Molthune

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INTRODUCTION

Molthune
Molthune
Nation
Titre
Pays:
Alignement Lawful neutral
Capitale Canorate
Dirigeant Imperial Governor Markwin Teldas
Gouvernement Military Oligarchy
natives Molthuni (sing. & pl.)
adjective Molthuni
Languages Common, Varisian
religions Abadar, Erastil, Iomedae
regionmap
source The Inner Sea World Guide


“A nation is nothing without dedicated people—and its people are nothing without order. In the absence of both, civilization collapses. With both, there is nothing a nation can’t achieve. The people of Molthune understand and embrace that, and for those reasons, we are the greatest nation on Golarion. Our people know the importance of hard work and dedication to the greater good. Our laws are an impeccable set of tools that move us forward in great, bold, triumphant strides. We have come miles since our oppression under Cheliax, but we have miles yet to go. And if our people and laws work together, it will be only a matter of time until our influence stretches forth, uniting those who would stand against us under the crimson banner of the mighty Molthuni flag.”

—Imperial Governor Markwin Teldas to the general lords

The nation of Molthune is single-mindedly focused on building itself into a mighty, military-led imperialist state. Its people take enormous pride in their regimented and capable leaders, their society’s pristine order, and their cities’ amenities and efficiency. Indeed, many aspects of Molthune run like clockwork; it is a thriving and ravenously growing nation with an increasing ability for expansion. However, beneath these immaculately oiled gears, there is a much more complex story.

The Molthuni ignore the fact that, despite their self-proclaimed perfect union, much of their progress has been built on the backs of a vast class of indentured servants who are essentially slaves. Molthuni society encourages these laborers to take pride in their work and recognize their importance, and many do. Until recently, however, there were few ways for members of the underclass to significantly benefit from the progress that they themselves shape, nor many viable options for them to work toward the privileged lifestyles that their labor supports. The difference between Molthuni citizens— who can participate in local governance and move about the country freely—and laborers is vast indeed.

Although the nation’s leadership recently created a narrow path toward class mobility, the move has met with backlash from the Molthuni elite, who view such a societal deviation as a slight against them. This new option is far from a measure of social justice, though. The decree, along with mandates that offer land to immigrants and monetary bonuses for families with extra children, is a calculated move on the part of Imperial Governor Markwin Teldas. He plans to ensure that Molthune can build the robust population needed to tap its extensive resources and see its expansionist goals to fruition.

Indeed, though Molthune might seem nothing more than a powerful bully seeking to claim other territories as its own, its careful actions, for good or ill, are all in service of its national pride and identity. Never again, the Molthuni vow, will the nation fall under the yoke of Cheliax. Molthune’s people also believe that it is their nation’s destiny to rule over a swath of land as large as their convictions are strong. That Nirmathas begs to differ, and that treaties with neighboring Cheliax and Nidal and economic agreements with robust Druma indicate otherwise, is ultimately lost on this stubborn populace. [1]

GOVERNMENT

Molthune declared its independence from Cheliax’s rule shortly after Aroden died, and the nation’s determination along with its formidable military might ensured that its freedom stood. Since then, Molthune has deeply valued its military’s strength, as well as the regimented leadership that a lifetime of military service breeds. It follows, then, that the Molthuni people enthusiastically embrace the military oligarchy that makes up their government.

Markwin teldas

Nine general lords, each having risen from the ranks of the Molthuni army, make up the nation’s ruling group. The nine general lords include Molthune’s imperial governor, who is the nation’s highest-ranked official. The general lords promote the imperial governor from within their own ranks, and the position is held for life or until abdication.

In addition to their military duties, each of the general lords is also governor of one of Molthune’s nine provinces. Each general lord executes the required governance duties from a territorial seat. The nation is divided neatly along geographic features—with the exception of Canorate, the nation’s capital, the seat of its national government and a territory in its own right.

It should be noted, though, that as general lords retire or otherwise leave office, promoted lords are installed in the provinces where they’re needed. This often results in general lords governing provinces whose nuances are largely unknown to them, and though the people typically trust their leaders, some grumble about their lords’ occasional lack of local perspective.

Not all governorships are equal in Molthune, either. Right after the nation broke free from Cheliax, it consisted of 11 provinces. When Nirmathas declared independence, the Fangwood and Bloodsworn Vale provinces were no more, and the Marideth province had shrunk to a small territory that now consists mainly of the Molthune- Nirmathas border. Though its name is still officially the Marideth province, this territory more frequently goes by simply “the border.”

Traditionally, the most battle-hardened general lord is assigned to the border. This assignment, even more than the Korholm and Shrikewood governorships, confers great power and prestige—second only to that of the imperial governor. The prestige of the other governorships ebbs and flows. Though the general lords are committed to working together for the good of the nation, each also subtly jockeys for a position of power, especially on the eve of the selection of a new imperial governor.

When Molthune must choose a new imperial governor, the outgoing ruler and the eight remaining general lords sequester themselves in Canorate to choose a lord among them to lead the nation and its capital anew. The sequestration begins with one or more of the general lords putting forward a single nominee. After much deliberation, the lords vote in turn, from the least senior to the most, until a nominee has at least five votes. The outgoing imperial governor casts the final—and often deciding— vote. Once the matter of imperial governor is settled, the process is repeated to select a new oligarch to replace the elevated lord and rule that lord’s former province.

