists their southern neighbors stole), rather than the fearless and muscular behemoths bred by the Stavian Ranch. The last heir to the Sureshire family passed over 6 centuries ago; today a council of human and halfling families owns the land and shares in the hard work and ample rewards. Among other achievements, the ranch sponsors the annual Emperor’s Mile race across Ligos, awarding several thousand gold pieces to the winner along with a year’s access to the Well of Kurgess, a spring controlled by the families whose waters—according to popular myth—grant health and fertility to beasts of burden. The Sureshire council refuses to let anyone but simple hostlers access the spring, so the exact properties of the water, if any, remain up for debate.








LINGIAN For centuries, the agricultural prefecture of Lingian offered little of interest to nonresidents. It is no economic powerhouse (producing only middling-quality flax, grain, olives, and wine), has no exceptional industry, and produces few heroes or artists of legend; even its moderate weather sees few terrible storms or truly beautiful weather. Locals are primarily proud of the role their ancestors played in resisting Qadiran occupation in 4083 ar—many summer festivals involving tall tales, plays, or reenactments of these years—but most of Taldor overlooks these battles in favor of the more recent and valorous victories at the hands of Sophra, Moda, and Whitemarch. Lingian’s perpetual runner-up status has begun to change over the last generation, however. As Oppara’s exploitative demands of its northern neighbor, Kazuhn, have sucked that prefecture dry, Lingian’s relatively untouched natural splendor and abundant, inexpensive land increasingly attract business interests and aristocratic attentions. It’s less fertile than Kazuhn, however, so these increased demands strain Lingian’s economy as many farmers switch over to cash crops, rather than growing the grain and produce needed by locals. More and more farms and unsettled lands are being bought up and transformed into new country estates, and while the timber and construction industries are booming, a tide of displaced natives—many of whom know no other life than farming and hunting in the region—now sweeps into Elsekulp and Oppara. Lingian’s local government is corrupt, even by Taldan standards, but until the recent economic boom, its potential for abuse was curbed by the meager funds available. Today, Grand Duke Morrin Zellvyngian (CN male human aristocrat 3/rogue 4) welcomes Opparan attention and coin with open arms, while ignoring the corruption of his counts, barons, and earls who drive peasant families from their land. Even as he cracks down on small-time bandits—many of whom were among the hungry poor the boom economy has left behind—Grand Duke Zellvyngian turns a blind eye to larger criminal enterprise, such as the lucrative smuggling operations that provide the prefecture’s newest residents with whatever drugs and illicit pleasures they desire, and he diverts public resources and law enforcement away from the problems. This simple strategy serves him well; thanks to kickbacks and his own criminal land deals, Grand Duke Zellvyngian has matured from a poor, backwater laughingstock to one of the richest and most influential nobles in Taldor. The people of Lingian are wary of what taxes may come as a result of Oppara’s growing need for their goods, but they’re also hopeful that more attention may result in an improvement to the prefecture’s safety. Grand Duke Zellvyngian’s corruption is the prefecture’s most poorly kept secret, and the hardworking people of the region would love to see him replaced with someone who will at least not make their lives more dangerous, if not actually improve them. Unfortunately for the people, Zellvyngian is just cautious enough to ensure that his criminal cronies avoid raising the suspicions of anyone in Oppara. As long as the food, textiles, and wine of the prefecture make it to the capital, no one even bothers to look into the operations. Canalsguard: Where the three canals of Lingian meet, a squat stone fortress straddles the water. It was originally built as an inspection and tolling station, but the military heavily reinforced the building during the Grand Campaign to prevent invaders from using the canals to advance into Taldor. With the war now over, the fortress is hopelessly overbuilt to protect three decaying waterways, and staffed by only a light skeleton crew and their inspection staff. The fort’s stables and many barracks now stand empty, and the military mostly uses the assignment as a dumping ground for washouts and disciplinary problems. Canalsguard is currently commanded by the third son of a middling Opparan noble family, Captain Urbicus Porphygo (N male human aristocrat 3/ cavalierAPG 1), but its schedules and routines change frequently as incoming officers try in vain to enforce any level of organization. To only Captain Porphygo’s surprise, the inspection staff are wantonly corrupt. Elsekulp: Located on the River Porthmos where Lingian, Ligos, and Kazuhn prefectures meet, Elsekulp is uniquely outward-looking compared to the rest of the region. The town was once a busy river port transporting crops to the capital and inspecting goods coming from farther upriver, but the prefecture’s changing fortunes have hit its capital especially hard. While the port still thrives, a growing portion of the town dedicates itself to attracting wealthy travelers from Oppara. Longtime merchants scramble to upgrade their offerings and decorate their shops to compete with newly arrived entrepreneurs plying visiting nobility with finer food, drink, entertainment, and decor than their owners and employees can actually afford. New buildings go up every week, offering the latest trends and trying to establish new ones. Elsekulp is a 2-day journey from Oppara, and most well-to-do travelers are unaccustomed to life aboard even the most comfortable of river vessels. Grand Duke Zellvyngian happily exploits weary travelers of any station, offering the amenities of his own glorious estate to anyone whose loyalty and friendship may prove valuable. His manor overlooks the river several miles upstream from the port, suggesting a tranquil and natural elegance the heavy river traffic downstream destroys. Uncomfortable with guests staying too close to evidence of his criminal endeavors, the Grand Duke puts up visitors in a number of themed cottages dotting the estate. The themes change regularly as fads come and go, but most center on a particular culture in the Inner




Sea region, a rare or dangerous creature whose taxidermy parts adorn the rooms, seasons, or that perennial favorite: historical Taldan military victories. Kublan Grove: Not a grove but a twisted mass of scaffolding and rafters rising from the plains, Kublan Grove is a physical testament to the rising and falling fads that impact the lives of Taldans. When Lingian’s popularity first began to bloom 20 years ago, three Opparan baronets—cousins in the Kublan family— borrowed heavily against their family estates to purchase several dozen square miles of farmland in central Lingian and construct a grand retreat. In their haste to provide every amenity, the scope of their project grew from a simple manor house to a small community dedicated to every vice an Opparan noble could want... and could already find in Oppara. The baronets soon exhausted their funds and failed to find any new backers, and for 15 years their dream has remained half-constructed and empty, save for wild animals and a transient squatter population. The Kublans occasionally hire a few thugs to chase out the squatters, and still hope for a reversal of their fortunes as the prefecture’s popularity grows. Lingian Canals: The major canals of Lingian Prefecture—Piellos, Saav, and Lungrin, from east to west— are among the most dangerous waterways in Taldor. Poor maintenance renders great lengths of each canal into stinking swamps, while the local locks serve as little more than stops for local nobles to extort travelers. The waterways still see signifi traffi faster and cheaper than hauling bulk goods by wagon—and travelers using the canals constantly need able-bodied guards to ensure the safety of their journeys. Just as oft however, river gangs and on-the-take administrators seek additional muscle to press their point on potential marks and hire new rogues and miscreants in the increasingly high-stakes confl Several “licensed” companies dominate stretches of the waterways, transporting goods at exorbitant rates and looting any other vessels they encounter as part of their “sanctioned inspection work.” For more information on the Lingian Canals, see page 50. Pastorling: The hamlet of Pastorling stands in the shadow of Canalsguard, where the three canals of Lingian converge. The stink of stagnant water has thus far spared Pastorling from any of the aristocratic interests faced by the rest of Lingian. Life moves at a slow pace, and the citizens’ main source of excitement is the occasional arrival of reinforcements for the fort and adventurers hunting canal pirates. Pastorling’s most powerful resident hides behind a humble facade: from a homey bakery in the town square, Lesah Voriovixis (NE female half-elf slayerACG 9) maintains a

quiet life while secretly running a network of organized crime called the Canal Syndicate. She sends and receives messages encoded in the food orders her contacts place, and responds in her own unique code hidden in the series of braids and fillings used in her breads. Lesah’s elven heritage is subtle, and few residents realize the bakery has been owned by the same woman for 70 years, rather than three generations bearing a strong family resemblance. Even though they focus on other things, her underlings actually make a delightful meat pie, and the bakery has earned a reputation good enough to keep the boss living large even if all her criminal activities were to suddenly dry up.















MODA Moda boasts a strong maritime economy bolstered by the Taldan Imperial Navy, which maintains a constant presence in the prefecture’s ports as a deterrent against Qadiran aggression. Yet, while the fishing communities on the coast thrive, the myriad smaller settlements spread throughout Moda’s inland territory struggle to make ends meet. Much of the prefecture—which lies at or below sea level—was once arable farmland created by ingenious irrigation systems. Thousands of years of neglect have rendered vast stretches of territory into moors and marshland. Only the hardiest crops survive, and beyond seafood, the prefecture’s primary exports are hemp, rice, and spinach, with a fraction of the earlier crop of grapes, olives, and wine from the driest regions. The region’s ruler, Grand Duke Nestor Delriddia (LN old male human aristocrat 3/swashbucklerACG 6) is a retired admiral in the Taldan Imperial Navy and youngest son of Baron Delriddia of Ridonport. Grand Prince Stavian III elevated Nestor to the rank of grand duke after Nestor won a decisive victory against a fleet of Okeno slaving galleys that terrorized the route between Oppara and Absalom. Royalists throughout the country tout the grand duke as proof of Taldor’s meritocracy, urging those with ambitions of aristocracy, wealth, and fame to serve in Taldor’s military. Delriddia governs from Golsifar, the prefectural capital and his adopted hometown. The grand duke’s naval record has earned him the respect of the sailors and commanders stationed in Golsifar, and he regularly meets with naval advisors on matters of border or coastal security. As a military veteran and scion of such a minor family, the grand duke is not particularly interested in or gifted at games of intrigue, and he scoffs at social functions and courtly wiles. His naval life imparted a sense of duty and efficiency, and he sees most political and social machinations as dishonorable and ineffective. More seasoned nobles of all ranks secretly mock the grand duke behind his back, but despite their derision and disrespect, they never seem able to get the better of him or coax him into alliances, and Delriddia hasn’t lost any influence due to his different approach to governance. While he focuses on efficiency, Delriddia tends to look outward toward the sea rather than inland, and for as well as he manages the prefecture’s ports and waterways, he is inept at addressing the plights of the landlocked counties under his control, which suffer as the dikes and levies that keep their lands arable slowly crumble. Many of the minor nobles under him have turned to illicit alliances with the admiral’s political rivals in order to secure even nominal support, and if the pattern continues, the admiral could see his comfortable retirement ended in a sneak attack every bit as devastating as the one he launched against Okeno.

Fairview Isle: The grand duke’s nautical-themed estate stands atop a rocky island in Golsifar’s bay, overlooking the harbor and incoming ships alike. Steep walls protect the stronghold, with only a private dock offering access. A small fleet of personal yachts crowds the available space, most belonging to the grand duke. His advisors warn the aging noble not to sail alone, given his position and the “accidents” that befall unpopular nobles of such high station when unattended, yet the grand duke resents anything he considers supervision. What Delriddia does in the hours and sometimes days he spends alone on the open water is anyone’s guess; bawdy tavern songs usually revolve around a harem of merfolk and comely gillmen, while local bards sing of how the admiral carries on his one-man naval war against Okeno. Golsifar: Though slightly smaller than Merciful Bay to the north, the port of Golsifar is generally busier, more strategically important, and more politically volatile, as it serves as both the capital of the prefecture and the southern staging port for the Taldan Imperial Navy. The presence of a dozen or more naval vessels—as well as countless merchant ships and seasonal fi vessels— doubles or even triples the local population, and large naval operations swell the population to 8,000 or more. Golsifar’s thriving economy revolves around the harbor, employing fishers, stevedores, shipwrights, woodworkers, sailmakers, harbormasters, rope weavers, tattoo artists, brewers, tavern staff, and personal entertainers, in addition to sailors. Grand Duke Delriddia staunchly supports Golsifar’s growth and increased prominence, even at the expense of the rest of his holdings. Ever one to delegate lesser tasks to underlings, the grand duke has divested himself almost completely from the management of the rest of the prefecture, dedicating his efforts to strengthening the alliance between Golsifar and the navy, which uses Golsifar’s port as a base of operations—much to the constant frustration of the town’s mayor, Baron Zahid Passara IV (LN male human aristocrat 6). The jurisdictional headbutting between the baron and the grand duke makes for a sharply divided and tense political scene. Baron Passara’s loyalists, who call themselves the Anglers, want Golsifar to focus more on trade and fishing, while the grand duke’s Sea Hands party see the city first and foremost as a military power. The Lubbers, consisting mostly of displaced poor from Moda’s interior, want the prefecture to focus on internal affairs, and have grown increasingly violent over the past decade after years of being ignored. Jalrune River: The exact border between Taldor and Qadira has shifted countless times over the millennia- long conflict between the two great nations, but the current, undisputed boundary is the Jalrune River, which runs along the southern edge of Moda Prefecture. Named for Grand Prince Jalrune, who was assassinated in 3129 ar




(supposedly by Qadiran blades), the river has long stood as a symbol of the conflict between Taldor and its southern neighbor. In the peace accords between the two nations, both Taldor and Qadira are barred from sailing military vessels on the river, so the Jalrune is the jurisdiction of the Zimar Corsairs—“independent” privateers quick to set upon any vessel not flying the blue and green of Taldor. The river’s mouth is wide (nearly 30 miles at its widest point) and full of small inlets and hidden coves that the Zimar Corsairs patrol relentlessly. Merciful Bay: One of the founding legends of Taldor tells of refugees who founded the city-state of Modifa in the years following Earthfall. No settlements yet existed along the Taldan coastline, and when an unseasonable storm beset a flotilla fleeing bloodthirsty Kellids to the west, no lighthouses existed to warn of the treacherous rocks and reefs that blanket the southern coast. Thousands of innocent lives bobbed unwittingly toward death when a host of angels appeared above the sea bluffs, each radiating the light of a raging bonfire and singing a song so beautiful that it drowned out the rolling thunder. With the bay clearly illuminated, the refugee ships safely entered the natural harbor, and there they found shelter from the storm’s winds and massive swells—not a single life or vessel was lost. While Modifa fell during First Emperor Taldaris’s conquest of the region—and was eventually replaced by a new city named for the bay—the statues erected along the sea cliffs by the grateful survivors to honor their saviors remain. Each of the 37 angel statues serves as a shrine to a different good deity or empyreal lord credited with aiding in the salvation of so many souls all those millennia ago. Many shrines have fallen out of use as the popularity of certain gods waned, and even many modern scholars can no longer identify the angels by the symbols or names carved into the stone. Today, Merciful Bay is a bustling seaside town of fisherfolk, sailors, and whalers. Modern citizens are superstitious and primarily worship the empyreal lord Ylimancha, guardian of coastal waters and fisherfolk. Her mystery cult is stronger here than almost anywhere else in the Inner Sea region. Devotees of the Harborwing make pilgrimages to the town and the angelic shrine dedicated to her. Different sects of her mystery cult—as well as those of other empyreal lords and, some argue, various demon lords—find refuge for secretive rites in the extensive sea caves that dot the region. Railford: The run-down, nearly abandoned village of Railford is exemplary of many of the inland settlements in Moda Prefecture. Once the hub of miles and miles of fruitful vineyards and a successful winery run by the local baron, fortunes changed radically when nearby levies collapsed and flooded most of the area, creating a disease- riddled marsh. The newest noble, Baron Becher Railford

(N male human expert 3/fighter 1), has since turned his family’s winery into a brewery, producing a passable beer but blanketing the village in the stench of fermenting grain and burning peat. The remaining locals now use the driest scraps of farmland to grow millet for the brewery’s mash tubs. Despite the locals’ industriousness, the village seems cursed, and even the surrounding lands occasionally spit up restless dead who stalk travelers in the area. Baron Railford, a former Pathfinder, hopes to reverse their fortunes by turning his family holdings into a lodge for the Society, but his negotiations in Absalom are met with skepticism that a backwater swamp in southern Taldor would be a more valuable rallying point than nearby Golsifar or even Merciful Bay.