In generations past, this process has gone remarkably smoothly. However, with some dissent among the general

lords about a variety of issues, including controversial mandates from Imperial Governor Markwin Teldas (LN male human aristocrat 4/cavalierAPG 11), some fear an uncharacteristic level of unrest once Teldas leaves his post.

Serious dissent at a national level is unlikely, though, because Molthune values law and order above all else. Whenever a situation arises with no precedent regarding how to handle it, the government creates a new law. Such laws typically come from the local government, leading to overlapping civic codes that feed into a complex array of territorial and national statues.

As a result, the Molthune legal system is a labyrinthine tangle of laws upon laws that no one person truly understands. Even the simplest tasks can take weeks or months for the government to handle, and one small mistake can send a petitioner to the beginning of the process to start over. The country is a paradise for whip-smart barristers capable of using the law to their own advantage, though few—if any—loopholes exist to legalize truly abhorrent behavior. [1]

The General Lords

The following describes the current leaders of Molthune, who meet quarterly in Canorate to discuss the war effort against Nirmathas.

Imperial Governor: An unparalleled strategist and a brilliant economist, Markwin Teldas has grand ideas as well as the intelligence and drive to make his ideas reality. He juggles his duties as imperial governor, territorial governor of Canorate, and high commander of the Molthuni army with ease, and in recent years he has implemented a number of calculated proclamations. Few like the terse and aggressive imperial governor, but his leadership and governing skills are unquestionable.

By Teldas’s decree, laborers can now obtain citizenship by serving in the army for 5 years. Similarly, immigrants are promised land in exchange for military service or state labor. Teldas has also earmarked money for the general lords to distribute to families who produce more than two children.

Although it may outwardly seem like Teldas is working toward a more egalitarian Molthune, the truth is much colder. Teldas has realized that Molthune has vast resources and a prime strategic location, but that the nation simply lacks the population to make proper use of these gifts. He intends to swell Molthune’s population with his initiatives until it reaches a point where the nation can finally seize Nirmathas—and then move on to bigger prizes.

General Lords: The remaining eight general lords oversee territorial governorships as indicated below.

Backar: A decorated veteran who fought in the Worldwound for a time before returning home, General Lord Garren Jarek (LG male human paladin 9) is known for his mercy and fairness. The other general lords are wary of Jarek, though, as the paladin is strongly against slavery and heartily disapproves of the reliance on indentured servitude in Molthune. Jarek operates from his seat in Tripolne, and while he acknowledges the comfortable lives of the laborers there, he still works to change the laws toward his ultimate goal of eliminating all shades of slavery.

The Border: Of all her colleagues, General Lord Resper Cyrno (LE female old human cavalierAPG 12) has had the longest military career and the most battle experience. Though she does not lead troops herself, she conducts random inspections of battalions along the border to evaluate the army’s readiness. She has a reputation as a cold, often cruel leader with an unmatched tactical mind. Though Cyrno spends little time there, she is officially based in Fort Ramgate, the territory’s seat.

Duskshroud: From the walled city of Eranmas rules General Lord Walder Resket (LN male human expert 2/ fighter 9), who also commands Molthune’s powerful navy. Resket is a consummate sailor and maintains a private fleet in addition to performing his official duties. He is careful to keep naval actions directed only at Nirmathas, lest other nations on Lake Encarthan think themselves under attack.

Menador: From her seat in Cettigne, Molthune’s relatively newly acquired city-state, General Lord Irina Klim (LN female human aristocrat 2/fighter [tacticianUC] 8) strives to keep imperialist rule and the settlement’s traditional leaders coexisting peacefully while balancing the whole territory’s needs. It’s a tall order, and as the youngest general lord ever appointed, Klim wonders whether her impossible duties are a test for something more. So far, Klim has passed that ostensible trial handily, though she is almost at her wit’s end in dealing with Cettigne’s rebellious citizens.

Mindspin: General Lord Katra Sebine (LN female human investigatorACG 9) maintains her seat in Braganza, though she pines for a more important post than the hardscrabble frontier stopover—indeed, she harbors strong ambitions to one day become Molthune’s next imperial governor. As a result, Sebine travels to other territory seats more frequently than her colleagues under the guise of offering detailed status reports and procuring supplies her territory needs. In reality, she is quietly looking for ways to boost her own power.

The Plains: The brashest of her colleagues, General Lord Harwyn Perren (NG female human alchemist 9) made a name for herself constructing alchemical devices in the army. Her explosive devices have taken many a Nirmathi life, earning her great military prestige, but she prefers her station as general lord, ruling from Westsher. She finds it far more agreeable—and less morally ambiguous—to advise the rotating cast of troops headed to the Nirmathi front lines than to create explosions that often result in a great many casualties, sometimes on both sides.

Shrikewood: An outspoken advocate of Molthuni traditionalism, General Lord Vernus Liocarcinus (LG male human aristocrat 2/inquisitorAPG 9) enjoys great respect from the Molthuni elite, who often refer to him by the unofficial title of first general lord. Liocarcinus is known for his elaborate displays of power in his home and seat of Korholm, such as the enormous contingent of attending guards that march with him to the Hall of Governance every morning. Perhaps most impressive, though, is the secret that his loyal bodyguard Spravilvost is a bronze dragon in disguise.