NORTHERN TANDAK One of the few prefectures named for a geographical feature rather than after a noble house or an esteemed historical general, Northern Tandak Prefecture stretches from the northern edge of the Verduran Forest to the Fog Peaks west of the Brokenbridge River. For much of the past 1,000 years, Northern Tandak’s relative isolation sheltered it from the worst decay and excesses of Taldor proper, and while never rich, the prefecture long enjoyed moderate comfort thanks to the variety of environments it covers and friendly trade with neighboring Galt. That same isolation has become a curse since Galt collapsed into civil war and violence, burdening Northern Tandak with a dearth of trade partners and an overabundance of nobles in exile draining the region’s resources and patience. Much of Northern Tandak’s limited military resources are overtaxed in the eff to protect the region’s farmers and ranchers from a “soft invasion” of Galtan brigands, criminals, and dissidents hoping to spread the upheaval of their native soil into Taldor. A largely rural prefecture, Northern Tandak lacks major settlements. Few travel the sparsely populated plains, and more beasts prowl the region than any “civilized” prefecture to the south would tolerate. The prairies support wary flocks of axe beaks, vast herds of aurochs and antelope, and packs of wolves that prey on both. Blink dogs, cougars, and hippogriffs dominate the foothills and mountains, making prime quarry for the region’s many trophy hunters. Herds of wild horses run free across the northern Tandak Plains, and breeders from southern Taldor travel to the prefecture to capture and break new breeding stock. Native riders and cavaliers prefer the challenge of taming wild stallions over a domesticated breed, and they look down their noses at anyone who settles for one of the “tinkering” breeds raised in the southlands. Something about the region attracts dragons, and while most of Taldor is bereft of the majestic creatures, natives in Northern Tandak have reported juvenile examples of many breeds of true dragon, drakes, and wyverns in its various climes. The prefecture’s ruling family, House Fahlspar, reigns from a large country estate in the Fog Peaks foothills a mere stone’s throw from the fork of the Brokenbridge River and Fog Creek. The current ruler, Grand Duchess Breateeza Fahlspar (NG female human aristocrat 1/ cleric of Erastil 7) adores hunting, animal husbandry, and exploring her family’s vast landholdings. The relative isolation of the region forces her to witness and address the plights of her people, making Northern Tandak among the best places in Taldor for the common folk, though strained resources and the lack of major settlements still lend themselves to a hardscrabble life. Unlike many of Taldor’s aristocracy, Duchess Fahlspar finds politicking—and even polite conversation—deeply

taxing, and she sometimes disappears into her family’s wilder lands for days or weeks on hunting expeditions to regain her composure. In social occasions, she is quiet and stern, watching with a hunter’s patience that leaves many of the urban elite ill at ease. Breateeza’s general disdain for leadership and politics makes the Andoren ideals of democracy and freedom appealing to her, if only for how they might ease the burden of rule. She maintains a small library of writings by Andoren philosophers, and she corresponds with several prominent politicians from Andoran, which long ago was a Taldan colony. This rejection of the fabric of Taldan identity troubles her cousins in House Fahlspar, who fear she will take her eccentricities to an untenable extreme. While they have yet to conspire against her, their worry grows stronger each year, and it’s only a matter of time before the other Fahlspars’ paranoia and jealousy pushes them to take drastic action. Adrast: This small barony located near the center of the prefecture is known primarily for its famed lord, Baron Stelan (LG male middle-aged human cavalierACG 5), who spent his youth as a semifamous adventurer. Now settled into an aristocrat’s life, Stelan and his wife, Baroness Linelle (NG female middle-aged human aristocrat 7), oversee the small town at the barony’s heart. Their subjects generally consider the pair benevolent and just rulers, and the barony is a welcome island of stability in an unsure and wild region. Baroness Linelle is especially keen to promote this aspect of her domain, and she encourages particularly rambunctious or talented youths to pursue adventuring, both to curb what could become antisocial impulses and to pacify monsters in the surrounding wilderness. Stelan devoutly follows the way of Abadar, and he attributes his evenhanded rule to the religion’s precepts. This veneration has spread to most of the barony’s inhabitants, and despite its relatively rural nature, the town and barony features a large Abadaran population, as well as a sizable temple dedicated to the Master of the First Vault. For more on Adrast and its inhabitants, see the Pathfi Tales novel Plague of Shadows by Howard Andrew Jones. Fog Peaks: Thick clouds constantly blanket the mountain range the marks Taldor’s northern border. The moisture from these mountains trickles down to blanket all of Northern Tandak every morning, gifting the prefecture with both an eerie feel and a constant battle with mildew, while the constant rain and snow from the higher elevation feeds the countless streams that crisscross the region and make it so suitable for farming. Frost giants dwell in the high altitudes, beyond the reach of most humans, but rarely venture down from the mountains. The true danger of the Fog Peaks are the rocs that nest seasonally and descend into Northern




Tandak and Avin to hunt. The great birds mostly prefer horses and livestock, but every summer a few shepherds go missing alongside their flocks. Skathen: Like Yanmass to the east, Skathen is a trade city, with two-thirds of its populace consisting of seasonal travelers, caravans, and merchants. Despite its small size, the prefectural capital is a bustling community known for its many market squares featuring the wares of artisans, farmers, potters, trappers, and weavers from all across the prefecture. The first winter snow transforms Skathen into a virtual ghost town, as most of the population departs for warmer markets and permanent residents seal up their homes against the long, harsh season. Only the annual Crystalhue festivities around the winter solstice coax residents out into the frigid northern winds. Torcova: This former hamlet nestled in the Fog Peaks foothills seemingly vanished; its beloved lord, Saunton Beane, and every living soul within his domain were slain in a single night by a circle of a dozen wights. The wights, all seemingly having been young human women in life and bearing similar features, were apparently torn limb from limb, judging from their current forms. The Twelve Sisters, as they’ve come to be called, don’t roam from their land, refuse to use their create spawn ability to augment their own numbers, and seem content to chase the curious or greedy away from the ruins of Torcova, Beane Manor, and the recently discovered secret tunnels beneath. In a rare exception for the wrathful undead, the Twelve Sisters allow young women safe passage, following at a distance and—on at least one occasion—slaughtering a wyvern that set its eyes upon a traveling maiden. Local priests of Abadar and Erastil alike realize some truly heinous event must have led to Torcova’s current state, and they hope to set the souls of the Twelve Sisters to rest. Doing so permanently requires learning the women’s names and understanding what evil soul first initiatedtheir horror. Tregan: The otherwise unassuming town of Tregan is notable primarily for its geographic location—directly on the border between

Taldor and Galt. While each nation technically claims the entire town as within its borders, Taldor doesn’t see it as a large-enough issue to waste resources defending, and Galt is too involved in its own political unrest to give the town much thought. This status makes it an ideal refuge for nobles and political dissidents fleeing Galt, and much of the population consists of such individuals. The people of Northern Tandak worry that Galtan criminals, provocateurs, and refugees may use Tregan as a staging ground for an offensive against Taldor’s way of life. As in Vigil’s Rest in the neighboring Avin Prefecture (see page 16), the Lion Blades station covert agents about town, both as proprietors of shops and as faux Galtan sympathizers. These spies hope to catch criminals and other unwanted elements before they put down roots in Taldor, while also attempting to aid potentially useful fleeing nobles or political dissidents “coming in from the cold.” The Wilting Rose: During Taldor’s height, the overland trade road to Galt skirted the edge of the Verduran Forest, and the church of Shelyn chose to establish a conservatory here to serve as both a respite for weary travelers and a place for blossoming artists to study among the grandeur of nature. For centuries, the Everrose School taught young Taldans the arts of painting and sculpture with the same reverence that the Rhapsodic College now teaches music. But aft the Eventongued Conquest, travel to Galt slowed, as did donations and patronage to the school. Eventually, the church left and the forest overtook the lush estate. Today, the ruin that remains—called the Wilting Rose by locals—still contains murals and statues of divinely inspired beauty too unwieldy or delicate to transfer to a noble’s estate. The ruin attracts a variety of new occupants from time to time. Werewolves and wolf-kin skinwalkers from the Verduran Forest consider the site their own now, and the decaying beauty is particularly appealing to hags—more than once these two parties have overlapped to become a dangerously violent force in the region. Despite these dangers, young lovers still spend the night here on occasion, hoping a few hours of passion under Shelyn’s protection will bless their relationship or gift a future child with artistry.





OPPAROS Home to Oppara, Taldor’s shining capital, Opparos is both the most populous and the most economically stratified prefecture. Nowhere else in Taldor boasts such a high concentration of wealth and power, thanks to the royal family, the senate, and the countless nobles and bureaucrats that surround them. Conversely, the number of poor, hungry, and wretched of Oppara dwarf those of Cassomir, Yanmass, and Zimar combined—all scrabbling to live off the table scraps left behind by the elites standing above them. The rest of the prefecture shares the capital’s disparity. In every direction, urban sprawl presses up against noble estates, lavish institutions, and grandiose establishments that spread across most of the prefecture like a cancer. Wedged between all of this, dingy and desperate communities of artisans, laborers, and servants live on top of one another in deplorable conditions. Despite these disparities, the prevalence of iconic monuments, statues, and well-maintained public spaces instills all residents of the prefecture with a strong sense of national pride that borders on the fanatical. Despite its reputation as Taldor’s most cynical, jaded, and politically cutthroat prefecture, Opparos wraps its citizens in a patriotism that colors all their actions. Even criminal organizations across the prefecture proudly consider themselves loyal Taldans and do as much to rout foreign conspirators and criminal syndicates as the Lion Blades, making Oppara almost immune to the influence of foreign criminal powers such as the far-reaching Sczarni. Opparos features the most diverse and independent economy in Taldor, with healthy trade, industry, and manufacturing, as well as rich farmlands supported by the River Porthmos’s annual flooding. Many of the greatest Taldan wines and brandies hail from the region’s vineyards, as well as a fortune in barley, figs, olives, and pomegranates. Inundated with rocky ridges and outcroppings, the land serves most cattle poorly, but goats and sheep flourish. More than anything, though, Opparos’s fortunes lie in fishing, and much of the local lifestyle and cuisine celebrate the bounty of the Inner Sea. Kozan: The small town of Kozan sits along the southern coast of Opparos. The settlement is among the oldest in Taldor and has featured a large gillman presence since its earliest days. Although it never grew as large as the other city-states of Taldor, it has survived for over 6,000 years—a longevity few of Taldor’s oldest settlements enjoyed. Kozan maintains close political and economic ties to the Isle of Kortos. The local gillmen regularly correspond with and visit their kin in Escadar. Many of Absalom’s Taldan noble houses originate in Kozan and still have relations in the town, and a half-dozen vessels—mostly owned by these families—leave for and arrive from Absalom each day. Kozan’s ruler, Baron Winton Bilos (N male human aristocrat 5), is a cousin of Absalom’s House Vastille and happily exploits this connection in negotiating fabulously rewarding trade deals and fishing rights off Kortos’s coast. Mut: This town stands resolutely at the end of Cape Mut and is dominated by a 400-foot-tall lighthouse known as the Glory’s Flame. The lighthouse shines both day and night, and it has not darkened once in over 3,000 years; popular legend claims its illumination comes from the still-beating heart of a solar dragon that was defeated by the Fourth Army of Exploration. Patriotic Taldans claim that so long as the light of Glory’s Flame burns, Taldor can never fall, and this superstition occasionally inspires agitators and political enemies to target the monument. More common by far are celebrities, nobles, and scholars bolstering their popularity by donating funds or magic to the tower’s defense, to the point where no one knows or understands all the guardians, traps, and wards in place around and inside the lighthouse. Today, the lighthouse runs of its own accord, and few living souls have seen the tower’s lantern as a result. Old Sehir: Contrary to its name, Old Sehir is one the newer settlements in Taldor, having existed for little more than 150 years. After inheriting a small fortune upon the death of his aging father, master architect Burbuss Sehir designed the town as a model community, emulating the construction style and municipal layout of ancient Taldan towns. Sehir poured his life and inheritance into the construction of his magnum opus, but most Taldans found it garishly artificial, even by Taldan standards. Sehir’s daughter, Helinara, promised her father on his deathbed that she would complete his vision. She laid Burbuss in the ground, and then she set to work weathering the newly finished stone, damaging the exquisite statuary, and calling on druids to overgrow the perfectly groomed streets and gardens, giving Sehir the illusion of antiquity. She adopted the literary persona of an aged elven archeologist named Heloriel and penned a false history of the site, inventing historical heroes and false legends to give even the most mundane of buildings a life that spanned centuries. When Helinara released Heloriel’s “historical” study Unearthing Old Sehir in 4561 ar, it immediately became a national sensation. Suddenly, the “newly uncovered” town of Old Sehir grew in popularity, and nobles and commoners alike flocked to the settlement to claim their piece of Taldor’s illustrious past. Today, Old Sehir’s citizens happily tour visitors through the ancient sites, showing off rooms “perfectly preserved from Taldor’s earliest days.” Dwarves and elves who remember the town’s true origin no longer bother trying to expose the charade, long since exhausted with having the same arguments ad nauseam. The few remaining skeptics and critics fear that eventually no one alive will remember the truth and the myth will become history.




Oppara: Called the Gilded City—despite scavengers long ago scraping away the gold that adorned its domes, towers, and other structures—Oppara is one of the Inner Sea region’s largest and most infl cities. As the capital of both Taldor and Opparos, it houses some of the greatest institutions of the empire, including the imperial palace, the senate, the War Ministry (which coordinates the three branches of Taldor’s military), the Kitharodian Academy, the Rhapsodic College, the world’s largest temples to the dead god Aroden, the secret nerve centers of both the Brotherhood of Silence and the Lion Blades, and countless monuments to Taldor’s illustrious past. Beneath all the wealth and pageantry, though, Oppara is plagued by crime, mismanagement, neglect, and widespread poverty. The nobility cannot avoid exposure to such conditions, instead embracing various myths of meritocracy as they distract themselves with balls, fashions, and gossip. They believe that if the poor would simply apply themselves, serve the military with distinction, or become adventurers of renown, the grand prince would exalt them into nobility. Thus, the problem of poverty is seen as a failing of ambition and moral character, and the aristocracy—even those who descend from long lines of nobility—have earned their lofty position. This pernicious myth saturates every level of Oppara’s society, keeping the poor relatively docile and allowing authorities to isolate rabble-rousers from potential support. Like most Taldan cities, Oppara is its own barony, with the grand prince traditionally serving as the baron of Oppara. In some circumstances—especially during wartime—an emperor appoints an heir or other family member to serve as baron. One emperor, the short-lived Malixari II, appointed his favorite horse, Comolaudio, and the horse’s tomb on the north side of town remains a popular site for young politicos to stoke what popular outrage they can against the aristocracy. The city’s current leader is an unusual exception: Baron Oltar Vinmark (N male human barbarian 4/ expert 4) is a former member of the Ulfen Guard who watched over Stavian III as the distraught emperor buried his only son 19 years ago, and the grand prince repaid his kindness by exalting the foreign warrior to the title of baron. Though many of the city’s nobles balk at their uncultured mayor, his popularity with Stavian sees him personally invited to any gathering of note. For more information on Oppara, see Pathfinder Adventure Path #127: Crownfall.

River Porthmos: The widest and longest waterway in Taldor, the River Porthmos connects the Inner Sea to the World’s Edge Mountains. Its predictable annual flooding allows people in the region to heavily farm the surrounding area without depleting the soil, and the ancient waterway runs deep and wide enough—up to 2 miles in breadth at some points—to support large vessels. The Taldan Imperial Navy and River Guard both patrol the Porthmos around Oppara. This military presence means that few major threats ply these waters, but smaller, independent river-pirate groups stalk areas inland, using the countless tributaries and seasonal islands to hide from pursuers. Giant breeds of crocodiles and hippopotamuses dwell in the waters and occasionally threaten swimmers or local anglers.













PORTHMOS Named for the legendary general who led the First Army of Exploration up the Sellen River, Porthmos is one of the largest prefectures in the nation. Porthmos straddles the Porthmos Gap, which serves as a gateway to the Whistling Plains, a vast prairie that separates Taldor from the many nations of Casmaron. With few natural resources and little water, this sea of grass serves as a natural barrier dissuading eastward expansion. The River Porthmos and its north and south forks (called the North River and the South River by locals) neatly divides the prefecture into three distinct districts. West of the river, the prefecture seems typical of Taldor: in the south, farms grow barley, wheat, and various hardy fruits. Those in the foothills of the north survive by quarrying tough granite used downriver to construct durable cities and fortifications, as well as mining gold, iron, and silver. But even millennia after the empire’s founding, much of Porthmos east of the river forks remains untamed, its few settlements small and isolated from one another and from the rest of Taldor by steep hills, wide plateaus, and harsh winters. Locals survive primarily by sustenance farming and by mining the lead used throughout the empire. This harsh lifestyle and the toxic metal means short lives of backbreaking labor and illness. Isolation from the heart of the nation allows Porthmos’s various nobles to operate largely unchecked. The current grand duke, the sadistic and ruthless Thestro Briarsmith (LE male old human aristocrat 3/sorcerer 7) rules from Sardis, and while he operates no criminal empire like Grand Duke Morrin Zellvyngian (see page 24), Briarsmith is a de facto dictator of everything east of the River Porthmos. The grand duke operates a secretive prison for his political rivals and crushes what few freedoms and rights Taldor guarantees its citizens elsewhere in the empire, such as the free mobility that could allow locals to escape their brutal lives. Karakuru: Karakuru, the City of a Hundred Fountains, lies atop a potent natural spring that feeds water up to the surface at high pressure. In addition to the fountains that dot the city, Karakuru is known for its bathhouses, where visitors soak in the ochre-colored mineral water to alleviate aches and pains. Nobles across Taldor retire to Karakuru for a season to “take the waters” as treatments for all manner of chronic illnesses, making the small tourist city one of the wealthiest communities in Porthmos. The baths of Karakuru are among the few places in Taldor where the rich and poor can interact, with many of the usual social stratifications and pretenses set aside. This cross-class interaction has birthed one of Taldor’s greatest traditions: the iconic fighting style known as rondelero, which combines peasant dances and noble weapons. The lightly armored fighting style employs a

falcata to deliver precise strikes while using an off-hand buckler to deflect blows and distract the opponent. A small academy, the Rondelero School accepts up to a hundred students at a time to teach this specialized combat art, favoring locals but also training the wealthiest sons and most promising military officers in the empire. While other schools and instructors in the empire teach rondelero without the same exclusivity or punishing footwork drills, no institution produces more skilled or respected masters of the art. Porthmos Gap: Taldan legend claims the Tarrasque— the spawn of Rovagug known as the Apocalypse Engine— tore its way through the World’s Edge Mountains in –632 ar, marching through the fledgling nation and the rest of Avistan. The terrain that remains is jagged and raw: a landscape of plateaus sheared clean and deep, ragged canyons. Despite the devastation, the raw wounds rent through the earth revealed new mineral wealth, and the rubble left behind filled mountain valleys to create stretches of gentle prairie. Roads through the region are sparse, most locals relying on the North River and South River for transport. Dangerous creatures—especiallyaberrations—still lurk in the Tarrasque’s footsteps and resist the empire’s attempts to clear them away. Ankhegs, bulettes, manticores, and wyverns all stalk the gap as well, especially the craggy northern half. Entire communities were buried in the disaster, and occasional landslides reveal enough long- buried ruins or treasures to entice adventurers, but just as often they release long-buried horrors. Residents of the region’s many tiny towns—Gappers, as they call themselves—keep to themselves and generally understand how to avoid the threats of the region. They mine the exposed veins of minerals and farm what they can from the rocky soil. Fiercely independent and pessimistic, they resent visitors and traders, especially those who promise a better life; Gappers are content to pay their staggering taxes, deal with the inescapable horrors of life, and otherwise be left alone. Porthmos Prison: The prefecture operates one of the largest prisons in Taldor out of the once-impenetrable Edgeside Keep overlooking the Whistling Plains. Rather than staff the facility with guards and a warden— any of whom could be corrupted or bribed—Briarsmith sealed off the prison and simply left the prisoners within to fend for themselves as an isolated civilization. The few extant guards interact with the prisoners only enough to provide food and deposit new prisoners. Briarsmith incarcerates his political enemies here alongside hardened criminals, usually without so much as official charges. Those ill-equipped to fend for themselves die quickly in Porthmos Prison, though the most formidable rivals sometimes adapt to prison life. For more information on Porthmos Prison, see page 51.



Sardis Township: The prefectural capital of Sardis extends for well over a mile in every direction, formed as a dozen tiny mining towns grew together around several rich veins of lead and other minerals. Formally named Sardis Township, the community squats on the chaotic, polluted landscape that stretches just a few miles inland from the South River, and the piers, refineries, and warehouses are technically also part of the township’s domain. Despite the miserable scene, Sardis generates a great deal of wealth, trading high-quality metals for foodstuffs to supplement their own meager crops. Caravans are less prevalent here than in Yanmass, but they nevertheless provide a stable boost to the local economy as well. Centaur tribes from the Whistling Plains occasionally journey to the township to trade. A few local bands have abandoned their agrarian ways and serve Grand Duke Briarsmith as powerful enforcers, their incredible speed and knowledge of the area making them invaluable scouts and messengers essential to the duke’s tyranny. Local humans and other centaur tribes look on Briarsmith’s “Leaden Soldiers” with dread, armed as they are with the finest Taldan steel and sporting magic scavenged from hidden corners of the Porthmos Gap. These fearsome gangs keep out of sight when imperial inspectors arrive or envoys traveling to and from Stavian’s Hold—which the emperor still maintains some personal interest in— pass through town. Stavian’s Hold: This town is the easternmost outpost Taldor claims and represents the empire’s latest (and only current) colonial effort. Founded shortly after Stavian III ascended to the Lion Throne as both a distinctive rallying cry and a sink for his rivals’ attention and resources, Stavian’s Hold enjoyed unprecedented funding. Stavian appointed his most ardent critic, Baroness Diddima Ennoi (LN female middle-aged human aristocrat 4/wizard 2) to oversee the project as an apparent appeasement that also happened to remove her from Opparan politics. The town consists of several tall towers and an elaborate walled outpost encircling what appears to be a bustling little prairie town. Unfortunately, Stavian’s Hold has little industry or resources to count on and depends entirely on a constant influx of funds from Oppara—primarily from Ennoi and her family allies. As part of her efforts to establish any valuable infrastructure, Ennoi has opened a school to teach alchemy and arcane magic—the Eastern Front Academy—but being so far removed from other centers of learning, the school attracts only students from lesser noble families that lack the coin or influence to send their children to a respected school, or artisans and merchants disposing of children who don’t stand to inherit their businesses.


SOPHRA Sharing the longest and most heavily fortified border with Qadira, Sophra stretches from the Border Wood’s western edge to the ancient battlefield of Urfa-Halij. The people of Sophra are hardy folk, accustomed to the hardships of war and living under occupation. Military service is mandatory for all families, who must contribute at least one child to the prefecture’s defense for a minimum of 2 years, and even those who don’t serve in the prefecture’s forces of the Taldan Phalanx often drill with their local militia and town guard. Sophra receives a great deal of military funding from Oppara, and even citizens who do not serve as soldiers often work for the Taldan army in other fashions, whether as hostlers for cavalry mounts, herbalists and healers keeping forces healthy, or laborers and architects constructing the region’s countless fortifications. Some subsistence farming supports northern supplies, but Sophrans are wary of growing crops that could potentially feed occupying forces. The primary exception is sugarcane, which was originally imported by occupying Qadiran forces early in the Grand Campaign and now flourishes along much of the eastern Jalrune River. Sophra, more than any other Taldan territory, changes hands often during military conflicts. Over the millennia, the land has alternated between Qadiran and Taldan control, and few lines of grand dukes maintain the title for more than a handful of generations. Whenever the territory changed hands, its new rulers invariably stripped their predecessors of their lands and fortunes to stymie organized resistance, usually imprisoning or executing them as well. In most cases, the military commander responsible for retaking the land was elevated to rule the prefecture as a reward; because of this, the grand duke of Sophra is almost always a former military officer, either due to appointment or descending from a famed military hero in a family line that idolizes military service. Because of the prefecture’s militarized nature, the grand duke traditionally rules jointly with the high strategos, Taldor’s supreme military commander. Currently, Sophra’s obsequious Grand Duke Urjinus Vobellar (N male human aristocrat 2/cavalierAPG 3) defers in almost all situations to High Strategos Maxillar Pythareus. Having been an officer of middling quality and recognizing Pythareus’s strong connections to the crown, Vobellar has no interest in risking his future by challenging the likely next emperor. In addition, this deferral frees up more time to spend on the riding and hunts he truly enjoys. Border Wood: This dense forest of cottonwoods, cypress, and pines straddles the border between Taldor and Qadira, as well as the Jalrune River. The Border Wood has changed hands countless times over the millennia, being a favorite route for invasion due to the forest’s heavy cover. The remnants of war—abandoned siege engines,

active traps, and the restless spirits of fallen soldiers— still haunt the forest depths, making the landscape exceptionally dangerous. Elite Taldan and Qadiran rangers still use the Border Wood for illicit meetings, espionage, and smuggling; anyone traveling in the woods risks being mistaken for a potential enemy agent. Despite the dangers, locals still venture into the Border Wood for timber and the plentiful game. Those who go missing are generally assumed to have known what they signed up for, though families sometimes still scrape together meager rewards for any information on their loved ones’ fates. Demgazi: Though most of Taldor’s lumber comes from the Verduran Forest, the town of Demgazi produces a fair amount of timber from the Border Wood, including woods unavailable in the colder neighboring forest. Nearly a dozen mills line the Jalrune River along the Demgazi’s bank, employing many of the town’s citizens to fashion lumber, expensive furniture, and a variety of botanical oils. Only the Border Wood’s many dangers slow the town’s profits, and Baroness Jalisca Khazar (LN female half-elf expert 6)—the so-called Lumber Baron of the Jalrune—frequently hires expendable visitors to investigate and clear new groves before dispatching her army of woodcutters. Grogrisant’s Fang: This imposing spire of basalt rises from the rocky hills of Sophra just south of Zimar and casts long shadows in the afternoon, sparing the city from the worst of summer’s heat. The sheer walls give way to a jagged tip, making the mountain impossible to climb without magical aid. The Taldan Phalanx maintains a tiny, isolated watch post near the top, but accessing and resupplying the outpost is a harrowing and expensive effort. The Fang takes its name from the mythical lionlike beast that once stalked Taldor until, according to legend, Emperor Taldaris slew it. Despite the mountain’s name, there’s no evidence the grogrisant ever called the region around Zimar home—only lions and massive cave lions threaten its people. Heldren: This idyllic little village near the Border Wood is typical of small Taldan communities, surviving well enough from farming to support a few small shops and trade with other towns. Heldren recovered quickly from the Grand Campaign thanks mostly to its small size and resourceful town council. The community would barely warrant a dot on the map if not for recent meteorological phenomenon that caused heavy snowfall to blanket the village and surrounding area. The council dispatched adventurers to investigate, and while the weather has mostly stabilized, Heldren now experiences unusually harsh winters that have attracted arcane scholars—as well as a stubborn infestation of ice mephits. For more information on Heldren, see Pathfinder Adventure Path #67: The Snows of Summer.




Urfa-Halij: Urfa-Halij was the ancient site of the first border skirmish between Taldor and Qadira when the Padishah Empire of Kelesh arrived in the region and—to the Taldan perspective—cleaved off the bottom of their nation to add to their foreign empire, beginning the long history of animosity between the neighbors. Taldans remember the event as the Battle of Urfa, while Qadirans call the skirmish the Battle of Halij. The name Urfa-Halij recognizes both perspectives out of respect for those lost on both sides. Today, a towering stone monument stands tall over the scrubby field to commemorate those soldiers who died in the weeks-long battle: two raised arms, one wielding a longsword and the other a scimitar, the blades meeting in the middle where a massive diamond has been set. This gemstone catches even the dimmest starlight on an overcast night and gives the impression of a spark igniting where the two implements of war struck one another. Scholars and philosophers have debated for thousands of years whether Urfa-Halij is a tribute to war or peace, and even which side erected the monument. Both Qadirans and Taldans revere the symbolism of Urfa-Halij. Soldiers and officers alike refuse to fight or even march to war within miles of the site, ironically leaving most of the land fertile and rife with wildlife that the extended warfare has wiped out elsewhere along the border. Rabbits are especially common in the surrounding fields, giving rise to a popular rumor that rabbits watch the border when no one else does. Zimar: This heavily fortified city is both the base of operations of the Taldan Phalanx—the nation’s skilled and well-equipped heavy infantry force—and the prefectural capital. Enormous walls flank the city on all sides and subdivide the districts, transforming it into an enormous fortress in the shadow of Grogrisant’s Fang. The people of Zimar come of age knowing that service to the empire is every citizen’s greatest duty, and a disproportionately large percentage of the city’s poor join the military. Even citizens who do not enlist in the military are subject to training with basic weapons and guerrilla tactics to help defend the city should it fall under Qadiran control, as it did often during the Grand Campaign. A city on the front lines, Zimar has been destroyed and rebuilt countless times, and the remains of ancient cities still lie buried beneath the streets. This creates a chaotic mess of tunnels the modern city uses as a sewer system. Resistance forces and infiltrators alike have used these secret tunnels over the city’s history, and remains of these efforts as well as long-forgotten fortresses and palaces promise incredible wealth to anyone who can survive the aberrations, lycanthropes, and vermin that call the cool tunnels home.

Most of Zimar’s citizens bear some Keleshite blood; the city’s architecture, arts, and cuisine likewise blend both cultures. Sarenrae is the most prominent faith in Zimar— though its largest temples are dedicated to Abadar—and even when Grand Prince Stavian I outlawed the Sarenite faith, the city resisted the crown. Xenophobic citizens calmly point out that a wide gulf separates Keleshite heritage and Qadiran sympathies. For more information on Zimar, see Pathfi Adventure Path #130: City in the Lion’s Eye.











TANDAK The wide Tandak Plains stretch east from the Sellen River south of the Verduran Forest, and they form the bulk of Tandak Prefecture. In ancient times, the Verduran Forest stretched all the way to the sea and as far south as the River Porthmos, but millennia of logging to fuel imperial ambitions reduced the southern expanse of the woods to a mere fraction of its former size and transformed the landscape into swampland along the coast and rolling prairie further inland. Years of intense farming following the deforestation depleted the prairie’s soil, and today little grows there beyond tough grasses, thorny shrubs, and stands of stunted, twisted trees. Abandoned towns dot the landscape, left by residents who drained the region of resources and moved on, often following the receding forest line. The bustling port of Cassomir devours most of the resources produced in the prefecture, much of it carted from the eastern edge of the region across the hazardous Blackwood Swamp, which surrounds the city. With its land now unfit for agriculture, Tandak’s economy relies almost entirely on Cassomir’s shipyards and extensive trade networks. The Imperial Naval Shipyards produce not only the entire fleet of Taldor’s own navy but also hundreds of vessels of varying sizes and purposes sold to clients throughout the Inner Sea region. Taldan law prohibits supplying military ships to other nations—even supposed allies—but the sturdily built vessels of Cassomir’s shipyards make fine fighting machines with only moderate retrofitting. The entire prefecture currently stands on politically shaky ground. The previous grand duke, Forath Bozbeyli, popularized a rumor that he had won his title as a war hero who started out a pauper on the streets of Cassomir and that Grand Prince Stavian III exalted him as a reward for bravely slaying an enemy general. While other nobles found the patently false claims scandalously entertaining—Taldor having not been at war with an enemy for over a century—they won Bozbeyli support and a good deal of unpaid labor from the common people of Cassomir. The grand prince found this propaganda far less amusing, however, and eventually stripped Bozbeyli and his family of their title and lands so he could “embrace the pauper lifestyle of which he seemed so enamored.” The underclasses of Cassomir were equally displeased when he was exposed, and the riots that followed saw the disposed grand duke torn physically limb from limb and hung from a yardarm in Cassomir’s harbor. The aristocracy of Tandak—and Taldor—now watch breathlessly, hoping this single outpouring of violence is an isolated incident, rather than the genesis of a Galtan- style popular revolt. The prefecture’s new ruler, Grand Duchess Cisera Tiberan (LN female human aristocrat 2/alchemistAPG 4), is Bozbeyli’s niece. Coming from a background in academia, she has opted to “forgive” the

masses and downplay the Bozbeyli Riots. She has spent the past 7 years nervously inventing crimes her uncle perpetrated against the people to retroactively justify their outrage and make the uprising seem like more and more an atypical exercise in justice rather than a viable tool the unwashed masses of Cassomir could wield against the nobility at any time. Blackwood Swamp: Blackwood Swamp surrounds Cassomir on all landward sides, forming a treacherous marsh filled with carnivorous plants, choking vines, giant mosquitoes, quicksand, and other deadly threats. The Taldan Phalanx patrols the causeways that provide passage through the mire, but even they cannot fully protect the merchants and travelers who must venture through the swamp toward points east. For more information on Blackwood Swamp, see page 46. Cassomir: Cassomir, the second-largest city in the empire, serves as Tandak’s capital and economic powerhouse, connecting the Inner Sea to the Sellen River. Unlike Oppara, which openly displays its wealth, Cassomir is a dingy seaside city, wedged between the pounding waves of the Inner Sea and the creeping decay of the Blackwood Swamp. Mildew and vines claim the exteriors of most buildings, so most of Cassomir’s wealth is hidden away indoors in the form of lavish casinos, townhouses, and theaters to distract from the city’s grime and poverty. Known throughout the Inner Sea region for its masterful shipwrights, Cassomir maintains Taldor’s naval superiority. Its strategic position and superior naval power give Cassomir and Taldor incredible economic leverage across the Inner Sea and half of Avistan, and the Taldan navy regularly ventures as far away as Lake Encarthan. Yet despite the wealth the city affords its upper class and Taldor as a whole, Cassomir is overwhelmingly poor. The bulk of its population lives in squalor, paying fees even for simple services provided for free elsewhere, from fire-fighting to law enforcement. Even many of the city’s vaunted shipwrights work tirelessly for very little in return. In addition to widespread poverty and the crime typical of a city of its size, Cassomir also faces a more secretive threat. Not far beneath the city lies the Darklands derro settlement of Corgunbier, and countless subterranean tunnels navigate the rocky shelf the city is built upon and link the two cities. Corgunbier’s derro regularly infiltrate Cassomir to search for potential subjects or release their latest experiments onto the streets. Most Cassomirites chalk the frequent disappearances to crime, allowing the derro to operate invisibly in the Taldan metropolis. For more information on Cassomir, see Pathfinder Campaign Setting: Cities of Golarion. Jagged Saw: The treacherous coastline known as the Jagged Saw, stretching from Ridonport on the edge of




Star Bay southeast to the mouth of the River Porthmos, has doomed countless sailing vessels over the millennia. Its cliff lined, harborless shore and shallow, reef- strewn waters claim the lives of thousands of sailors annually, despite a network of lighthouses and buoys Taldor sporadically maintains along the waterway. The skeletons of ships old and new litter the entire length of the coast, creating even more unseen submerged obstacles to ensnare unwary vessels. The extreme caution ships must employ when traversing the Saw encourages pirates and predators, who see the slow-moving vessels as easy prey. Perhaps worse are small communities along the cliff who purposefully extinguish their lighthouses to cause vessels to run aground, so locals can scavenge their contents. Ridonport: The small port city of Ridonport, the lone settlement of any note along the length of the Jagged Saw, is famous for being the birthplace of General Arnisant, hero of the Shining Crusade and vanquisher of the Whispering Tyrant. The city runs an underfunded museum to the legendary general in his former home, and has a 200-foot statue of the local legend donated by a noble who vastly overestimated the community’s size. Ruins of Nazilli: Taldor lost scores of settlements during the Dragon Plague. The black dragon Aeteperax claimed all of the Verduran Forest south of the Verduran Fork as his domain during this time, and when the city Nazilli fought back against the Black Tyrant, he laid waste to it. Devouring and dispersing Nazilli’s residents, Aeteperax set about using magic and his acidic breath to inundate the groundwater with deadly toxins, transforming the idyllic forest town into a polluted wasteland. Today, Nazilli remains a ruin overgrown with stunted assassin vines. A brazen ettercap named Ythraktha rules over the dead city—left hauntingly intact by the same toxins that prevent its reclamation—and leads a cult of those creatures hardy enough to survive the acrid domain. For more information about Nazilli, see page 52. Star Bay: Legends claim that during Earthfall, a piece of the Starstone fell in this deep, wide bay at the mouth of the Sellen River. As refugees struggled to carve out a new life in this unfamiliar land, legends grew of a bright blue light that sometimes emanated from the depths of Star Bay, protecting locals from sea monsters and deadly storms. Several small expeditions

have attempted to reach and explain the lights. Even today, rumors of Star Bay’s mysterious glow haunt all of Taldor’s ports. Tandak Canals: Canals running to and from Cassomir have long since lost their glory, though they tend to be less dangerous than those in some other prefectures thanks to the huge concentration of wealth in Tandak’s shipping industry. Canal pirates still haunt poorer legs of the waterways—especially where they pass through the Blackwood Swamp—but other lengths of canal remain unthreatened, if decrepit. Locals turn to the waterways for food, as bass and catfish both do well in the canals, with catfish in particular growing large enough to occasionally prey upon swimming children or goats drinking from the river. Temple Canyon: This long, dry canyon plunges several hundred feet into the limestone of the Tandak Plains and runs for over 30 miles. Taldor’s earliest emperors, nobles, and legendary heroes commissioned grandiose tombs carved into the walls along the canyon’s length, along with shrines and temples to various gods. Temple Canyon’s available space was exhausted long ago, and robbers and adventurers looted most of the tombs when Taldor was still young. What remains now are mostly faded clues to Taldor’s earliest history—partially destroyed and almost completely devoid of context. Treasure hunters still investigate the canyon, chipping out statuary or wall carvings in hopes that nobles will want to decorate their homes with a faded piece of the past. These expeditions sometimes pay off, such as when the tomb of Princess Modavora was uncovered and looted by adventurers in 4556, leaving the two surviving members of the party fabulously wealthy. The empire considers the canyon a sacred site to the royal family, though, and the rangers who patrol its length are authorized to execute any and all trespassers.