Umbral Basin: Peerlessly subtle and cunning, General Lord Francyne Magga (N female human rogue 11) operates from her seat in Doommark, where she conducts a host of spy campaigns domestically and abroad. She keeps a careful eye on shadowy Nidal to the west, and is indeed the only general lord widely acknowledged to be up to that tricky task. Though they consider her talents invaluable, the other general lords fear Magga a bit, as they can never be certain of the exact nature of her campaigns, despite the fact that her office’s paperwork is always flawless. [1]

RELATIONS

Molthune maintains a number of official treaties with its neighbors, but its leaders undertake just as many quiet operations to further the nation’s clandestine goals.

Molthune’s history with Cheliax has left it full of bitterness toward its former ruler. Cheliax is a powerful neighbor, though, and so Molthune maintains peaceful relations with the nation, albeit somewhat frosty ones. Occasionally, Imperial Governor Teldas acquiesces to Chelish requests for military assistance, but never without first securing a promise of platoons of bound devils to serve in Molthuni campaigns against Nirmathas.

To avoid provoking Cheliax, Molthune maintains a friendly relationship with Isger and has several trade agreements in place, though roving Molthuni bandits and General Lord Magga’s spies operate there liberally. Quietly, Molthune considers it a potential target, as it does Druma, though the latter is too strong a trade partner to be invaded anytime soon.

Freedom-loving Andoran is a Molthuni enemy, though the states are not engaged in outright warfare with each other. Andoran’s committed antislavery program opposes Molthune’s economic system, and the general lords have found evidence that Andoren freedom fighters are quietly supplying Nirmathi resistance.

In contrast, Molthune holds great respect for the nation of Lastwall. Molthune admires Lastwall’s military forces and its legendary cavalry regiments. However, the two nations haven’t formed any official relationships, as Lastwall doesn’t wish to risk damaging its relations with neighboring Nirmathas.

The Molthuni distrust the shadow magic of the Nidalese and, thus far, Molthune hasn’t developed any relationship with Nidal. Geographically speaking, Molthune faces great obstacles to outright war with Nidal, as the mountains between the nations make such a campaign untenable. [1]

SOCIETY

Despite the class divide between Molthune’s elite and its laborers, overall the nation’s standard of living is high. Molthuni in general enjoy security and comfort, and this helps them appreciate the laws and regulations that structure their society. Core Molthuni values involve respecting the military, upholding law and order, acknowledging the importance of cooperation, maintaining personal honor, and investing in education.

Despite these collective values and this national pride, the nation remains deeply flawed. Molthune’s brand of indentured servitude is an integral part of the economy. This system, which the Molthuni call writs of service, lays out the terms of indentured servitude, the protections that the state guarantees all laborers, and the legal processes laborers can follow to become citizens. Molthuni indentured servitude hinges on the contracts, or writs, that govern each laborer, many of whom must labor for life or follow a legal citizenship process to fulfill their terms. To outsiders, Molthuni writs of service are simply a fancy veneer for slavery, though most Molthuni protest this characterization vehemently. General Lord Jarek’s outspoken opposition to indentured servitude and slavery of all kinds is also beginning to sway minds, and it’s likely the general lords will have to decide in the near future whether to silence Jarek or join his cause.

Feeding into this nascent societal undercurrent is the upper class’s resentment of Imperial Governor Teldas’s proclamations to allow laborers a more direct path to citizenship and provide immigrants with land in exchange for service. The moves are strategically clever, but the stubbornness of the elite combined with their immense political sway mean that the next few years will be vital indeed for Molthune’s long-term future.

GAZETTEER

The following details describe key locations in Molthune.

Backar Forest: The people of Molthune live and work on the fringes of the forest, but keep out of the fey-claimed depths. More information on the Backar Forest can be found on page 37.

Breanth_aliskel

Braganza: Because General Lord Sebine spends most of her time traveling to further the interests of the Mindspin territory—as well as her own agendas—she is content to leave the city’s day-to-day governance to Prince-Archbanker Cole Ravnagask (LN male human cleric of Abadar 5). In turn, the prince-archbanker leaves command of the settlement’s militia to Terandar, the city’s bailiff and Ravnagask’s brother.

The prince-archbanker obeys the scripture of Abadar as he sees it by building more and more empty homes and businesses. He believes that by doing this he will attract Abadar’s blessings of wealth and prosperity to his city, though so far no overwhelming influxes of money or citizens have occurred.

Most of the people who live in Braganza see the prince-archbanker’s habit of constructing buildings, only to have them sit uninhabited, to be little more than a quirk of his devotion to Abadar. A growing minority, though, are wary of these districts full of “blind houses.” Some even see them as wealth-draining blights on the city as opposed to a celebration of Abadar’s teachings. Others believe that leaving so many buildings empty will invite unwelcome residents. Spirits, fairies, or demons could wander into the buildings, they believe, and bring disaster to the city. A few citizens even whisper that this has been the prince-archbanker’s plan all along, and that his betrayal of the people is only a matter of time.

For her part, General Lord Sebine has assured the imperial governor that she is keeping a close eye on the city’s account books, and if the prince-archbanker begins causing damage to the city’s coffers, Sebine will shut him down. Secretly, though, Sebine is giving the prince-archbanker as much rope as possible in hopes the man will hang himself.

Broken Shield Castle: Nestled within the peaks of the Mindspin Mountains in the Umbral Basin is the strange abode of a woman who lives apart from Molthune. Once a decorated Molthuni officer, Captain Breanth Aliskel (N female human cavalierAPG 5/ fighter 3) was an excellent swordfighter and cavalry rider and fought in over a hundred actions against Nirmathas. Three years ago, however, Aliskel was badly wounded in battle. An enchanted arrow struck her in the shoulder and then erupted into flames, nearly tearing the captain’s arm apart and searing most of her flesh. Healers were able to restore her health but not her arm, now a weakened, nearly useless appendage.

In light of Aliskel’s injury, her superiors insisted that she retire, so she did, starting construction of a small, isolated castle with funds from her noble family. Her injury left her paranoid, anxious, and full of rage, and she focused her anger on the army. Eventually, she came to believe that her commanders wanted to get rid of her and had deliberately sent her into the dangerous situation that claimed her arm.

Aliskel now lives practically alone in Broken Shield Castle, attended by only a few trusted servants. In truth, she has been recruiting brigands and mercenaries for months now, building her own small army in her castle’s underground holds. Though she knows she can’t challenge the entire nation, she believes that if she strikes when Molthune is fully engaged with Nirmathas, she can pin the imperial troops between two forces and cause savage harm to them before she’s eventually killed.

Canorate

Canorate: The jewel and capital of Molthune, Canorate is a shining city filled with breathtaking architecture, public art works, lush garden promenades, and a population draped in the latest fashions. Even the laborers live in comfort here—though their residences are walled off from those of the rest of the populace— and the splendor of the wealthiest citizens in the pristine Sweet Orchard district is astonishing.

The dazzling spires, elegant manor houses, and tiled fountains of Canorate make it the most beautiful and impressive city in the nation. Travelers passing through Molthune often detour here just to take in the urban beauty. In Canorate, the best architects enjoy a measure of celebrity usually reserved elsewhere for popular performers, and guided tours from the capital’s most esteemed architects are an outrageously expensive luxury. One particularly in-demand architect is Zoria Spirneff, an eccentric, excitable, and brilliant halfling woman who uses her arcane magic to bring her visions to life.

As the capital of Molthune, Canorate exemplifies the nation’s ideals and underscores the regimented social structure that reigns in the region at large. The city’s southeastern portion, euphemistically called Tradesfolk’s Abode, contains laborers’ housing, public parks, and utilitarian shops, and is accessible to all. Nearest the western gate, the Glittering Plaza contains more high-end shops, and a wide boulevard leads to the central High Market.

Those who want to venture deeper into the city must present a permit issued either from their lord governor or from the imperial governor’s office. Visitors often apply for permission to travel the Promenade of Petals, a beautiful walkway that leads through the artisan’s district and a verdant public park, and then opens into Unity Shipyard.

Some areas, including Sweet Orchard, the military-minded Eastern Shipyard, the renowned Imperial Academy, and the Imperial Castle, are heavily guarded day and night. Permits are rarely issued to visit these areas, and when they are, they are usually reserved for foreign dignitaries or important guests of the aristocracy. This is particularly true at the castle, where Imperial Castellan Volos is notoriously picky about whom he allows to enter the vaunted government building.

Over the last few months, a series of vexing events have plagued the Sweet Orchard district. Small trinkets have gone missing, valuable antiques have fallen from their pedestals to smash on the floor, and windows have been left open during rainstorms. The aristocratic residents believe that mischievous fey are involved, but the culprits are more mundane. A band of three Nirmathi spies came to Canorate over a year ago, with forged papers identifying them as trusted laborers. They have been living in Tradesfolk’s Abode and working in noble houses ever since, gradually building their reputation until they finally finagled placement in Sweet Orchard. In their new positions, they’ve been copying sensitive communications to smuggle back to Nirmathas. Their leader, the half-elf Sorah Verdell, is biding her time until she receives orders from Nirmathas to escalate her acts of sabotage.

Cettigne: Cettigne, a city-state whose recent crop failures led to poverty and starvation, is a newer addition to Molthune. Cettigne’s leaders, faced with catastrophe, had little choice but to accept Molthune’s offer of aid in exchange for their loyalty. The people of Cettigne now live as citizens of Molthune, but inwardly they maintain their independent spirit.

The young general lord Irina Klim rules in Cettigne, both as the territorial governor of the Menador territory and as Molthune’s installed ruler of the city. Because this strategic political move forced the settlement’s traditional leaders into lesser roles, the populace’s defiance grows

and Klim keeps a polished public front while struggling behind the scenes to keep order as small demonstrations of rebellion are growing into full-fledged acts of sabotage and insubordination. Further, Klim has orders to send the traditional guard, the independent Free City Militia, to the front line against Nirmathas, and she wearies of the guard’s delaying tactics.

After the last meeting at the Imperial Castle, Klim became convinced that harsh action was needed to quell Cettigne’s unrest. After catching three of the city-state’s highest-ranking officers in a seditious meeting discussing a plot to unseat her, Klim imprisoned them in the bowels of her governor’s residence, and they remain there still. The prisoners include Guard-Captain Xander Bretonne (NG male human aristocrat 2/magusUM 3), the charismatic son of Cettigne’s powerful Bretonne political family. Despite the uproar it could cause, Klim toys with the idea of publicly executing the would-be rebels for treason. Meanwhile, she keeps the plan to herself, lest the other general lords try to influence her decision.