WHITEMARCH The mountainous region of Whitemarch has, like Taldor’s other southern prefectures, changed hands countless times over the millennia in the constant conflict with Qadira. Its rough, hilly terrain and wide valleys made Whitemarch a frequent battlefield in the Grand Campaign, offering easy locations to dig in and hold, but making both advancement and retreat difficult. Centuries of fierce fighting toughened the people of this prefecture, making them a cynical and practical lot who have little concern who collects their taxes so long as they are left in peace. Most commoners in the region work the region’s famous marble and granite quarries or farm just enough to live. Many join the military at some point in their lives to secure a pension to supplement these meager incomes. Like other remote prefectures, Whitemarch is less cowed than Taldor’s heartland. What roads exist are ancient—that they still exist at all is a testament to Taldan engineering—and with half the prefecture lying in or beyond the southern range of the World’s Edge Mountains, the rainy springs and snowbound winters leave communities completely cut off for 6 to 9 months a year. Banditry is common, but more common are raids from the Gouged Eye, an orc tribe that’s one of the largest in eastern Avistan and widely known to indulge in cannibalism. Even centuries of concerted efforts by the Taldan military have yet to eliminate the invaders from their mountain valleys and caverns. Entire towns simply vanish from Whitemarch over the course of a season— consumed figuratively and literally by the Gouged Eye. Members of the prefecture’s long-ruling family, House Darahan, are renowned for their skill as knights and monster hunters. Many Darahan scions dedicate their entire lives to the military or to the church of Abadar or Iomedae, and many high-ranking members of both faiths in Taldor hail from the Darahan line. The grand duchess, Vivexis Darahan (LN female middle-aged human fighter 8) served four tours of duty on the ramparts of Vigil. The youngest of 12 children, Vivexis never expected to inherit Whitemarch, but each of her elder siblings died under tragic and suspicious circumstances, which seemed to spare her only by virtue of her physical distance from Taldor. Darahan performs her duties as grand duchess honorably, but she secretly wishes some loophole would permit her to leave Whitemarch so she could pursue her own adventures. Headwater Gap: This hilly break in the Southern Range takes its name from the mountain runoff and myriad springs that form the headwaters of the Jalrune River. Hundreds of icy creeks pour down the hillsides into a long crystal-clear lake. In addition to the region’s best hunting grounds for birch elk, gray bears, and spotted boars, the gap also serves as the most easily traversed path through the mountains south of Porthmos. Merchant caravans headed to the Whistling Plains often camp here, as do tribes of plains nomads and centaurs. Increasingly, gnoll tribes from the Whistling Plains also encamp here; those few willing to negotiate with humans rather than feed on them speak of the “Wings of Midnight” spreading over their traditional hunting grounds to the east, driving out prey and travelers. Lionsguard: Steep mountains shelter this gentle valley from Whitemarch’s scorching summers and wet winters, making it an ideal stronghold for armies waiting through harsh seasons to campaign. Both Taldor and Qadira have fought viciously to maintain control of the area, with Taldor retaking control and establishing the fortress and town of Lionsguard 300 years ago. The fortress— nicknamed the Foe Wall—straddles the valley’s entrance like a massive, imposing barrier, while the civilian town exists mostly to provide the fortress and visiting Taldan divisions with coopers, farriers, servants, smiths, and wainwrights. A sizable minority earns a living scavenging in the large valley for equipment and valuables lost by the warring armies that have sheltered in and died there— mostly as scrap to work with, but genuine valuables occasionally pop up among the brambles and dogwoods. Local legend claims the fabled blade Five Lions’ Rage was lost in a creek when Qadira took the valley in 4081 ar and remains hidden somewhere within, awaiting Taldor’s next great champion. Monastery of the Seven Forms: Founded ages ago by monks of the Order of the Stalwart Fist from distant Tian Xia, the Monastery of the Seven Forms was built intentionally far from the monks’ native Dragon Empires to teach patience and perspective to students traveling across Casmaron to reach it. The modern day Order of the Seven Forms adapted those martial skills, incorporating fi styles students encountered across the breadth of Casmaron and Taldan arts such as rondelero and fencing. The unique combination of unarmed combat and swift, dervish-like bladework attracts students from across the Inner Sea region, and many adventuring monks begin their careers in this humble cliffside school. Though these students may not have traveled from the Dragon Empires, they nevertheless learn patience first and foremost, as the entry trials are long and grueling ordeals designed to test a student’s endurance, focus, and humility. Mount Kaltafarr: The highest peak in Taldor, Mount Kaltafarr looms intimidatingly over White Pass near the border with Qadira. For centuries, the great wyrm white dragon Thelyrox ruled the pass from his lair atop the ancient volcano, flying hundreds of miles in the harshest winters to sack towns and sailing vessels as far away as Andoran. Uninterested in the affairs of humans, Thelyrox demanded tribute from Taldans and Qadirans alike to leave the nations in peace, and both sent countless fruitless expeditions up the mountain in vain



to eliminate the threat. A band of Qadiran adventurers called the Shining Blades of Katheer were the last group sent to slay Thelyrox, having set out just over 100 years ago. The Shining Blades never returned, but Thelyrox has not been seen since. The ultimate resolution of their tale remains the region’s greatest mystery and inspires new adventurers to venture up the mountain in search of the truth—and legendary treasures that may still line the dragon’s hoard deep within Kaltafarr’s frozen cauldron. Pol: Whitemarch’s provincial capital serves as little more than a way station between the more influential politicians in the Monastery of the Seven Forms and the region’s various military bases. With the previous capital of Cydonus razed during the Grand Campaign, the community is very much still in its drafting phases, and prominent local nobles argue over who should have the honor of constructing—and ruling—the city. Tomb of the Iron Medusa: The ancestral necropolis of now-extinct House Adella, the so-called Tomb of the Iron Medusa lies hidden among the hills of Headwater Gap. In their centuries-long heyday, House Adella dominated Taldan high society, wielding enough wealth and influence to rival emperors and bind legendary outsiders to design and construct their estates, including their final resting place. Despite the family’s incredible power, however, the entire line died out over the course of a single generation, and Grand Prince Beldam II ordered their existence wiped from official records. Unimaginable wealth lies entombed here, as do secrets with the potential to shake the highest levels of Taldor’s aristocracy, but even the members of House Darahan—distant cousins of the Adellas—know nothing of their kin’s tomb. Tribulation: Life in the frontier town Tribulation is hard, as its name might suggest. Cut off from the rest of the prefecture, Tribulation’s citizens have learned to fend for themselves. While many similar settlements east of the World’s Edge Mountains rise and fall quickly with little support— consumed by bulettes or enslaved by ruthless plains gnolls—Tribulation has endured for over a century thanks to a well-kept secret: an ancient subterranean ruin below the town, discovered shortly after its founding, and concealed by powerful illusions. Citizens retreat into the complex whenever danger approaches, carrying with them with extensive stockpiles of supplies and valuables; they sacrifice their homes but ultimately endure.

Locals refuse to explore the complex beyond its enormous hexagonal antechamber. The citizens of Tribulation fear disturbing anything left inside the subterranean ruin and turning their secret asset into a curse, and they even frown on researching the strange glyphs that are carved into the walls. However, this caution does not extend to the jars of sweet, potent liquor stored in the rooms fl the antechamber. Locals use the ancient mead to celebrate holidays and escapes from attacks, and what once seemed like an endless supply has dwindled to perhaps a few years’ worth left The looming scarcity may soon inspire locals—some of whom have grown addicted to the unique libation—to desperately breach the complex’s waxy seals and search deeper within.













PROVINCES OF TALDOR The wild, lawless territories of Taldor once made up the vast majority of the empire’s holdings, and even after being tamed and settled, provinces need a dedicated (and expensive) political campaign to transition to prefectural status. The two largest provinces—Verduran and World’s Edge—dominate the Avistani mind, but nearly a dozen smaller provinces fall under the empire’s control, including Bizas, the Fog Mountains, Qerk, and the half- mile-wide island of Dannathar. verduran Taldor has always clashed with the Kellid druids who compose the Wildwood Lodge and claim all the Verduran Forest as their own. As the empire pushed back the edges of the forest, the druids—along with the fey and treants of the wood—grew increasingly violent. In the midst of Taldor’s war with the Pirate Queens of Zevady, the demand for vessels to replace those the aquatic marauders sank became so desperate that Grand Prince Adavarine II signed the Treaty of the Wildwood in 3841 ar, which ceded control of the forest to the Wildwood Lodge druids and agreed to curb Taldor’s logging operations in exchange for the Lodge’s loyalty and pacification of the woods’ most violent and unusual inhabitants. Taldor holds little authority within the forest beyond a narrow band outlined in the treaty, within 10 miles of the Sellen River and the Verduran Fork. Small communities exist within the Verduran, oft living off the land and venerating the Green Faith to maintain good relations with their druid landlords. The Wildwood druids make every eff to uphold their end of the treaty, policing vengeful fey and pacifying or culling dangerous beasts that wander too near the borders. The druids have no resource or interest in taming the monsters in the forest’s heart, though, and drakes, ettercaps, monstrous vermin, tatzlwyrms, treants, and other large predators call the forest home. Bafra’s Face: This long-eroded statue still resembles a face, though one devoid of details and certainly not worthy of the emperor who ordered it carved into the rocky hillside. A tribe of fanatical spriggans now use the site as a focus for a unique ritual: manufacturing their own nascent deity. The spriggans see constructing a god as the only way to curb the horrors of the Material Plane, and maybe even return safely to the First World. They have recently attracted a number of gargoyles and other creatures to their burgeoning cult. For more information on Bafra’s Face, see page 45. Blackwood Moot: This isolated grove of blackwood trees attracts those treants unsatisfied with the Treaty of the Wildwood and the violence it still allows against their kin. The rebels see the Wildwood Lodge as collaborators with Taldor’s violence, and they hold both entities in equal enmity. Led by the powerful Oakadence (CN treant sorcerer 6), they patiently plot careful, secretive attacks on Wispil and the Isle of Arenway, using the other wild beasts of the forest as shields and foot soldiers. Dragonfen: This wetland in the central Verduran was once home to the notorious black dragon Aeteperax, whose rampaging devastated the Verduran Forest and destroyed nearby Nazilli (see page 52). Lady Tula Belhaim and her companions slew Aeteperax, a service for which she earned her noble title. Rumors have begun spreading that Aeteperax has returned with his sights set on revenge against the current citizens of Belhaim, the nearby town named for the dragon’s vanquisher. For more information on Dragonfen, see Pathfinder Module: The Dragon’s Demand. Isle of Arenway: Home to the Wildwood Lodge, this island stands at the confluence of the Sellen River and the Verduran Fork. The Wildwood druids forbid all access to the large island and its wonderland of rare herbs and trees, save for a small walled fortress at the southern tip of the island. The River Guard forces that patrol the Verduran have their headquarters here and help enforce the island’s isolation. These Taldan soldiers are permitted to come and go only by water, and they face strict punishment by both the druids and the Taldan Imperial Navy should they venture past the wall into the island’s interior. For more information on the Isle of Arenway, see page 49. Wispil: Populated almost entirely by gnomes, Wispil is a town in miniature and operates most of the Verduran Forest’s logging operations. With such a predominantly short population, almost every building is constructed for gnome stature, and only a few inns, workshops, and public buildings can comfortably fit human visitors. Nonetheless, the gnomes of Wispil are friendly and outgoing, happy to invite strangers in for a meal regardless of their size. Most of the population consists of loggers, sawmill workers, and log riders who float the prepared logs down the river to Cassomir. World’s edge Home to some of Taldor’s tallest peaks, the World’s Edge Mountains form a natural defense against invasion from the Whistling Plains. The mountains are home to some of the oldest ruins in Taldor, including many that predate even Earthfall, giving rise to the theory that the Earthfall diaspora were not the first Azlanti to colonize the land. While the region lacks large settlements, the provincial population remains relatively high thanks to dozens of tiny mining towns and even more seasonal camps scattered throughout the territory. The province’s eastern border is ill defined, and ambitious nobles often vie for control of the region’s lands in hopes of expanding their holdings and eventually claiming a newly formed prefecture for themselves.



Aroden’s Eye: This wide, round hole through a high mountain outcropping puzzles Taldan scholars. Research into the Eye, its origins, and its potential purposes is difficult today, however, not only because of the extreme altitude but also because a nest of harpies have long claimed the site as their own. Less bloodthirsty than most of their kin, the Aroden’s Eye harpies prefer enchanting trespassers with their song and working them nearly to death before casting them from the mountaintop. For more information on Aroden’s Eye, see page 44. Kravenkus: The dwarven Sky Citadel of Kravenkus remains under dwarven control, but only barely. Its connections to the Darklands remain open, and the Sky Citadel has been besieged by duergar, mongrelfolk, and other Darklands menaces for generations. The few remaining inhabitants who have not relocated to Maheto or the Five Kings Mountains live primarily in the citadel’s nearly abandoned central keep. The dwarves welcome adventurers who promise to rid the citadel of its current threats and perhaps even prevent such creatures from returning, though they are unwilling to completely seal the Darklands tunnels, as they provide the dwarves a connection to their life prior to the Quest for Sky. Pillars of Rovagug: This expansive field of strange rock formations lies in the stony foothills north of the mountains. The jagged, cylindrical stones jut up from the ground like a forest of massive trees, shielding most of the gullies and scrubland between them from direct sunlight throughout the year. Ancient visitors claimed that these formations were the fingers of the dread destroyer god Rovagug as he slowly clawed his way out of his prison at Golarion’s core, but modern scholars understand that the pillars are merely natural geological oddities. That information does not dissuade the faithful of the Rough Beast—especially orcs and gnolls from the Whistling Plains—from making annual pilgrimages to the site, where they sacrifice captured merchant caravans and enslaved nomadic tribes in brutal rituals to their god. Valley of the Azlanti: Ancient statues and other monuments dating back to before Earthfall fill this large valley toward the center of the World’s Edge range. Archaeologists have long wished to explore it more thoroughly, but they have had little success, as vampires and other undead—including the undead dragon Toryos—have overrun the entire valley. For more information on the Valley of the Azlanti, see page 53.
















ADVENTURES IN TALDOR “That’s what I’m trying to tell you! It didn’t look like something in the water glowing—it looked like the water was glowing! Nofri wouldn’t shut up about these glowing squids he used to see off Kortos, but there weren’t no squids down there. Least not on the side of the boat we’d all gathered on to watch. “Pandor was gone and over the side of the boat afore we even knew it was a fi Didn’t even scream—just disappeared with a splash. Turia went next; tentacle as thick as a person wrapped around her and hauled her off the railing like she were a child. “It took Nofri last. Then the glow stopped, and everything was quiet as a funeral for an hour afore any of us moved. “Guess he was right about them damn squids.”

—Iola Worreni First mate of the Earnest Gull, retired



Taldor has spent thousands of years ridding itself of internal threats and unraveling the mysteries of its history, but that doesn’t mean it’s a land devoid of potential adventures. Even in these long-settled lands, ghosts and monsters lurk in dark corners to feed on those the fast-paced Taldan society ignores or leaves behind. And while most of the largest and most dangerous beasts within Taldor’s borders have been eliminated, this has opened up new feeding grounds for smaller, more clever threats who can blend into human society—or who are human themselves. Criminals and conspirators prey on the people of Taldor as readily as kobolds or orcs may elsewhere. For every ancient mystery unraveled and studied, the wealthy elites bury far more secrets as their political machinations unravel—up to and including entire communities when they become “inconvenient.” Within the empire’s grand cities, complicated and often treacherous political and social webs provide opportunities for a different sort of adventure, filled with deception, intrigue, sabotage, and subterfuge. ANTIOS’S CROWN Trap-Filled Mountaintop Necropolis Location Mount Antios, Kazuhn Prefecture Inhabitants bound outsiders, constructs, rival grave robbers, undead Features ancient magical defenses, high-altitude hazards, traps

High atop the mountain peak that bears his name, Grand Prince Antios, tenth emperor of Taldor, created a sprawling necropolis overlooking the whole of his domain. To fund the operation, he sold mausoleum space to other Taldan nobles, all of whom designed their own elaborate resting places to immortalize their greatness and to protect their remains and their wealth from potential grave robbers. For the next 500 years, Taldor’s elite begged for, bought, and even warred over burial spaces on Antios’s Crown. The necropolis has been filled to capacity for millennia, and the families and followers of the interred stopped trekking up the mountain to pay their respects long ago. Today, most knowledge of the necropolis—even the names of those interred within— are little more than legend and speculation. In addition to the art objects, magic, and wealth entombed within, Antios’s Crown is the foremost repository of early Taldan history, including a dozen libraries dedicated to various families’ victories and ancestries. Early families recorded their history in great tomes, tapestries, mosaics, and poetry—even enchanted instruments that perform eternal ballads to their heroic deeds. While a greedy visitor could walk away from this city of the dead with the wealth of a king, a clever visitor could instead walk away with his darkest secrets and a strong hold over his descendents.