Lord_maga

Doommark: The seat of Molthune’s most shadowy— and arguably most backwater—territory, Doommark is a settlement of misfits and subterfuge. Perhaps due to its proximity to Nidal, Doommark is home to Molthune’s only sizable population of fetchlings (Pathfinder RPG Advanced Race Guide 108). Along with the legions of trained, intelligent ravens for which she is widely known, General Lord Magga liberally employs Doommark’s fetchlings in her many domestic and international spy campaigns. Doommark’s position at the end of the Nosam River also makes it a popular outpost for adventurers seeking one last civilized respite before heading into the harsh, mysterious lands of the Umbral Basin beyond.

Despite all the disparate interests converging in Doommark, the settlement is remarkably peaceful. The populace views General Lord Magga as a local hero and incomparable spymaster whose talents at subterfuge bring importance to a settlement that is otherwise neglected in the military-minded nation. For her part, Magga eschews this local public attention, though it’s rumored that she’s building an incendiary case against a network of Nirmathi spies living under the radar in strategic locations across Molthune. Whether or not this rumor is true, it’s undeniable that Magga’s trusted second-in-command—the unsettlingly stealthy Maree Vonn (N female fetchlingB2 slayerACG 5)—is reaching out to adventurers across the Lake Encarthan region for some unknown upcoming campaign.

Duskshroud Forest: This ancient wood provides the majority of the lumber used in Eranmas’s shipyards. Labor camps cluster around the edge of the forest like mushrooms, and loggers work hard and are paid well to feed the nation’s need for lumber. As the Molthuni have established more and larger camps deeper in the forest, however, strange occurrences have hinted at unfriendly forces here. In recent months, deep-forest camps have experienced a rash of destruction during the day while workers toiled at their logging posts. The most recent incident resulted in the ruination of all the loggers’ supplies, which some culprit managed to pile together and cover with mold, weaving the words “Get out!” on top of the mess in a strange, spiderweb-like silk. The workers have reported these incidents to General Lord Resket in Eranmas, but so far, no reply has come, and the loggers stew in worry.

Eranmas: The shipyard capital of Molthune, Eranmas is home to the finest vessels in the fleet. The flagship Might of the Nation leads most of the naval campaigns against Nirmathas, as it’s a frigate that can outrun any warship on the lake. When General Lord Resket accompanies the navy—a rare occasion mostly reserved for political stunts—he usually captains the seasoned battleship Hammer and Blade. Though Resket is by law the authority over all aspects of Molthune’s navy, he delegates many low-level tasks to Admiral Keagan Fry (LN male human expert 4/monk 3), a sycophantic but capable officer who harbors an intense desire to rise in political prominence.

The second-largest city in Molthune, Eranmas boasts massive wooden walls that isolate each of the city’s districts, and tall watchtowers made of Duskshroud lumber stand against the outer wall. The outer wall is an engineering marvel, crafted of huge stone blocks that were quarried in the Menador Mountains, shipped in barges along the Hungry Maw River, poled down the Nosam River to Korholm, and then ferried along the coastline to Eranmas.

General Lord Resket is always cautious in how and where he deploys the Molthuni fleet. The other nations that border Lake Encarthan view the nation’s navy with suspicion, worried that if Molthune grows prosperous and secure enough, it may turn its attention to its neighbors’ lands.

Fort Ramgate: This settlement on the Nirmathas border comes under attack daily, but the troops and defenses at the fort have readily handled every assault thus far. More information on Fort Ramgate can be found on page 40.

Halidon: A small logging community halfway between Canorate and Braganza, Halidon is a frequent stopover for travelers and has an abundance of inns for its size. More information about Halidon can be found in Pathfinder Tales: The Wizard’s Mask.

Imperial Prison: The Molthuni believe that those who break the law must be punished, but also that, if possible, they should be rehabilitated and released as loyal citizens who have paid their dues. One of the largest yet most progressive prisons in the Inner Sea region, the Imperial Prison is an enormous, well-maintained building with austere, individual cells. It sits on the western bank of the Nosam River, halfway between Korholm and Canorate.

Well-trained guards run the prison, but academic tutors, clerics, and artisans are also on staff. Prisoners are organized into low-security and high-security areas. The low-security area of the Imperial Prison houses those convicted of assault, attempted bribery, blackmail, and forgery, while the high-security area contains the more dangerous criminals. Smaller jails in individual cities handle most petty crime; those convicted of treason are kept under the imperial governor’s personal guard in a special prison in Canorate to await execution.

The Imperial Prison was designed as a modern, progressive method of dealing with crime, and to a large extent it works. Prisoners can learn a trade, receive counseling from the clergy of Abadar and Iomedae, improve their education, and eventually achieve release as provisional laborers sent to areas in need of extra hands. Their return to society is carefully monitored and guided, and often these prisoners who have served their sentences become the most loyal and law-abiding citizens in the nation.

The prison has a dark side, though. In recent years, Warden Lonnox Rydel (NE male human expert 2/wizard 2) has overspent to create facilities that impress the general lords, thereby receiving more funding for the prison and personal bonuses. Now his mismanagement of funds is catching up with the prison, and Rydel has begun falsifying accounts to cover up his guilt.

To make up for the missing money, Rydel has started to sell prisoners without nearby family or friends to duergar slave traders who have emerged from a nearby entrance into the Darklands. The duergar smuggle the prisoners away in the night and Rydel reports them as having died. It’s only a matter of time until one of these enslaved prisoners is missed—and the wrath the general lords would visit on Rydel’s head if his scheme were discovered would be incredible indeed.

Korholm

Korholm: Canorate may be the capital of Molthune and its most beautiful city, but Korholm runs a close second. The famous Green Gate, a 20-foot-tall double arch made of brick and framed in bronze, affords entry into the city. Near the center of the city stands the Hall of Governance, a grand marble hall among a complex of glittering buildings and topped with a hundred-foot spire, upon which stands a working clock and a gilded statue of the imperial governor.

General Lord Vernus Liocarcinus spends most of his time in Korholm, an easy boat ride away from both Canorate and Eranmas. Liocarcinus is known for his ostentatious displays of power, and his declarations of commitment to conservative Molthuni traditionalism have earned him an unparalleled reputation in the eyes of the Molthuni elite. It is Liocarcinus who has expressed the most vocal opposition to Imperial Governor Teldas’s recent acts, fearing that chaos and even starvation could ensue if too many laborers abandoned their work to join the army. Some believe he is quietly gathering powerful allies to ensure that he ascends to Teldas’s office when the ruler finally abdicates. Others believe he is so averse to compromise that he could never gather the political clout necessary for such a move, though his alliance with the disguised bronze dragon Spravilvost might indicate otherwise.

On the city’s west side, Molthuni soldiers and officers train in the Arsenal District before their assignments. Most are sent to the Nirmathi border to wage the never-ending war against the rebels. Although it’s not as prestigious as the Imperial Academy in Canorate, the Korholm Academy often attracts retired officers who train the new recruits.

Overseeing the military school is Battalion Trainer Fania Aron, who served in the army for over a decade before an arrow from a Nirmathi bow took out her left eye. Though she recovered, her sight was too damaged for her to continue to fight. Instead she accepted a position as trainer here, at the recommendation of General Lord Liocarcinus. Though the battalion trainer is a lukewarm supporter of Liocarcinus’s politics, she frequently works with him to arrange public displays and troop marches in the Parade Ground north of the academy. Viewing such demonstrations is a popular pastime for citizens, who watch from the stands as the soldiers in shining armor and crisp tabards engage in mock battles.

The battalion trainer serves well in her position and takes pride in the quality of the recruits she sends to the Nirmathi border. In fact, she aspires to make the academy the most prestigious institution in the nation. To achieve that goal, over the last few months Aron has been quietly conversing with dwarven smiths from Kraggodan. She wants to buy high-quality dwarven weapons and armor for her top graduates. The dwarves are willing to negotiate, but transporting the goods to Korholm will be a dangerous prospect, as it adds the risk of riling Nirmathas to an already grueling journey.

Korholm Harbor holds some naval vessels not stationed at Eranmas, but most of the ships docked there are personal ships and pleasure crafts. An islet about 10 miles out once provided a convenient picnic spot as well as a marker for regattas, but over the last few months, the occasional sailor or picnicker has gone missing near the island. Though Harbor Master Greta Bloodsworn desperately seeks answers, no one has yet discovered that a rusalka (Pathfinder RPG Bestiary 3 232) recently claimed the islet as her own and is enjoying the number of victims who pass by.

Palace of Virtue: Few of Molthune’s residents have even heard of this secluded monastery, though it predates the current political climate by several centuries. Founded when Tian pilgrims traveled over the Crown of the World and settled here, the monastery is a peaceful place. A low wall of stone encircles the outer courtyard, where a carefully tended rock garden promotes meditation. Carved wooden benches stand beneath mountain ash trees dotted with clusters of tiny white flowers. The monastery itself is a rectangular stone building with dragons carved at each corner, their serene faces staring out over the wall.

The monks of the Palace of Virtue welcome visitors. Though the monks seem to live open lives, one secret does linger in the halls. Several of the elder monks are bronze dragons disguised in human form, including the revered monk Jingfei (LN adult bronze dragon monk 6), though they prefer to advise the monastery’s human leaders rather than take leadership themselves.

Some say that Spravilvost, the disguised bronze dragon who serves as General Lord Liocarcinus’s bodyguard in Korholm, was once part of the monastery but remains estranged from and holds a grudge against the monks. Regardless, the bronze dragons within the monastery care little for human politics, and instead focus on guiding the monks to inner growth and enlightenment.

Plains of Molthune: The majority of the nation’s farms dot these green and fertile plains, the lands around them groomed into neat squares of barley, beans, canola, flax, mustard, tobacco, and wheat. Many of the farms abut each other, which allows the farmers to communicate easily about the weather, animal predation, and other topics of importance, and neighbors typically help each other during disasters, such as a fire or bandit attack.

Molthune doesn’t have enough farmers to till its land, though, and vast stretches of untamed plains stretch between these loose communities. Travelers crossing the plains can expect to encounter wild animals and bands of brigands. Pre-Earthfall ruins can be found on the plains as well, and occasionally explorers come here in search of crumbling elven structures or mysterious henges.