Despite the centuries since its last resident’s funeral, the necropolis remains as well guarded as it was in its prime. Even the poorest of nobles interred here spent fortunes on complex mechanical traps—ranging from simple pits, volleys of darts, crushing walls, and swinging blades to elaborate, room-sized deathtraps intended to draw out a would-be tomb robber’s suffering. Many of these traps remain active even today, though centuries’ worth of grave robbers have triggered (and often fallen victim to) many more. Wealthier nobles embraced the grandeur of magical traps and defenses. Able to reset themselves—and also conspicuously expensive—these defenses protected far greater treasures within. Magical traps are less predictable, however, and even their arcane workings deteriorate with time. Some now behave erratically, sometimes with more deadly results, but other times with strange and unpredictable outcomes that curse, warp, or transform trespassers. For those who could afford better than traps, a variety of constructs and bound outsiders augment the necropolis’s defenses. Minor nobles employed simple animated statues, while the imperial tomb relies on golems forged from pure gold. Other tombs, especially those from families closely tied to a church, use bound angels, devils, inevitables, or psychopomps to mind their dead. Occasionally these outsiders come into contact with one another, resulting in an open conflict that unleashes additional chaos and further damages the necropolis. While the interred invested heavily in charms and blessings to ensure they could not return or be raised as undead, the necropolis’s oftentimes cruel defenses have given rise to countless vicious, if minor, haunts and undead. Supplementing the traps and outsiders are legions of gearghostsB4, geistsB4, ghosts, poltergeistsB2, and wights whose agendas lean more toward torturing the living than protecting any treasure. Most of the city’s undead revere—or at least obey—a powerful vrykolakasB6 named Zinimus, a treasure hunter who scaled the mountain when the tombs were still young, desperate to find the coin she needed to cure the plague wiping out her family. Zinimus knows the necropolis like no other being, and she has resolved that if fate decreed even her ailing family wasn’t worthy of the wealth within, then none are. The treacherous path up the mountainside has not been maintained in centuries, and seasonal rains and landslides long ago wiped away many of the stairways and paths, leaving narrow, slippery walkways and long stretches that must be navigated with climbing gear and ropes. Local fauna includes chimeras, manticores, rocs, and yrthaksB2; supernatural predators such as berbalangsB3, geistsB4, spectres, and wraiths; and living threats such as rival bands of grave robbers and members of cults dedicated to deadly gods like Urgathoa or Zyphus.









ARODEN’S EYE Shrine to the Apocalypse Location northern World’s Edge Mountains Inhabitants Groetus cultists, harpies, lunar nagasB3, proteansB2 Features desecrated temple, mountains, sacrificial altars

This rocky mountain with a circular hole 150 feet wide bored through its peak was dubbed Aroden’s Eye shortly aft the Last Azlanti’s ascension. Legends claim the tunnel was a show of his newfound power, but no actual evidence links Aroden to this unusual mountain. Historians believe it was instead named in his honor due to its ocular shape and the vague similarity to his holy symbol. Regardless of origins, the Eye——was a frequent pilgrimage site for Aroden’s faithful throughout Taldor’s history. These expeditions helped support a small temple and monastery built into the mountainside and a half-dozen inns at its base. In the wake of Aroden’s death, visitations stopped, tithes ran dry, and the dozen shrines—each venerating one Aroden’s 12 guises—fell into disrepair. The suddenly powerless clerics of Aroden quickly vacated the remote site until only a single aging priest, Leomaris Gurgin, remained. Abandoned by his acolytes in the silence of his god, he first maintained the rituals with a fervent faith, and then a desperate faith, and finally a bitter one. He felt only hatred for a world that would steal the simple joy of devotion from him, and he longed for it all to end. One night as he watched the moon rise through the great, stone circle, he heard the comforting call of oblivion, and its herald: Groetus. When harpies came to scavenge the temple, Gurgin taught them the ways of faith and the truth of oblivion, and the Last Wind clan thanked him in the only way they knew how: they threw him from the mountaintop and dined upon his broken body. Today, the Last Acolyte clan—as they have renamed themselves—lead by the priestess Thekshiek (CE harpy cleric of Groetus 12), rules the remote ruin. The Last Acolytes believe that Groetus is a great harpy and scavenger who killed Aroden as the first in what is sure to be a long string of deicidal murders, bringing about the end of the universe as the god of end times gorges on divine flesh. To celebrate their god’s triumph, the harpies sacrifice sentient victims, especially those with divine spellcasting abilities, under the full moon. The cult seeks out especially powerful clerics and other divine servants to sacrifice when the moon perfectly aligns with Aroden’s Eye. A handful of lunar nagas serve as the cult’s astrologers, predicting these alignments and divining meaning from the position of the moon among the stars. The monastery is a treacherous affair: a dozen structures built into the steep cliffside and connected by narrow stairways and rope bridges. Harsh mountain winds howl all around, threatening to freeze anyone they can’t unseat. The harpies have constructed a thirteenth shrine lashed between the existing buildings, and every few years the precariously built structure snaps free and tumbles down the mountainside—usually with screaming captives inside. Thekshiek, the astrologers, and other clerics summon proteans for their bloody rituals, especially those reveling in murder and the chaos that results from unexpected, violent death. The bloodshed attracts a number of redcapsB2 as well. Humanoid cultists are rare among the Last Acolytes; the harpies see humans as Aroden’s proxies, more useful under the sacrificial knife than as active members of the cult. The Last Acolyte clan’s reckless rituals and summoning have had the side effect of tapping into the Dimension of Dreams, accidentally unleashing animate dreamsB2 that gleefully serve the cult. Travelers through the area report horrible nightmares, with eerily similar descriptions of the mountain and a howling moon. Unknown even to Thekshiek, however, a dark reflection of Leomaris Gurgin (CE male animus shadeB6 warpriestACG 14) waits, a broken and furious mind, trapped just behind the rents in reality the cult continues to probe.



BAFRA’S FACE Ancient Monument to a Forgotten Emperor Location Tandak Plains just south of Verduran Forest Inhabitants earth elementals, earth mephits, gargoyles, moss trollsB3, spriggansB2 Features abandoned farmsteads, ancient ruins, underground tunnels

Since Taldor’s earliest days, its emperors have expended exorbitant resources celebrating their own greatness, each intent on establishing a legacy to withstand the millennia. Grand Prince Bafra, who ruled late in Taldor’s first millennium, was no exception, ordering a giant likeness of his face carved into the high granite bluff overlooking what was then verdant forest and farmlands. Despite Bafra’s efforts, all but his name faded from memory, and even the mighty granite weathered and crumbled over thousands of years. What remains is a massive but vague face—little more than impressions against a grandiose rock wall dusted with moss and creeping plants—staring out over an abandoned stretch of the Tandak Plains. Years ago, the face attracted pests: a clan of spriggans, who squatted in the construction tunnels of the Face and began slowly expanding them. After discovering the broken remains of a construction golem, the clan’s charismatic leader, Ifgeiher (CN agender spriggan fighter 2/oracleAPG 8), hit upon the idea of transforming the entire granite form into a colossal golem. With such a power at their side, the spriggans could tame the horrors of the Material Plane, or perhaps even march back into the First World. Over the years, this plan has slowly evolved into building a stone god. The spriggans’ efforts and the unique religion growing up around it have attracted a few dozen gargoyles to the cause, who loot nearby farms for food, lore, and tools. The gargoyles truly believe in the spriggans’ mission, and they already worship the “rock god.” A small tribe of moss trolls has recently joined Ifgeiher as well, making their homes in the small copse of trees atop the rock, but unlike the faithful gargoyles, the newly arrived trolls simply see the value in having a stronghold to retreat to after their own raiding, complete with zealots eager to defend the trolls’ home (albeit for the zealots’ own reasons). Ifgeiher doesn’t quite understand how to construct a golem—or in this case, a stone colossusB4—but more than a century of trial and error has taught them much. The colossus’s body is nearly ready: a dizzying array of “vessels” and “organs” carved into the granite shelf below the face. The true challenge lies in Bafra’s heart chamber, where Ifgeiher

experiments with the original golem they discovered long ago and others their minions have captured since. Using unique rituals to merge the spirits of powerful earth elementals, the spriggans hope to manufacture an elemental “motivating force,” but what they have so far is a powerful but miserable elemental entity kept in check by layers of patchwork wards and protections. Ifgeiher has begun to wonder if an infusion of non-elemental life forces—human souls, specifically—might temper the rage and misery pulsing through the motive force and finally grant it the focus and power it needs to take up full residence in and control of its enormous stone body.





BLACKWOOD SWAMP Marshland Hiding Ancient Secrets Location surrounding Cassomir, Tandak Prefecture Inhabitants carnivorous plants, criminals, giant insects, hydras, lizardfolk, swamp mummiesB5 Features drug labs, druidic ruins, quicksand

Despite its proximity to Taldor’s second-largest city, Blackwood Swamp remains one of the least accessible portions of the nation. This swamp was once a sizable stretch of the primeval Verduran Forest, which in ages past covered most of northern Taldor. As more and more trees around its periphery were cleared to construct Cassomir and its ships, however, more and more dry land subsided into river-fed wetland. The Wildwood druids further assisted the swamp’s expansion, hopeful the dangerous terrain would consume Cassomir and drive out the Taldan exploitation. As Cassomir grew up around Quickfall Abbey, though, its founders simply built a moat around the settlement’s walls to keep the muck out and turned their eyes to the sea. A wide stone causeway—built in the early years of Taldor at the cost of many lives— extends from Cassomir through the marsh. A wide canal runs alongside the causeway, constructed almost a thousand years later but not nearly as well maintained. The military ostensibly patrols both of these paths through Blackwood Swamp, but most travelers know they must rely on their own hired guards if they want to get across the marshland safely. Venturing off the designated paths is suicide: bogs, disease, and quicksand are the least dangerous of the wetlands’ hazards. Boilburst vultures, constrictor snakes, giant mosquitoesB2, hydras, rot grubsB3, and countless other dangers lurk in the stagnant waters. Even the swamp’s flora is a threat to those passing through. Carnivorous plants encroach on even the imperial causeway and prey upon passing merchants, and stinging devil’s lash vines defy all attempts to keep them at bay. Deceptively beautiful and fragrant, the poisonous flowers known as lionsmanes grow throughout the swamp; their sticky-sweet nectar causes mild hallucinations and itchy rashes with even casual contact. A Cassomiri alchemist named Jorost (CN male half-orc alchemistAPG 4/rogue 2) has derived a lionsmane tincture that concentrates the flower’s hallucinogenic properties, spawning a new drug trade on Cassomir’s streets. Jorost and his goons—a gang called the Gatormanes—maintain several secret outposts and laboratories in the swamp to collect and process the potent plant, and they have trained particularly large and aggressive alligators to guard their gathering grounds. Other humanoids dwell in the wetlands as well, and entire families of swampfolk—most of them refugees from Cassomir’s crushing poverty—have learned to avoid the Blackwood’s dangers and survive in the dank shadows. Banditry, bootlegging, drug-running, poaching, and smuggling are all established ways of life and long family traditions among these isolated and desperate people. The swampfolk also earn coin dredging up long-drowned blackwood trees from the swamp floor, where the acidic water and lack of oxygen have preserved the precious trees intact since the swamp’s creation. These reclaimed trees circumvent the Wildwood Lodge’s normal monopoly on blackwood, making them exceptionally valuable in the markets of Cassomir. The Dorde family, a human family of rogues and hunters, dominates the “sinker” trade and seems to have a sixth sense for the best deposits of these pickled trees. Secretive to the extreme, the Dordes aggressively defend their territory with shallow spiked pits, snares, and a web-toed breed of swamp hound apparently unique to the family. Approximately 15 miles northeast of Cassomir, still well within the swamp’s heart, stands the small lizardfolk enclave of Tskikha. Chief Thakik (N female lizardfolk shamanACG 5) and her family form the bulk of Tskikha’s population. The village clashes frequently with smugglers, and while not overtly hostile to humans, the lizardfolk have developed a strong distrust of outsiders. The Tskikha cling so stubbornly to their territory because their huts are built atop ancient ruins that lie beneath the swamp’s thick mud floor. The remains of Nacar-Azen—one of the region’s original city-states—were long ago consumed by the forest and later by the swamp. The lizardfolk avoid traveling deep into the underwater ruins for fear of the muck-dwelling predators and mud elementalsB2 that lurk along the swamp’s floor, but even the treasures and lore that occasionally float to the surface make their tribe more powerful than any outsider expects. The ruins of Nacar-Azen still retain large air pockets, and they extend not just beneath the lizardfolk’s lake but deep into the adjoining mud and swamp. While the ruined state of many Azlanti cities is due to grave threats, Nacar-Azen simply fell to human error. It was settled by refugees from lost Azlant who, in their rush to create a new home, built their foundations on sandy soil that settled and washed away as the swamp expanded. Over the centuries the city slowly sank, first becoming a riverside city of canals and levies and then finally flooding. This lack of a single destructive event leaves the city relatively free of the undead or ancient guardians typical in many such ruins, but the surviving structures provide suitable lairs for all manner of aberrations, animals, and magical beasts. Ancient sewers still connect many of the city’s buildings, which include several of the first schools established in the region following Earthfall. In particular, the Astrarium of Mag dedicated itself to understanding what precipitated Earthfall and what the Starstone was. In a similar vein, Tskikha lizardfolk legends tell of a tall and proud man who visited the site and plumbed its secrets shortly before the Isle of Kortos rose from the sea.



BORDER WOOD War-Ravaged Woodland Location Qadiran border, Sophra Prefecture Inhabitants gremlinsB2, lions, mockingfeyB6, pookasB4, Qadiran agents, undead soldiers, wolves Features ancient trees, border defenses, hidden forts, long- forgotten traps, river crossing

The second-largest woodland in Taldor, the southern Border Wood straddles the Taldor-Qadira border, making it an ideal place for clandestine entries into either country. Despite its meager size, the forest holds many dangers—relics of centuries of warfare between bitter rivals. While many small settlements ring the wood’s periphery on both sides of the border, supported by logging and hunting for the region’s plentiful game, few souls venture very deep into the twisting depths, where thick trees, sudden drop-offs, winding creeks, and steep bluffs make travel slow and dangerous. The Border Wood has seen countless battles over the millennia as Taldor and Qadira pushed one another back and forth across the Jalrune River, and 10 times as many hidden rendezvous and forgotten skirmishes. During these periods of war, both Taldan and Qadiran forces used the woods’ natural terrain and dense foliage to hide countless implements of war, from siege engines and covert headquarters to fi of magical mines and mechanical traps. The blood of tens of thousands has soaked into the soil, and many spirits roam aimlessly, bitter over their deaths or mourning lives cut short. While most of the forest’s undead are solitary spirits—festering spiritsB4, ghosts, wraiths, and similar incorporeal threats—at least one isolated valley deep within the forest, known as Hander’s Canyons, gave rise to a horrifying gashadokuroB4 aft an entire battalion became stranded through a particularly harsh winter in 4599 ar. The creature remains trapped in the valley thanks to the landslide that doomed its component souls, but a fl fl or further slumping of the debris from the landslide could easily loose this ravenous terror upon the forest’s settlements. During the Grand Campaign, both sides spared no eff in establishing secret strongholds and watch posts in the Border Wood to watch for secret invasions and serve as launching points for their own eff . Some of these are little more than camoufl hunting lodges, while others, such as the now-lost Hethero Bastion, were dug deep into the earth to conceal housing and supplies for small armies, complete with their own water supplies, foundries, and treasuries. Many of these old sites remain lost, but others now serve as strongholds for bandits and smugglers who use the forest to cover their illicit dealings. Prime among these predators is Lundo the Border Queen (NE female skinwalkerB5 witchAPG 9), who

discovered a Taldan fortress buried inside a hill several miles north of the river, with partially fl supply tunnels running north and south for miles. Lundo promptly recruited a number of werecrocodilesB4— distant cousins from Qadira—to run the tunnels and act as her inner circle, and she now controls one of the most powerful smuggling networks along the Taldor- Qadira border. The Zimar Corsairs heavily patrol the stretch of the Jalrune that passes through the Border Wood, but it remains the most dangerous stretch of an otherwise peaceful river. Both sides hacked the tree line back from their respective banks, providing nearly 300 feet of open plain would-be border jumpers needed to cross, all lined with watchtowers. Without the trees, however, the banks eroded yearly, widening the river while also shallowing it and studding the bottom with unseen tree trunks and the remains of collapsed fortifications. Crocodiles and hippopotamuses both love the warm, muddy shallows, and today the tree line ends abruptly at the river’s edge, providing plenty of cover for pirates and smugglers waiting for victims or watching for the Zimar Corsair patrols. With so many predators living in or near the river, merchants have learned never to stop for what seems to be a vessel in distress, and those who run aground on the Jalrune’s countless hazards may be on trapped for days waiting for the next Zimar Corsair vessel to pass. The Border Wood shelters a number of large and dangerous predators otherwise wiped out from Taldor. Lions in particular stalk the woods, as do wolf packs. Chimeras, leucrottasB2, perytonsB2, and trollhoundsB3 all prey on the forest’s ample game and fi shelter in the confusing terrain. While the warfare and constant danger have eliminated most of the powerful fey traditionally found in woodlands, smaller and more clever fey have fl especially gremlins, pookas, and the normally rare mockingfey. Recent strange weather conditions have also deposited a number of cold-acclimated fey, including particularly cruel winter- touched (Pathfi Adventure Path #67 72) sprites and atomiesB3; the newcomers hide underground during the region’s harsh summers, but creep out in the winter to raid villages and make playthings out of any travelers they fi While hardly the Border Wood’s most dangerous adversaries, these smaller fey creatures are clever, nest in large numbers, and show little fear of humans—no other denizens of the woods raid human settlements so frequently or unleash its hidden tricks and traps so ruthlessly. With the dangers and treasures it hides, the Border Wood attracts fortune-seeking nobles and desperate peasants in equal measure, and the two groups often make sport of one another, using the traps and relative anonymity to hunt the other.