To defend their crops, farmers on the plains have a tradition of paying spellcasters to animate their scarecrows into scarecrow constructs. These enchanted items walk up and down the furrows, shaking their straw-stuffed arms at animals that would nibble on the crops and scaring away any humans other than their masters. Several months ago, a sneak thief named Simos (NE male human rogue [burglarAPG] 4) tried to rob a farmhouse on the plains. He was caught and terrified by the farm’s resident scarecrow and fled, out of his mind with magical fear, back across the plains. At some point, Simos ran into a copse of trees to hide, tripped on a root, and fell, knocking himself out.

When he awoke, it seemed to Simos like he was in a strange place—not the world he had left, but some half-world between Golarion and the First World. Wild, alien nereids (Pathfinder RPG Bestiary 2 198) sat around him, admiring his mortal beauty. “What brought you here?” one asked. Simos stammered out the story of the gruesome construct that had attacked him, though he had no idea how he ended up before the nereids. “We can protect you from such a creature,” another nereid said. “All we ask in return is a kiss.”

Despite a voice in the back of his head telling him this was a bad idea, Simos kissed the nereids. In exchange, they gave him a baton that allows him to control the scarecrows. Simos stumbled out of the trees back into the real world, dazed from the nereids’ kisses and still clutching the baton. It didn’t take him long to discover how to use it, and ever since he has been causing trouble with his newfound power.

So far, Simos has taken control of scarecrows for only a few minutes at a time, using the constructs to rush farmers or innocent farmhands and frighten them. His mind is starting to fragment, though, with some sort of hazy madness that began when he left the nereids and has gotten worse since. He’s becoming bolder with his scarecrow attacks and might soon begin to kill.

Shrikewood: The Shrikewood is one notable exception to Molthune’s lush natural resources. The loose, dry soil supports little growth, and the forest has a stunted look. Most of the trees are gnarled and missing patches of leaves, and have little undergrowth between them.

Though the Shrikewood is a poor place for farmers and loggers, it makes an excellent home for criminals. Bandits often lair within the Shrikewood, as do lawless creatures that prey on Molthuni travelers. Kobolds and mites are the most common monsters to lurk in the Shrikewood, but they are not the only ones. The Molthuni army is welcoming of unusual and non-human soldiers in its ranks, but occasionally an individual too evil, chaotic, or disturbing for the army is turned away. These failed recruits sometimes take refuge in the Shrikewood, plotting vengeance.

A few months ago, an ogre approached a troop of Molthuni soldiers on the road and asked to join them. The ogre, a powerful warrior named Horol (CE female ogre brawlerACG 5), didn’t say why she wanted to join the army other than “to kill things.” The soldiers took Horol to their camp and a recruiter gave her a chance, but the ogre’s undisciplined ways and frightening bloodlust made her a poor fit. The recruiter turned her away, and the angered ogre smashed through the palisade, killing a soldier during her exit. Horol now camps in the Shrikewood, drawing other ogres to her with the promise that once there are enough of them, they will “smash the humans, but good.”

Tradecross: This collection of shabby farmhouses and a single inn would be unremarkable, save for its position where two trade roads intersect: one going from Braganza to Korholm, the other from Canorate to Fort Ramgate. Many travelers who stay in Tradecross seek the mysterious Tradecross Peddler (N female mercane rogue 2; Bestiary 2 188), who appears in town from time to time. The Tradecross Peddler is an unusually tall woman who hides her height by hunching next to her gnarled walking stick. A cloak with a deep hood swathes her form and shields her unremarkable features. No one knows the Tradecross Peddler’s name but she’s known for the rare and unusual items she carries for sale. Adventurers sometimes seek out the Tradecross Peddler to obtain magic weapons, enchanted cloaks, or necessary elixirs.

In reality a mercane, the Tradecross Peddler hides her true appearance with a hat of disguise. Unlike most of her kind, the mercane travels without bodyguards, and she conceals her identity due to a withering curse she suffers. Randomly and without her foreknowledge, some items the mercane sells spread the same curse to their new owners. She is shunned by her fellow mercanes for this reason and must travel from place to place, concealing her identity lest an angry customer attempt to obtain a refund.

Trilmsgitt Towers: These three towers were constructed by a trio of wizards, all brothers and each one a specialist in a different school of magic. More information on Trilmsgitt Towers can be found on page 43.

Tripolne: The seat of the Backar territory, in recent years Tripolne has developed a permeating zeitgeist of true egalitarianism—or at least as much as is possible in a city still steeped in Molthuni law and order. This is largely due to General Lord Garren Jarek, who abhors slavery and indentured servitude, and who actively works within the system to oppose them. As reports of Jarek standing up to the other general lords in Canorate have become more pervasive, the populace has seized upon this mentality. Its laborers have even begun the preliminary steps of unionizing into general groups that the people hope can demand concessions from the elite. So far, all of this political activity has remained remarkably polite. However, a band of wealthy merchants from well-known families have garnered the support of the city guard. Led by the bombastic Eril Yerkis (LE male human mesmeristOA 3), they have tried to mobilize the disgruntled elite. The merchants argue that Jarek’s policies will lead to societal upheavals that will decimate Tripolne—not to mention their own coffers—and it remains unclear how long the city will stay peaceful.

Umbral Basin: Shadowy creatures with fell powers haunt the pass between Nidal and Molthune. More information on the Umbral Basin is on page 44.