EAGLE’S HEAD Amphitheater, Arts Fair, and Conspiracy Hatching Ground Location central Kazuhn Prefecture Inhabitants artisans, bards, carnival folk, elite audiences Features amphitheater, carnival, conspiracies, thieves’ guild

With a history stretching back over a thousand years, the grand amphitheater at Eagle’s Head has staged nearly every major Taldan theatrical work—ballets, operas, and plays alike—since Aroden’s apotheosis. Under the sprawling beak of the structure’s eponymous eagle’s head, performers from across the Inner Sea conduct concerts declaim orations, and enact dramas and comedies in the hopes of catching the public consciousness and becoming their generation’s cornerstone of Taldan culture. Each summer as the performance season swings into gear, artisans and merchants set up their carts and tents for a mile in any given direction, creating an ever-shifting town of vendors and lesser performers competing for visitors’ coins. Artists and minor nobles frequently meet here to arrange patronages. But not all visitors come to Eagle’s Head to enjoy the festivities. Plotting nobles, undercover spies, and ambitious criminals use the carnival atmosphere, anonymous crowds, and overwhelming distractions to hide more nefarious interactions. That these clandestine meetings take place is an open secret, which only helps hide them from view; Eagle’s Head lays a thousand eggs and hatches 10, the popular saying goes. Longtime Eagle’s Head regular Myro Gravilla (NG male gnome bard 3/investigatorACG 5) leads a small contingent of Lion Blades in attempting to catalog potential threats to the Crown, using a combination of keen eyes, magic, and a vast knowledge of Taldor’s many movers and shakers to separate the innocuous from the dangerous. With its wide variety of attendees, Eagle’s Head is a popular target for dissidents and state enemies. Every year, the Lion Blades discreetly disarm a plot to poison, invade, or magically disrupt the festival. These victories are kept quiet, lulling the nation’s enemies into believing the site an easy target and consequently taking few efforts to maintain the secrecy of their attacks. For the last 5 years, the talk of the festival has been the mesmerizing performances of rebec virtuoso Tirilee Ambrasa (N female elf bard 10). Performers rarely capture the spotlight more than 2 years in a row, so Ambrasa’s run leaves many wondering whether she owes her success to more than extraordinary skill. Despite investigations, her sway over the masses appears entirely nonmagical. Perhaps because of this air of mystery, Ambrasa meets with dozens of nobles and foreign nationals every season, making her a person of interest to Gravilla and his Lion Blades, but international politics hamper their investigations: Ambrasa is a diplomat from the elven nation of Kyonin, and she retires to her isolated homeland after each season’s end. The Brotherhood of Silence, one of the Inner Sea’s largest thieves’ guilds, maintains a strong presence at Eagle’s Head each summer. Many of their members here are fl trouble in Oppara and use the crowds and anonymity to blend in and lose any pursuers before moving on in the autumn. Propmaster Rouriss Barthel (NE male dwarf expert 2/rogue 6) tracks the Brotherhood’s comings and goings—as close to a leader as the group needs—but also fences stolen goods through various vendors.



ISLE OF ARENWAY Secretive Druid Enclave and Ancient Prison Location confluence of Sellen River and Verduran Fork Inhabitants awakened animals, centaurs, druids, leshysB3, plant creatures, Taldan River Watch, treants Features druidic lodge, island, standing stones, primordial forest, walled river fortress

The Isle of Arenway stands at the heart of the Verduran Forest, where the waters of the mighty Sellen River and Verduran Fork meet before continuing their long journey to the sea. While the Verduran Forest is primordial and alien, the Isle of Arenway is a step beyond in terms of its age and isolation, and the druids of the Wildwood Lodge consider it among the most sacred places in Golarion. Powerful spirits of nature run unchecked, and species otherwise extinct across Avistan still fl here, so the Wildwood druids consider it their sacred duty to preserve these holdouts against all potential dangers. In turn, the druids are bound to the island, forever standing guardian over those things from Golarion’s ancient past that could wipe humanity clean from the world were they freed. Today, the Isle of Arenway is off-limits to all outsiders. The Treaty of the Wildwood acceded the island solely to the druids and guaranteed Taldor would contribute to the island’s isolation. The druids’ lodge there is a wide, two-story wooden structure made of melded, living tree branches, held above the forest floor by a dozen sturdy redwood trunks. The structure and its immediate vicinity are magically shielded from scrying and other forms of divination, preserving the druids’ secrets and rituals. Circles of standing stones dot the island—some so ancient they are little more than mounds, and others constructed within living memory. The druids open portals each year to the verdant demiplane known as the Circle Between, where they converse with their counterparts from other planes and with the Circle Between’s mysterious guardian, the Bramble Queen. Green Faith druids from across the Inner Sea region bring rare plant and animal species, especially the last specimens of dying species, to Arenway in the hopes of sending them to the demiplane as a final sanctuary. Despite the omnipresence of Wildwood Lodge’s druids, the island’s leshys seem to run their own agenda. Though normally dependent on druids to grant them living bodies, the leshys of Arenway sprout into being of their own accord. These spontaneous leshys lack the social skills and languages of their constructed counterparts, confronting most nonplants with long, uncomfortable stares. These unsettling plant-creatures study visitors and natives alike, often stealing seemingly useless trophies—jewelry, hair, blood, or scraps of clothing— before disappearing into the wild. Where and why they

takes these scraps remains mysteries even to the island’s oldest inhabitants. Each year on the summer solstice, the Wildwood druids host the Moot of Ages on the island, inviting their kin from around the world to come and share the year’s discoveries and impart ancient knowledge to the next generation. The event, which includes representatives from Green Faith circles from as far away as Tian Xia and southern Garund, is too large to take place entirely within the lodge, and the visiting druids oft set up modest camps along the island’s shore. Each year, interlopers attempt to infi the Moot of Ages with limited success. While the security on Arenway is always high—thanks to the very animals and trees of the island keeping a watchful eye out for intruders—the moot sees the addition of the Taldan River Guard and dozens of additional powerful druids, huntersACG, and shift UW from across Golarion. Every year at the moot, the Wildwood Lodge decides on a new leader to settle disputes and negotiate with Taldor, but in the past 17 years, they have retained the expertise of Valenar the Green (N male venerable human druid 15), an aggressive isolationist who secretly pines for the long-past days when the druids of Avistan wielded considerable respect and power. Valenar takes much of his council from the island’s most ancient and powerful denizens, including Emorga All-Seer (LN awakened immense tortoiseB4 diviner 8), the Wildwatcher (NG manitouB4), and Xivaga (CN old forest giantB2 druid 8). A huge and deadly variety of plant creatures—some found nowhere else on Golarion—prowl the island alongside various awakened animals and centaur rangers and hunters, but Arenway lacks the fey so common throughout the rest of the Verduran Forest. Something primordial in the island repels these spirits of creation and vibrancy, and taints even the upstanding druids and centaurs of the island with dark thoughts. The druids refuse to speak of this palpable presence in their land, but inscriptions on the most ancient and worn of Arenway’s stone circles speak of the “Three Brother Storms” birthed by an unnamed god in a time before Earthfall, who were sealed below—or became— the island. Some speculate that the unchecked life and creation of Arenway are maintained to sate these bound entities’ thirst for destruction, and where the life of the island runs thin, whispers of power and blood sprout up from the soil. In the fi century ar, the renegade druid Ghorus broke from the Wildwood druids and founded the Goroth Lodge aft listening to these whispers for death and destruction. Defeated by the First Army of Exploration, Ghorus’s followers are rumored to remain even aft 4,000 years, hidden among the druids of Wildwood Lodge and awaiting an opportunity to strike out against Taldor, and perhaps the rest of Avistan.





LINGIAN CANALS Crime-Ridden Crumbling Waterways Location central Lingian Prefecture Inhabitants corrupt officials, giant garB2, merchants, muckdwellersB5, nixiesB3, pirates, snapping turtlesB2 Features governmental corruption, organized crime

Like most of the nation’s infrastructure—built at the height of Taldor’s glory and sophistication—the empire’s elaborate canal network has fallen into disrepair even as it remains vital to the nation’s trade. Nowhere in the empire are these waterways more squalid or dangerous than the woefully corrupt Lingian Prefecture, where the once-glorious aquatic byways are now little more than a network of lakes and swamps, their stagnant waters dirty and thick with algae and mud. Taldan nobility travel Lingian only via its roads, but merchants, farmers, and anyone else with heavy loads to transport must still rely on these decaying waterways to cross the rough terrain. More than any other canals, the Lingian canals— Piellos, Saav, and Lungrin, from east to west—are home to organized crime. Every local authority operates its own lock or tolling station with impunity, charging whatever the owners believe they can get away with. Many nobles whose land lacks an official inspection station build one regardless, demanding steep fees for passing through. Furthermore, an organized crime group calling itself the Canal Syndicate operates across the waters from its home base in the town of Pastorling; the Syndicate blackmails, bribes, and intimidates nobles into allowing free passage to any boat bearing one of the Syndicate’s “licensed inspectors” and in turn charges exorbitant fees for ships to recruit these inspectors to their crews. While this personnel addition speeds travel, as sensible bureaucrats wave Syndicate vessels through, simply paying the tolls would be far cheaper. However, vessels that refuse to take a Syndicate inspector virtually guarantee a visit from the canal’s omnipresent river pirates, and in exceptional cases a Syndicate inspector might even press-gang the crews of ships they travel on into piracy to avoid reprisals. “Official” Canal Syndicate pirates aren’t much more organized than these press-ganged pirates. The criminals recruit most of their forces from the poor and desperate of Lingian Prefecture, mostly farmers driven off their land by incoming nobles. What they lack in skill, however, the Syndicate’s members more than make up for in numbers and familiarity with the region’s dangers. They string chains to hobble boats or give chase to drive barges onto sandbars. In most cases, the hardscrabble bandits are happy to plunder pocket change, basic supplies, and a few barrels of whiskey, but a few hard- line Syndicate operators strip their prey clean—their bloody reputations ensure all Syndicate vessels are feared by extension. Most notable among these is Captain

Blackwater Kelly (CE female halfling brawlerACG 6/ sorcerer 2), known for her tendency to break her victims’ legs before dropping them into the canals’ dark depths. Kelly commands the Garpike, a riverboat outfitted with ballistae and crewed largely by a bloodthirsty crew of halflings who—like her—watched their families die a decade ago when the Adeline merchant family seized their canal-side village to build an estate and shipping center, putting the existing structures to the torch. Then a promising student of the arcane, Kelly terrorized the entire noble family into throwing themselves into a vat of tar—earning her menacing nom de guerre—and broke the noses and fingers of any Adelines who regained their senses and tried to escape drowning. Following this tradition, the crew of the Garpike rarely leaves more than a single survivor from any given attack—just enough to spread the story of its deeds. When not robbing other vessels, the Canal Syndicate focuses on smuggling drugs and liquor to avoid the region’s stringent taxes—often forcing merchant vessels to take on their cargo in exchange for potential safety—as well as running every flavor of indulgence available above the water. Syndicate barges are floating pleasure palaces, dealing drugs, thrills, and flesh to Lingian’s growing wealthy population. Far more dangerous than the average pirate vessel, Syndicate pleasure barges employ dangerous and experienced guards—especially ex-soldiers and mercenaries—alongside whatever protections their clients bring with them. A senior Syndicate member commands each ship, adopting a faux title to replace her real name, such as the Viceroy of Vice, Chancellor Spirits, and the infamous Queen of the Midnight Howls. The Syndicate affords its “floating nobles” incredible leeway and rewards so long as the coin flows in, but likewise imposes horrific consequences for failure. These riverboat gangs maintain their power by mimicking the balanced power structures made popular by adventuring parties, employing divine and arcane spellcasters in addition to rogues and guards; while expensive, it makes them more adaptable opponents. In addition to pirates, the Lingian canals teem with creatures common in Taldor’s rivers and swamps. Giant gar and snapping turtles lurk in the large lakes that dot their length, while crocodiles, muckdwellers, and various snakes haunt the stagnant, swampy stretches. Most dangerous are the nixies who call the swamps home. Corrupted by the pollution in their watery home, the canal nixies are every bit as bloodthirsty as the pirates who hunt above the water’s surface, snatching shiny objects and treats from any passing vessels and often kidnapping crew in the dead of night to serve them underwater until the fey grow bored and devour their victims. Bog nixies are incredibly common among these corrupted tribes, usually leading bands of two to four of their lesser kin.



PORTHMOS PRISON Isolated Anarchist Community Sealed within a Taldan Ruin Location foothills between the Porthmos Gap and the Southern Range Inhabitants chokers, criminal gangs, gnolls, orcs, political dissidents, smugglers Features abandoned fortress, dust storms, escape tunnels, impenetrable walls

In its heyday, Edgeside Keep was one of the largest, most sophisticated fortifications Taldor ever constructed. A double set of 60-foot-tall crenellated stone walls created a deadly killing field between the outer walls and the fortress proper, while a seven-story inner keep and a dozen smaller buildings housed an entire battalion at a time to staff the 8-mile watch wall extending from Edgeside Keep into the Porthmos Gap. An independent water supply and formidable magical protections rendered the remote fortress nearly unassailable, and at several points in Taldor’s history, it is credited with protecting the empire from invasion from the east. Shortly after the Grand Campaign’s conclusion, however, a series of earthquakes collapsed much of the watch wall and damaged Edgeside Keep, and with no eastern aggressor to defend against, the Taldan military elected to decommission the costly fortification rather than rebuild. Edgeside Keep sat abandoned for nearly a century before Grand Duke Briarsmith reopened it as a prison, rebuilding the outer and inner walls just enough to keep criminals—and his enemies—trapped inside. Today, Porthmos Prison is effectively a tiny anarchist state isolated from the world. A handful of guards watch the walls, admitting prisoners and throwing food and supplies into the inner courtyard once a day. The killing field is now overgrown with thick briars and stocked with venomous snakes, while the ancient enchantments built into the wall surround the entire prison with a dimensional anchor effect, shutting down all attempts to teleport in or out. Captain Erta Manigold (LE female human necromancer 5) leads the small crew of human guards warding the prison and remains loyal due to the violence Briarsmith could inflict upon her—as well as the coin he pays. She keeps her spellcasting a secret from her guards and the prisoners below, having employed it only once to prevent a prison escape. Prisoners roam free within Porthmos Prison— without guards or schedules—and fight tooth and nail for any available space or scrap of food. Larger gangs dominate specific territories, such as specific floors of the inner keep or corners of the dungeon complex below the fortress itself, overseen by leaders jokingly called wardens. Authority over the prison’s interior falls on the so-called “high warden”—whoever leads the biggest gang or controls the choicest territory, though

the position is informal and changes hands often. Most prisoners are traditional criminals, but among them are others who fell too deeply into debt or spoke out against Grand Duke Briarsmith, as well as reckless or interfering adventurers and tribes of humanoids from the Whistling Plains and World’s Edge Mountains captured in raids or skirmishes with the local militia. A number of prominent politicians—including several nobles—have found themselves hurled into the prison for opposing Briarsmith, and more than a few have survived long enough to become wardens of their own gangs. The most powerful gangs at present include the Blood Moon, an all- female gang of mostly humans and gnolls who provide the closest thing to a peacekeeping force the prison knows under the eyes of disgraced knight Kanara the Spared (LN female human cavalierAPG 5); the aristocrats, politicos, and loyalists of the Setting Suns, run by exiled reformer Erastani Ginette (N male human aristocrat 8); the Nightrunners, who cling to power by press-ganging any spellcasters thrown into the prison; the Silver Palm, which controls most of the smuggling into the prison under the oversight of veteran prisoner Rokna (N male human expert 5); the Tower Guard, led by the King of the Tower (CN male dwarf barbarian 6), who rules the keep’s top floor; and the Waste, an unlikely alliance of ex-adventurers and paupers led by the one-eyed Hadge (CN male human rogue 5) whose claim to power is their monopoly on blacksmithing and other needed crafts. While entering Porthmos Prison is a simple matter of crossing the grand duke, exiting it is considerably more diffi Wards still bar magical exit from the prison, though several mundane routes exist. A few tight smuggler tunnels connect to the dungeon complex below the prison, and gangs fi ruthlessly to command these entry points—though the soft sandstone and constant burrowing of nearby bulettes cause frequent cave-ins. Only the old sewer provides reliable access, but a exploitative gargoyle named Grinnd (N male gargoyle fi 3) guards the grating, demanding curiosities as tolls for access to his pipe. He adores books and illustrations, though his frontier lifestyle quickly destroys these treasures. Within this wet network of tunnels lurk many large vermin, including fl -eating cockroach swarmsB2 and giant centipedes, as well as a clutch of chokers who feed on the inmates above. However, resources for escape attempts are slim; few manufactured weapons make their way into the prison, let alone spell components or adventuring equipment. Moreover, the gargoyle Grinnd demands payment no matter which way travelers might be passing through his pipe, and providing the stone guardian with reading material from inside the prison is nearly impossible— even if escapees can make the right allies to learn about the drainage tunnel in the fi place.



RUINS OF NAZILLI Spider-Infested Ghost Town Location Tandak Plains south of Verduran Forest Inhabitants araneasB2, bebiliths, cultists of Mazmezz, demons, doppeldreksB5, ettercaps, gray oozes, ochre jellies, spiders Features acid pools, demon altars, ruins, webs

For the grave crime of resisting his rule during the Dragon Plague, the black dragon Aeteperax wiped the town of Nazilli from the face of Golarion in a single night, and then he used his breath weapon and magic to pollute the water table and ensure no one would ever occupy the rebellious land again. The few survivors fled in all directions, never to return, even after the bold Lady Tula Belhaim slew Aeteperax. For centuries, Nazilli stood empty, the ruins of its buildings providing homes for small animals and its fields filling with hardy, tangled briars. However, lately the town has become the center of worship for a growing cult of Mazmezz. Led by the ettercap Ythraktha (CE female ettercap cleric of Mazmezz 12), the demonic cultists found the polluted ruins, already crawling with insects and other vermin, the perfect center for their faith. The ruined buildings provide quiet, dark places for the ettercaps to weave their webs. Their few human members, largely criminals exiled from Cassomir, dwell in the intact brewery. Enormous spiders roam the landscape unchallenged, covering nearly the entire settlement in layers of sticky silk. Ythraktha is a survivor more than a general, and she generally dispatches gangs of ettercap cultists and spiders only to hunt the surrounding landscape for food—human and animal alike. She also commands a trio of bebiliths, which accompany her on occasional holy quests against nearby communities in search of magic baubles. Ythraktha’s second-in-command, a tall and terrible figure swathed head to toe in filthy silks, goes by the name Narathien (NE male drider inquisitorAPG of Mazmezz 5) and harbors much bigger plans to establish a kingdom of spiders on the surface after his embarrassing and disfiguring exile from his home in the Darklands, though he’d rather cajole his superior into action than supplant a woman. Ythraktha conducts strange rituals on the cult’s spider minions, imbuing them with demonic features including acidic bites and blood, elemental resistance, fast healing, and unholy webbing. The cleric has also tried increasing the vermin’s intelligence, but she has yet to succeed. The few humanoid cultists in Nazilli have trained some of the mindless arachnids to serve as mounts.Twins named Rezik and Bura (CE female tiefling cavaliersAPG 7) ride the cult’s only half-fiend mounts and serve as Ythraktha’s personal bodyguards, though they hold ambitions of taking their mounts out for more entertaining endeavors on the nearby Tandak Plains. To date, Ythraktha has forbidden such foolishness, knowing that warriors mounted on flying demon-spiders would attract unwanted attention. Poisonous rain still falls over the region, stunting plants and weakening would-be champions, and pools of acid bubble in the irrigation ditches and fountains of the town’s central square. The cult’s central sanctuary rises above these pools, its walls and floors of webbing held taut just inches above the searing liquid. Horrible oozes feed on the pollution and those less hardy creatures killed by it, serving as additional guardians for Ythraktha’s cult.


VALLEY OF THE AZLANTI Isolated Kingdom of Ancient Undead Location west-central World’s Edge Mountains Inhabitants akatasB2, ash giantsB3, clockworks, vampires, wights, wraiths Features Azlanti ruins, meteorite impact craters, necromancy

The wide basin on the eastern side of the World’s Edge Mountains known as the Valley of the Azlanti holds some of the best-preserved ruins from before Earthfall in the Inner Sea region. Yet despite the valley’s proximity to the heart of Taldor, explorers have ventured into only a handful of these ruins. The valley, though large, is concealed by the rocky terrain of the World’s Edge Mountains and Whistling Plains, and those searching for it must traverse sheer cliffs, wide canyons, and raging rivers while braving sudden storms. Strange wolflike akatas roam this broken landscape, and vicious ash giants hide in its countless caves and gullies. Those few explorers who reach the valley must then contend with hordes of undead. In its prime, the colony in this valley held a half-dozen small Azlanti villages inhabited by settlers escaping the wars of their homeland. These humble pacifists named their enclave Nel-Shevotha, and they lived peacefully here for nearly 2 centuries. But even here, Earthfall brought the sky down upon them. A rain of meteorites tore through the valley, destroying whole villages in the blink of an eye. But death did not end the colonists’ suffering. Whether because the trauma of their deaths bound them to the valley, the meteorites carried some necromantic taint, or the Azlanti gods Acavna and Amaznen were dead and could not receive them, the souls of Nel-Shevotha’s dead lingered, and over time, a thousand and one tragedies rose from the wet earth. Wailing spirits in search of their lost children, wraiths defying the gods who failed them, the ghosts of cowards who abandoned their families when tragedy struck, and many more haunt the ruins of the valley. And above them all stands Toryos (NE female adult copper dragon ravenerB2). Originally a powerful and wise dragon who tutored the people of Nel- Shevotha in the ways of philosophy in hopes that their example would bring enlightenment and peace to all of Azlant, Toryos arose as an avatar of destruction and the peace of

the grave. Still longing for followers to whom she could teach her new enlightenment of oblivion, Toryos raised hundreds of fallen Azlanti as vampires, vampire spawn, and wights, and the ruined valley became a twisted reflection of its living self, now blackened, broken, and rife with the shambling dead. In the 10,000 years since, the dead of Nel-Shevotha have kept their focus on maintaining the valley’s isolation, but this endeavor is not without challenge. Adventurers whisper legends of the lost valley and the treasures it holds, unaware of that its dead remain quite mobile and violent. The temptation of so many Azlanti ruins inspires countless Pathfinders, questing knights, and knowledge- seekers to risk life and limb to find this hidden wonder, but few survive the ordeal to tell about it.




BESTIARY “Taldor: the pinnacle of civilization. The mightiest empire, built upon the greatest military and protected by the greatest defenses in our part of the world—the triumph of humankind over the untamed wilderness. A land completely free from monsters, they insist. “Never believe such poppycock. “Nowhere in this world is without dangers. When you wipe the land clean of the obvious beasts, you don’t render it a paradise. You simply open up a new hunting ground for those monsters who can wear a friendly face. “Hunt, children. Or be hunted.” —The Baroness Katrina Venemaras, speaking at her daughter’s funeral



The encounter tables presented here are not meant to be an exhaustive list of threats that dwell within any given region of Taldor, but rather are for the GM’s convenience when PCs are in each of the indicated environments. If the result rolled is inappropriate for the PCs,roll again on the table or choose a different encounter. Bored Duelists (CR 6): Whether arrogant young nobles or ranking soldiers, these are warriors of some means and few outlets, throwing their weight around to feel important. They might want only to bully those nearby—or they might


Verduran Forest d% Result Avg. CR Source 1–2 1 fading fox 2 See page 60 3–14 Desperate bandits 4 See above Bestiary 4 150 15–18 1 emperor stag plus 1d4 stags 5 See page 61, 19–23 1 ettercap plus 5 Bestiary 129, 258 1d4 giant spiders 24–38 1d6 poachers 5 NPC Codex 129 39–50 1d6 werewolves 5 Bestiary 198 51–58 1 tendriculos 6 Bestiary 2 259 59–70 2d6 wolves 6 Bestiary 278 71–82 1 beast master 8 GameMastery


be more forceful, demonstrating their skills against those



of lower rank. The duelists consist of a 6th-level human



swashbucklerACG leading a trio of sycophants (use the noble




scion, Pathfi RPG GameMastery Guide 288). Desperate Bandits (CR 4): Many of Taldor’s bandits are simply hungry farmers with no alternative to crime. They hope their sheer numbers can intimidate a victim out of a few coins, and they rely heavily on the one or two genuine criminals in their midst to handle the unpleasant realities of banditry. A gang of desperate bandits typically consists of four pig farmers (Pathfinder RPG NPC Codex 256) led by a skulking brute (NPC Codex 144).

	plus 1 hermit 		Guide 263, 277 	 83–90	3 green hags	8	Bestiary 167

91–95 1 treant 8 Bestiary 266 96–100 1 giant sundew 12 Bestiary 6 258

Waterways d% Result Avg. CR Source 1–21 Desperate bandits 4 See above 22–32 1 kelpie 4 Bestiary 2 172



33–44 1d6 giant leeches 5 Bestiary 187 Cities



45–57 1 giant gar 6 Bestiary 2 128 d% Result Avg. CR Source

58–71 1d6 werecrocodiles 6 Bestiary 4 189 1–10 1d3 cutpurses 1 NPC Codex 144

72–85 1d6 hippopotamuses 8 Bestiary 2 157 11–14 1 redkind 2 See page 62

86–96 1 dire crocodile 9 Bestiary 51 15–29 1d4 street thugs 3 GameMastery

97–100 1 llorona 11 Bestiary 6 181


Guide 265



30–44 1d6 guards 4 GameMastery Whistling Plains


Guide 260

d% Result Avg. CR Source 45–49 1 rat king 5 Bestiary 4 225

1–8 2d6 baboons 4 Bestiary 2 212 50–53 2 wererats 5 Bestiary 232, 197

9–19 1d4 trailgaunts 5 Bestiary 6 264

plus 1d6 dire rats


20–33 1d6 centaurs 6 Bestiary 42 54–70 Bored duelists 6 See above

34–46 1 death worm 6 Bestiary 2 76 71–80 1 revenant 6 Bestiary 2 235

47–62 2 gnoll bruisers 6 Monster Codex 95 81–85 1 roofgarden 7 See page 63

63–76 1 chimera 7 Bestiary 44 86–90 1 xenopterid 7 Bestiary 4 283

77–88 2d4 lions 8 Bestiary 193 91–98 1 baetriov 8 See page 56

89–100 1d6 highwaymen 9 GameMastery 99–100 Scheming fencer 10 NPC Codex 86



Guide 259


Tandak Plains d% Result Avg. CR Source World’s Edge Mountains d% Result Avg. CR Source


1–8 1 raven swarm 3 Bestiary 6 240

1–7 1 hippogriff 2 Bestiary 2 156

9–22 Desperate bandits 4 See above

8–20 1d4 perytons 6 Bestiary 2 207

23–36 1d6 riding dogs 4 Bestiary 87

21–32 1d6 griffons 7 Bestiary 168

37–50 1d6 vagabonds 4 GameMastery Guide 291

33–43 1 orc mystic plus 1d6 orc sergeants 7 Monster Codex 166, 167

51–57 1d6 stags 4 Bestiary 4 150

44–55 1d6 manticores 8 Bestiary 199

58–71 Bored duelists 6 See above

56–61 1 roc 9 Bestiary 236

72–73 1 mothman 6 Bestiary 2 194

62–75 1d6 rock trolls 9 Bestiary 2 272

74–85 1 titanboar 6 See page 61

76–81 1 yrthak 9 Bestiary 2 290

86–95 1 outlaw troop 7 Bestiary 6 267

82–91 1d6 hill giants 10 Bestiary 150

96–100 1d6 ginevers 8 See page 58

92–100 1d6 frost giants 12 Bestiary 149







BAETRIOV Clad in the finest silks, this noblewoman has cheeks that are flush with vitality, though her eyes speak to great age and danger.

BAETRIOV CR 8 XP 4,800 LE Medium undead Init +8; Senses darkvision 60 ft.; Perception +15 Aura hemophile (30 ft.) DEFENSE AC 19, touch 18, fl t-footed 15 (+1 armor, +4 Dex, +4 profane) hp 102 (12d8+48); fast healing 5 Fort +12, Ref +12, Will +13 Defensive Abilities channel resistance +4; DR 10/good and piercing; Immune undead traits Weakness light sensitivity OFFENSE Speed 30 ft. Melee dagger +13 (1d4+3 plus bleed) or 2 slams +13 (1d4+3) Special Attacks sneak attack +3d6 Spell-Like Abilities (CL 12th; concentration +16) At will—bleed (DC 14), blood biographyAPG (DC 16), bloodhoundAPG, pain strikeAPG (DC 19) 3/day—charm person (DC 15), modify memory (DC 18), rage (DC 17) STATISTICS Str 16, Dex 19, Con —, Int 17, Wis 14, Cha 18 Base Atk +9; CMB +12; CMD 26 Feats Ability Focus (pain strike), Dazzling Display, DeceitfulB, Improved Initiative, PersuasiveB, Shatter Defenses, Weapon Focus (dagger, slam) Skills Bluff +18, Craft (alchemy) +13, Diplomacy +18, Disguise +14 (+24 when appearing to be alive), Intimidate +21, Knowledge (arcana, nobility) +11, Perception +15, Sense Motive +15, Stealth +13 Languages Common, Elven, Infernal, Jistkan SQ blood well, bloody bath ECOLOGY Environment any urban Organization solitary or cabal (2–6) Treasure double (padded armor, dagger, other treasure) SPECIAL ABILITIES Blood Well (Su) Every baetriov crafts a blood well, a bath or pool of magically fresh blood that preserves her false youth and immortality. So long as the well is empowered, a destroyed baetriov automatically re-forms in her blood well after 1d10 nights. Only destroying the pool prevents this return. A typical blood well has hardness 8 and 100 hp. The blood well must be refreshed by sacrifi humanoid creatures; a sacrifi ed humanoid

empowers the blood well for a number of months equal to the victim’s Hit Dice. If not refreshed again before this time expires, the blood well loses its magical properties and the baetriov no longer benefi from her bloody bath special ability until she can craft a new blood well, a process that requires the sacrifi e of a vampire and a number of humanoids equal to the baetriov’s Hit Dice (typically 12) under the new moon. Bloody Bath (Su) A baetriov can bathe in her blood well for 1 hour to gain a fl of false life for a number of days equal to her Hit Dice. This fl of life grants her immunity to spells that normally detect undead, a +10 circumstance bonus on Disguise checks to appear as a living creature, and a profane bonus to her AC and on saving throws equal to her Charisma modifi (already included in the statistics above). Hemophile (Su) Each attack that deals at least 1 point of piercing or slashing damage within this aura also deals 1d6 points of bleed damage. The baetriov can activate or deactivate this aura as a free action.

Baetriovs are unique occult vampires who use ancient vile rituals to store their life force in a pool of blood, which must be periodically refreshed by human sacrifi . So long as their blood wells remain fresh and intact, baetriovs can remain forever young and handsome, gathering cults of personality to provide new victims.



CASSOMIR STRAY This mangy stray animal growls and whimpers miserably. Stinking blue drool drips from its fangs.

CASSOMIR STRAY CR 4 XP 1,200 NE Small aberration Init +1; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size) hp 42 (5d8+20) Fort +7, Ref +2, Will +6 Resist acid 5 Weaknesses light blindness OFFENSE Speed 30 ft., climb 20 ft. Melee bite +7 (1d4+2), 2 claws +6 (1d3+2) Special Attacks poison spray STATISTICS Str 15, Dex 12, Con 19, Int 2, Wis 14, Cha 3 Base Atk +3; CMB +4; CMD 15 (19 vs. trip) Feats Great Fortitude, Skill Focus (Perception), Weapon Focus (bite) Skills Climb +10, Perception +10, Stealth +9 (+13 in urban environments), Swim +7; Racial Modifiers +4 Stealth in urban environments ECOLOGY Environment any urban Organization solitary, pair, or pack (3–8) Treasure incidental SPECIAL ABILITIES Poison Spray (Ex) Once per day, an injured Cassomir stray can spray its fetid blood and bodily fluids from a wound in a 15-foot cone, dousing enemies in hallucinogenic chemicals. Creatures affected by the poison are confused until they succeed at a Fortitude save to resist the poison’s effects. Derros are immune to the Cassomir stray’s poison. Cassomir stray poison: Spray—contact; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Wis damage; cure 1 save. The save DC is Constitution-based.

Subterranean derros obsess over the curious nature of humanoid anatomy, but many have only limited access to test subjects. When humanoids—large, loud, and panic stricken as they are—don’t readily present themselves, the meandering attention of derro science turns to the lesser creatures that live in humanity’s shadow. In Cassomir and other large cities where derros have established a presence, the creatures often pluck cats, dogs, and other stray animals from the streets for cruel experiments. Many die in these

twisted experiments, but just as many end up as tentative successes, living miserably to be studied until their creators grow bored and return them to the streets above. While natives of the port city don’t suspect the origins of the so-called “Cassomir strays,” and in fact even debate the veracity of their existence, rumors of the beasts are common enough that mothers warn their children against playing in the streets after dark. Cassomir strays are hostile to all other creatures except derros. Their bodies are patchwork affairs, cobbled together from various captives and sustained by strange derro fluids. Since the Cassomir strays are incapable of breeding, only continued derro experimentation maintains their sparse numbers. Despite this, they are only occasionally encountered within derro enclaves. In such environments, strays instinctually keep to the long shadows of alleys or the comforting murk of sewers. They are natural swimmers and adept climbers, able to traverse almost any urban environment with ease. If badly injured, a Cassomir stray can spray the murky fluids that give it life, creating terrifying hallucinations in nearby creatures. Although hugely variable in appearance and size, most Cassomir strays are 2–3 feet long and weigh about 30 pounds. Mutations and variants are common.




GINEVER This lanky, yellow-eyed drunk sways unsteadily, draped in the stink of barley and fermentation.

GINEVER CR 5 XP 1,600 CE Medium monstrous humanoid Init +2; Senses darkvision 60 ft., low-light vision; Perception +4 DEFENSE AC 17, touch 17, flat-footed 15 (+2 Dex, +5 luck) hp 63 (6d10+30) Fort +7, Ref +7, Will +7 Defensive Abilities drunken defense; Immune poison; Resist acid 10, cold 10 Weaknesses vicious sobriety OFFENSE Speed 30 ft. Melee touch +10 (inebriate) or bite +10 (1d6+2) Special Attacks fortifying gaze, inebriate STATISTICS Str 18, Dex 15, Con 21, Int 8, Wis 14, Cha 11 Base Atk +6; CMB +10; CMD 27 Feats Ability Focus (inebriate), Alertness, Power Attack Skills Disguise +2 (+6 when appearing human), Intimidate +9, Perception +4, Sense Motive +4, Stealth +10, Survival +10 ECOLOGY Environment any urban Organization solitary or gang (2–4) Treasure standard SPECIAL ABILITIES Drunken Defense (Ex) A ginever’s unpredictable swaying movements carry it out of harm’s way, granting it a luck bonus to Armor Class and CMD equal to its Constitution modifier. Fortifying Gaze (Su) A ginever’s gaze dramatically increases the potency of alcoholic liquids in a 30-foot cone. Inebriated creatures (either independently intoxicated or affected by the ginever’s inebriate attack) that meet the ginever’s gaze must succeed at a DC 13 Fortitude save or gain one of the following conditions of the ginever’s choice: confused, fascinated, or prone. The effect lasts 1d6 rounds. Alchemical and magical liquids in this area of effect are transformed into alcohol for 1 hour, rendering them inert; magic items can resist this effect with

a successful Fortitude save. A ginever can suppress or resume this ability as a free action. Inebriate (Su) A ginever can infuse a living creature’s body with alcohol with a successful touch attack, imposing the sickened condition for 1d6 hours. Each additional touch after the first deals 1d4 points of Dexterity damage; this Dexterity damage heals immediately once the sickened condition is removed. A creature can stave off the effects of a touch attack with a successful DC 15 Fortitude save, but on a success it gains no immunity against future inebriation attempts. Vicious Sobriety (Ex) A ginever’s volatile blood is vulnerable to effects that sober a creature. A delay poison or polypurpose panaceaAPG sickens a ginever for 1 hour, while a neutralize poison spell staggers it for 1 hour. In either case, a ginever can negate the effect with a successful Fortitude save.