Westsher: An important military outpost between greater Molthune and the volatile border, Westsher is primarily a garrison for troops headed to or from the front lines. Although dirty and often overcrowded, Westsher is full of law-abiding soldiers, so little crime plagues its streets. However, a band of unpredictable alchemists called the Fever Brigade has recently arrived. They claim to be members of a platoon most thought was decommissioned years ago. Although no one can pin down the details of their story, the members of the Fever Brigade have taught Westsher’s soldiers advanced alchemical techniques that have saved more than a few lives along the border. So far, General Lord Harwyn Perren has allowed them to stay and instruct the troops, though privately she wonders whether the alchemists are somehow connected to her own explosive past—and whether they’re here to extort her or otherwise undermine her leadership.

Mennelas_rowent

Windwatch Keep: This simple stone keep overlooks western Molthune from a plateau high in the Mindspin Mountains. The seers within are adherents of Gozreh and believe that the sounds and patterns of the wind in the peaks can prophesize the future. The Windwatchers, as the sect is known, spend their days listening to the wind, noting its hum and pitch, and recording their observations for interpretation. The Windwatchers currently believe the wind foretells a great cataclysm on the horizon, though they haven’t shared this information outside of the keep’s walls. The Windwatchers forbid the use of weather-altering magic, though such spells are usually common among worshipers of Gozreh. This prohibition has put the seers in direct conflict with explorers who use such spells to ease their journeys through the Mindspin Mountains. The soothsayers’ leader, Mennelas Rowent (N male human oracleAPG 9), is rumored to capture the worst offenders who pass near the keep. It’s said he keeps them imprisoned for unknown ends.

Witherbark Forest: Lumber from the Witherbark Forest, once known as the Harbor Forest, helped build many of the residences and ships in nearby Korholm. Logging camps once were common in the eastern side of the forest. Caravans brought wagons filled with lumber, pelts, dried meat, and herbs back to Korholm every week.

The logging continued until several years ago, when hunters noticed fungal growths overtaking the trees. Concerned that they might lose the bounty the forest provided, General Lord Liocarcinus sent druids to investigate. A party of three druids accompanied by a dozen hunters made their way to a thick grove in the center of the forest. There they discovered a colony of myceloids (Pathfinder RPG Bestiary 3 196), evil fungus-folk who enjoy torturing sentient prey before devouring it. Of the 13 people who ventured into the woods, only one returned: Forest-Caller Kora Flaunders (NG female half-elf druid 3). She stumbled from the woods covered in horrible, purple mushroom growths that left her weakened and scarred. In the ensuing years, Molthuni officials have tried to coax from the druid exactly what happened to her, but so far, she has refused to recount any details.

Ever since, Korholm has abandoned the deeper forest. Various types of fungus still inhabit the woods, now called Witherbark Forest. Soldiers and hired adventurers occasionally attempt to eliminate the myceloids, but somehow the monstrous plant creatures always return.

Wreath of Stars: A circle of eight stone monoliths stands on the edge of the Backar Forest, believed by most to be a shrine to Desna. For more information, see page 45. [1]


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Inhabitants

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

Slaves in Molthune

Beneath both castes are slaves; however, their ownership is strictly regulated and Molthune is one of the better nations in which a slave might live. Slaves can, in fact, free themselves of their servitude to become full citizens with proper legal education. Although the process is lengthy, the fact that it exists at all means that slaves have more of a future in Molthune than in most other slave-holding nations.[2] Although it is not forbidden for slaves to carry weapons openly in Molthune, it is an unusual sight.[3]

Path to Citizenship

Governor Teldas has recently proclaimed that any labourer that serves five years in Molthune's armies can become an imperial citizen, helping to swell the army's ranks. This declaration is naturally quite unpopular with the country's ruling class, but is seen as a necessity by Teldas, who feels that Molthune needs more citizens in order to fully take advantage of its great wealth of natural resources. The army also accepts foreign and monstrous soldiers including hobgoblins, centaurs, and lycanthropes.[2]

Nonhumans in Molthune

In addition to humans, Molthune has a sizeable minority of halflings. Like their kin in Cheliax, Molthuni halflings are mostly slaves, but Molthune's independence has made it much easier for them to win their freedom, either through years of hard work or military service. Free Molthuni halflings are often found as rural labourers.[4] Canorate has a large halfling population; their nimbleness makes them valuable artisans in the city's towering spires.[5]

Outside Molthune's cities, savage creatures roam the wildlands. Untamed fey inhabit the Backar Forest[2] (a popular destination for Pathfinders sneaking into the country),[6] while the Shrikewood is home to marauding mites, kobolds, and ogres.[7]

References

  1. 1,0 1,1 1,2 1,3 et 1,4 Campaign Setting - (PZO92101) Lands of Conflict
  2. 2,0 2,1 et 2,2 Erreur de référence : Balise <ref> incorrecte : aucun texte n’a été fourni pour les références nommées ISWGp123
  3. Modèle:Cite ebook/A Matter of Knives
  4. Modèle:Cite book/Halflings of Golarion
  5. Modèle:Cite book/Halflings of Golarion
  6. Erreur de référence : Balise <ref> incorrecte : aucun texte n’a été fourni pour les références nommées SSp12
  7. James Jacobs et al. (2011). The Inner Sea World Guide, p. 125. Paizo Publishing, LLC. ISBN 978-1-60125-269-2