Ginevers are cruel human-seeming creatures suffused with liquor and spite. Sometimes called “gin devils,” they haunt dive bars and tumbledown slums, living in the shadow of civilization. They are eager carnivores, and while they can sate themselves on any meat, they prefer the taste of flesh marinated for months in sweet, soothing alcohol—a diet that frequently brings them into contact with the dregs of society. Ginevers are newer arrivals in Taldor, apparently hailing from Casmaron where they have hunted for thousands of years. They claim to be the sacred children of a vile foreign god of fermentation, though Qadiran tales describe them as bandits and vagabonds cursed for their gluttony. Given that ginevers are both argumentative and prone to exaggeration, the truth of their origins is likely lost to history. Their near-human appearance allows ginevers to blend into society, avoiding notice so long as they control their appetites and avoid scrutiny. With this natural camouflage, they may have dwelled in city shadows for far longer than is known, only emerging in greater numbers as Taldor declines. While a ginever’s gaze can transform even water into some form of alcohol, the magically created spirits are of low, burning quality, and so what little coin the ginever collects is quickly spent on high-quality ales, liquors, and wines.

GROGRISANT This golden lion towers over the trees, its six eyes watching every shadow and its mane shining like the sun.

GROGRISANT CR 16/MR 6 XP 76,800 N Huge magical beast (mythic) Init +12M; Senses darkvision 120 ft., low-light vision, scent; Perception +21 Aura blazing mane (60 ft., DC 20) DEFENSE AC 33, touch 33, flat-footed 31 (+2 Dex, +23 natural, –2 size) hp 285 (18d10+186) Fort +20, Ref +13, Will +14 DR 10/epic and piercing; Immune disease, fire, light effects, poison; Resist acid 10, electricity 10 OFFENSE Speed 50 ft., climb 30 ft. Melee bite +26 (3d6+15/19–20), 2 claws +26 (1d8+10) Space 15 ft.; Reach 10 ft. Special Attacks mythic power (6/day, surge +1d8), powerful bite Spell-Like Abilities (CL 18th; concentration +19) Constant—nondetection, pass without trace At will—dancing lights, fire shield, sunbeam (DC 16) STATISTICS Str 30, Dex 15, Con 24, Int 6, Wis 23, Cha 13 Base Atk +18; CMB +30 (+32 sunder); CMD 42 (44 vs. sunder, 46 vs. trip) Feats Great Fortitude, Improved InitiativeM, Improved Sunder, Improved Vital Strike, Iron WillM, Power Attack, Skill Focus (Perception, Stealth), Vital StrikeM Skills Acrobatics +2 (+10 when jumping), Climb +22, Perception +21, Stealth +18 Languages Sphinx (can’t speak) SQ pure bodyMA, quick recoveryMA, shrug it offMA ECOLOGY Environment temperate or warm plains or hills Organization solitary Treasure triple SPECIAL ABILITIES Blazing Mane (Su) When in an area of normal or brighter light, the grogrisant’s golden mane blazes like the sun. Creatures more than 60 feet away treat the beast as having total concealment due to the dazzling brilliance, and any creature within 60 feet that looks at the grogrisant must succeed at a DC 20 Fortitude save or be permanently blinded. Creatures can avert their eyes as if this were a gaze attack.

Powerful Bite (Ex) The grogrisant’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20.

Shimmering Coat (Su) The grogrisant adds its natural armor bonus to its touch AC.


Tales of Taldor’s earliest founding speak of a terrible beast—a gigantic six-eyed lion whose mane burned like the sun and whose footsteps shook the earth—that laid waste to the desperate city-states of the region, feeding on their livestock and plundering their wealth to line its den. Called the grogrisant, it terrorized the region for centuries until First Emperor Taldaris fi slew the terrible beast. Sometimes called the Imperial Beast, the grogrisant has reappeared occasionally throughout Taldor’s history, always in times of great peril and always to eventually be slain by a hero of the people—but only aft slaughtering many more who would lay claim to that title. No one is certain if the grogrisant is part of a rare race of mythical leonine beasts that hide within the World’s Edge Mountains or if it is simply a lone beast that refuses to die; mythic magic conceals its tracks and hides it from divinations, leaving its life and lair a mystery.

The grogrisant’s pelt amplifi sunlight, creating a deadly blaze of light that burns out the eyes of those nearby and renders the beast nothing but a barely perceptible shimmer to distant creatures. Taldan folklore insists the beast’s blood can cure any disease. The grogrisant stands 18 feet tall at the shoulder and weighs 12,000 pounds.



NOBLES’ QUARRIES

The hunting of beasts has been a tradition among Taldan nobles for thousands of years. With the aristocracy demanding ever more delightful excursions and more impressive trophies, selective breeding—and a touch of magic—crept into the toolkits of many estates’ game wardens. Over the centuries, whole new species of favored game animals arose, bred from the finest traits of their progenitors to become rare and expensive game for only Taldor’s greatest (and wealthiest) hunters. These exceptional beasts came to be called nobles’ quarries, with Taldor going so far as to outlaw their hunting by the common folk, and while several dozen varieties have emerged and vanished in the nation’s long history, only a few exceptional examples remain. Any of these creatures can serve as an animal companion or familiar, but nobles’ quarries are essentially outstanding, “thoroughbred” versions of their species, rather than entirely new animals; while impressive looking, they offer no statistical bonuses or adjustments beyond those of normal animal companions, which already represent exceptional examples of their kind.

Fading Fox This regal fox’s coat shifts subtly between silver, red, and dull brown as it walks.

FADING FOX CR 2 XP 600 N Tiny animal Init +5; Senses low-light vision, scent; Perception +10 DEFENSE AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size) hp 16 (3d8+3) Fort +4, Ref +8, Will +4 OFFENSE Speed 40 ft. Melee bite +4 (1d3) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 10, Dex 21, Con 13, Int 2, Wis 17, Cha 10 Base Atk +2; CMB +5; CMD 15 (19 vs. trip) Feats Go UnnoticedAPG, MobilityB, Skill Focus (Perception), StealthyB Skills Acrobatics +5 (+17 when jumping), Climb +9, Escape Artist +7, Perception +10, Stealth +19, Survival +3 (+7 when tracking by scent); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent SQ fade away ECOLOGY Environment any temperate land Organization solitary or pair Treasure none SPECIAL ABILITIES Fade Away (Ex) Fading foxes take their name from their uncanny ability to change their coloration. As a standard action, a fading fox can alter the coloration of its pelt, allowing it to attempt Stealth checks without cover or concealment, even while being observed. It can use this ability only in natural settings.

“Smarter than my own children,” is the common refrain from those nobles who’ve pitted their hunting skills against the fading fox. Agile, alert, and clever, these handsome beasts find few traps or enclosures they can’t escape—and few gardens or larders they can’t enter. To aristocratic hunters, they represent the ultimate quarry to track, leaving no footprints, running confusing trails, and easily vanishing from sight, but to the common people of western Taldor, fading foxes have become a surprisingly common and persistent pests they have neither the ability nor the permission to trap.

EmpEror Stag A wide rack of ivory-white antlers crowns the head of this majestic tawny stag. EMPEROR STAG CR 3 XP 800 N Medium animal Init +4; Senses low-light vision, scent; Perception +10 DEFENSE AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) hp 38 (4d8+20) Fort +9, Ref +8, Will +3 Defensive Abilities wary reaction OFFENSE Speed 50 ft.; nimble footing Melee gore +5 (1d6+2), 2 hooves +0 (1d4+1) STATISTICS Str 15, Dex 18, Con 20, Int 2, Wis 15, Cha 11 Base Atk +3; CMB +5; CMD 19 (23 vs. trip) Feats EnduranceB, RunB, Skill Focus (Acrobatics, Perception) Skills Acrobatics +12 (+20 when jumping), Perception +10 ECOLOGY Environment temperate hills or forests Organization solitary or pair Treasure none SPECIAL ABILITIES Nimble Footing (Ex) An emperor stag ignores difficult terrain. When an emperor stag charges or runs, it can make one turn of up to 90 degrees during its movement. Wary Reaction (Ex) An emperor stag can take a single move action during the surprise round even if caught unawares.

Both male and female specimens of the emperor stag exhibit the same glorious white horns, representing the quintessential game for those in Taldan high society who fancy themselves hunters. Bred for not just their impressive antlers but also their extraordinary endurance, these golden-furred deer can run for days on end through the roughest terrains, easily outpacing even the finest horses. Despite their impressive physiques, emperor stags are more cautious and timid than other deer, rarely gathering in herds, and while the emperor stags are formidable fighters when cornered, their true gifts are keen senses, speed, stealth, and steady footing. Since the emperor stags are generally too alert to fall prey to ambushes, popular myth suggests that the only true way to capture one is to match its legendary endurance, chasing it for days or weeks through forests, across rivers, and up rocky slopes, until the deer or the hunter fi succumbs to exhaustion. More commonly, nobles rotate packs of dogs to herd and exhaust the elusive creatures while following leisurely on horseback, later spinning fi of their own harrowing endurance. titanboar Muscles like iron bands ripple beneath the flesh of this enormous pig. A second set of tusks curls up from its jaw, guarding its eyes. TITANBOAR CR 6 XP 2,400 N Large animal Init +4; Senses low-light vision, scent; Perception +13 DEFENSE AC 18, touch 9, flat-footed 18 (+9 natural, –1 size) hp 94 (9d8+54) Fort +11, Ref +6, Will +6 Defensive Abilities ferocity OFFENSE Speed 40 ft. Melee gore +12 (2d6+10) Space 10 ft.; Reach 5 ft. Special Attacks blood rage, powerful charge (gore +14, 4d6+20) STATISTICS Str 25, Dex 10, Con 21, Int 2, Wis 13, Cha 10 Base Atk +6; CMB +14 (+16 overrun); CMD 24 (30 vs. overrun, 28 vs. trip) Feats Improved Initiative, Improved Overrun, Iron Will, Power Attack, Toughness Skills Perception +13 ECOLOGY Environment temperate hills or forests Organization solitary or pair Treasure incidental SPECIAL ABILITIES Blood Rage (Ex) When a titanboar takes damage in combat, it can fly into a rage as a free action on its next turn. It gains a +2 bonus to Strength and Constitution, and it takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is less. It cannot end its rage voluntarily.

As destructive as its namesake, the titanboar is a dangerous crossbreed of Verduran wild boars, clever domesticated stock, and powerful daeodons brought back from the River Kingdoms. Bred solely for their size and ferocity, they are prized by hunters who wish to pit their skills against the rawest savagery of nature. Popular myth suggests the boar’s gamy fl enhances virility, and aging nobles sometimes carry daggers or jewelry carved from a titanboar’s tusk to quietly proclaim their continued strength.

Unsurprisingly, the enormous, aggressive brutes are dangerous to the lands in which they are released, destroying entire farmsteads to sate their ravenous appetites. Many prefectures have outlawed the breeding of titanboars, though this does nothing to stop those creatures that have escaped into the wild. On rare occasions, a loose titanboar will fi a wild mate and produce an entire herd of dire boar off that terrorize a region for decades.

REDKIND

Vicious shadows wrap around the form of this pudgy, white- eyed child.

REDKIND CR 2

XP 600

NE Small fey

Init +4; Senses low-light vision; Perception +7

Aura twisted shadows (30 ft.; DC 13)

DEFENSE

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)

hp 16 (3d6+6)

Fort +3, Ref +7, Will +2

Weaknesses situational blindness

OFFENSE

Speed 30 ft.

Melee 2 claws +6 (1d4)

Spell-Like Abilities (CL 3rd; concentration +7)

At will—dancing lights, darkness, detect thoughts (DC 13), ghost sound (DC 12), lullaby (DC 12) 1/day—grease, minor image (DC 14), snare

STATISTICS

Str 10, Dex 18, Con 15, Int 10, Wis 9, Cha 15

Base Atk +1; CMB +0; CMD 14

Feats Alertness, Weapon Finesse

Skills Disable Device +7, Escape Artist +10, Intimidate +7,

Perception +7, Sense Motive +7, Stealth +14 (+18 Stealth in darkness)

Languages Sylvan

SQ change shape (cat, child, snake, or spider; polymorph)

ECOLOGY

Environment any urban

Organization solitary, pair, or gaggle (2–5 redkind, plus 1 bogeymanB3)

Treasure standard

SPECIAL ABILITIES

Situational Blindness (Su) Redkind have trouble targeting creatures who can’t see them. Any creature that can’t see a redkind (such as by closing its own eyes) gains partial concealment from it. Any creature that covers itself entirely (such as by hiding under a blanket) gains full concealment, even if the creature would not otherwise be considered hidden.

Twisted Shadows (Su) In areas of dim illumination or darker, a redkind’s presence animates the shadows within 30 feet of it into leering or wicked shapes. The first time a creature ends its turn within this aura, it must succeed at a DC 13 Will saving throw or become shaken for 10 minutes. If the creature succeeds at the saving throw, it cannot be affected again by the same redkind’s twisted shadows for 24 hours. This is a fear effect, and the DC is Charisma-based.

Redkind are simple and secretive fey that feed on fear like the far more dangerous bogeyman does, but they work in quieter and subtler ways. They tickle the simplest and most childlike fears in victims—darkness, loneliness, strangers, or the abject paranoia of the unknown. To the redkind, chases are little more than mealtime fun, and their cruel practical jokes are delightful games.

Afraid of bright lights and loud noises and unable to understand most of the world, these fey prefer to latch on to lonely, solitary creatures and torture them night after night, lurking under beds, in closets, or outside windows while their presence animates and twists the shadows into unsettling shapes. They might spend months or even years shaping a victim into just the flavor of fear they enjoy. Despite their cowardice, redkind are extremely protective of these seasoned victims—some going so far as to label these unfortunates as their “only real friends.” They are especially common in the long shadows and broken dreams of Taldor, where misery is seen as just another facet of life’s cruelty.

ROOFGARDEN

A thick carpet of moss and vines stretches out from a central tangled mass of plant matter.

ROOFGARDEN CR 7

XP 3,200

N Medium plant

Init +3; Senses low-light vision, tremorsense 30 ft.; Perception +10

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

hp 105 (10d8+60)

Fort +12, Ref +6, Will +7

Defensive Abilities creeping cover; DR 5/slashing; Immune plant traits; Resist fire 10

OFFENSE

Speed 10 ft., climb 10 ft.

Melee 3 tentacles +13 (1d6+6)

Ranged 2 volatile pods +10 touch (4d6 fire)

Special Attacks volatile pods

STATISTICS


Str 23, Dex 16, Con 20, Int 1, Wis 14, Cha 3 Base Atk +7; CMB +13; CMD 26 (can’t be tripped) Feats Combat Reflexes, Iron Will, Lunge,

Power

Attack, Toughness

Skills Climb +14, Perception +10, Stealth +11

ECOLOGY

Environment temperate forest or urban

Organization solitary or pair

Treasure incidental

SPECIAL ABILITIES

Creeping Cover (Ex) A roofgarden can unfurl a large, dense carpet of cysts, thorns, and vines in a 40-foot radius as a full-round action. As a move action, the roofgarden can disappear from its current location and reappear at any point within this area; this movement does not provoke attacks of opportunity. The area within a roofgarden’s creeping cover is treated as if affected by an entangle spell (Reflex DC 17). The roofgarden can retract its creeping cover as a full-round action, but while the cover is deployed, the plant cannot move beyond its area of effect. While this lush carpet is a part of the roofgarden’s body, attacking the creeping cover deals no damage to the roofgarden.

Volatile Pods (Ex) The roofgarden’s fruits store alchemically potent fluids that explode when jostled or struck. The plant can launch 1 or 2 pods

up to 50 feet each round as ranged touch attacks. A pod explodes on contact, inflicting 4d6 points of fire damage in a 10-foot-radius burst. A roofgarden contains a number of pods equal to its Hit Dice (typically 10), and ejected pods regrow in 24 hours.

Originally native to the Verduran Forest, where they laze about in the canopy to snare birds and small game, roofgardens are largely sedentary predatory plants whose bodies generate volatile oils that both render them resistant to heat and allow them to start the raging infernos required to cast their seeds into the wind. Vigorous logging efforts in their primordial homeland have spread roofgardens to several Taldan cities. Roofgardens have since come to thrive on the broad, unobstructed, elevated surfaces of their namesake, providing the territorial plants with plenty of birds, sunlight, water, and even human victims.

Roofgardens derive their names from the large mass of vines and moss they spread over the area around them to collect sunlight. The plants are gluttons for both warmth and water, and they consequently find most environments north or south of Taldor inhospitable, though the potential exists for them to spread along the coasts of the Inner Sea, driving increased scrutiny of Taldan lumber for the tiny seeds it might conceal.

References