Nirmathas

De Wiki Pathfinder Lacrypte
Aller à la navigation Aller à la recherche
Nirmathas
Nirmathas
Nation
Titre
Pays:
Alignement Chaotic good
Capitale Tamran
Dirigeant Forest Marshal Weslen Gavirk
Gouvernement Meritocracy
natives Nirmathi
adjective Nirmathi
Languages Taldane, Varisian
religions Erastil, Gorum, Iomedae
regionmap
source The Inner Sea World Guide


“We have suffered through a long, dark night these past seven years. Daily our enemies rode against us. Daily they marched through our streets and burned our homes, all in the name of their empire. But we did not surrender. They could sear our flesh, but never could they kill our souls. Always we fought, and like the trees around us, we took root and refused to be moved. We held fast through every storm. We met our oppressors blade for blade and drove them back. We answered every arrow they fired with a hundred of our own.

“The price has been high, it’s true. We lost many along the way. Their bodies lie beneath us, nourishing the forest that has protected us all this time. We mourn their passing even as we celebrate our triumph. For today, we no longer face oppression. Today, we no longer bend beneath a chain. Today, we are free.”

—Irgal Nirmath on the day of Nirmathas’s independence, 4655 ar.[1]

Nirmathas is a realm whose people value personal freedom more than anything, perhaps even more than life itself. Though its populace grudgingly and sporadically unites to work toward a vital cause— as it did to achieve independence from Molthune— Nirmathas is a single nation in name only. Far from simple obstructionists, the Nirmathi are a frontier people with no taste for anything that remotely resembles authoritarianism. This philosophy manifests in many forms, from towns that require the vote of every citizen for even the most mundane of tasks, to apprentices who shirk more than half their assigned duties, which their masters often view with pride.

The Nirmathi see this attitude not as an exercise in inefficiency, but as a celebration of the freedom they fought so hard to secure more than 60 years ago. From a history of occupation and foreign domination, the Nirmathi have built themselves a land where all citizens are masters of their individual kingdoms. Freedom is the ideal all Nirmathi embrace, and they each value their independence too highly to ever return to another prison, no matter how attractive it might seem.

The dangers of such an exaggerated love of freedom, though, are immense. Never was this more clear than on the night that the new nation achieved independence; no sooner had Irgal Nirmath, the rebels’ leader, delivered his rousing victory speech than an assassin’s blade took his life. Whether this was the bloody work of a Molthuni assassin, as most of the Nirmathi insist, or a rival rebel will likely never be known. But the moment Nirmath fell, the rebels fell into chaos, and to this day sees every person think and act as an independent sovereignty.

Luckily for the Nirmathi, the nation’s natural resources facilitate this freedom-loving lifestyle. The Fangwood provides the Nirmathi with the resources they need for day-to-day survival, and it affords protection against their predatory neighbors. Father west, stretches of plains lead up to the forbidding Mindspin Mountains that divide the country from shadowy Nidal. To the east, the waters of Lake Encarthan stretch across central Avistan.

Though the Nirmathi desire for independence allowed the people to shake free of Molthune’s rule, this same fierce spirit holds the country back from further growth. Each Nirmathi homestead is a castle unto itself, and organizing the nation’s people to work toward any common goal is a nigh-impossible task. Only when no other option remains will a Nirmathi grudgingly take orders from another—and sometimes not even then.[1]

GOVERNMENT

Nirmathas’s government is best described as a lack thereof. Because defense of its hard-won national freedom is by far the most urgent issue facing the nation, its sole overarching authority is its forest marshal, who coordinates the overall armed effort against Molthuni incursions. However, actual governance is left to each individual homestead, hamlet, town, or—on the rare occasion when a confederacy is required to decide regional issues—relevant collective.

How each individual family or settlement is governed is largely left to its citizens to decide. True democracies are common, as are large councils and elected officials, who are typically village elders, exiled Molthuni nobles, wise men and women, or other charismatic individuals the people trust. As a result, there is no codified national law, and even local laws are constantly in flux to suit the populace’s immediate needs. No court system exists; as dealing with criminality is entirely a local matter, statutes and punishments are so varied that it’s impossible to know the penalties for anything from stealing bread to violent crimes in any given place. Despite this chaos, the Nirmathi people take pride in their culture of personal accountability and responsibility. They believe citizens know best how to live their own lives, and that they should be free to do so as long as they’re not infringing on the rights, freedoms, or safety of others.

When it comes to the war effort, the Nirmathi— somewhat reluctantly—agree that a measure of unified leadership is needed. Though the Nirmathi work together to protect their lands from invaders, their militia is a loose organization made up of volunteers. The Nirmathi value their freedom so highly that almost every citizen has served at least some time in a militia, making the nation’s martial resources robust but its leadership thin indeed.

To mitigate this lack of leadership, a congregation gathers in Tamran every 4 years, formed by anyone who carries a letter signed by about a dozen citizens or more stating the person’s leadership over a group of homesteaders, a settlement, or a militia platoon. This disparate group elects a forest marshal to lead the national defense effort. For the past several terms, Nirmathas’s leaders have agreed that Forest Marshal Weslen Gavirk (NG male human ranger 11), a brilliant tactician and a fair leader with an eye for the big picture, is the best person for that jo.

b The forest marshal oversees the deployment of the nation’s militias to the front lines and prepares for Molthuni incursions. As a civil leader, though, the forest marshal is merely a figurehead. The people of Nirmathas don’t pay taxes and won’t respond to proclamations, leaving the forest marshal’s role largely symbolic. Though Forest Marshal Gavirk aspires to more fully unite Nirmathas solely toward the end of a more secure independence, he holds no illusions that his office might wield any significant political power.

Some citizens wish for more a orderly government— not a tyrannical or autocratic rule, but an official who can organize Nirmathas’s resources and people for the common good, though this is an unpopular position typically whispered in corners, if vocalized at all. Movements to evolve Nirmathas’s government quickly die from lack of support. Those who endorse a more orderly government note, correctly, that without taxation and laws, Nirmathas can’t develop an infrastructure, a formal military, or an efficient response to any sort of national disaster. While many citizens agree with these observations in principle, actually organizing a government remains unpalatable to most.

As a result of these attitudes, Nirmathas acts as a collection of hundreds, even thousands, of independent settlements ranging in size from individual homesteads to ragtag militias to small cities. In addition, several independent city-states exist within Nirmathas’s borders, politically unconnected to the nation, but acting as sources of trade or alliances. Glimmerhold and Kraggodan are two examples: dwarven Sky Citadels that remain neutral in the conflict between Nirmathas and Molthune, but are willing to trade with their neighbors.

Fey enclaves still exist within the Fangwood, as well. Many homesteads in the woods have learned how to coexist with the fey, and what might seem like superstitions to outsiders are actually rituals learned through experience. The secretive, druidic town of Crystalhurst, in particular, is nestled in the Fangwood and is deeply connected to the fey. Generally closed to outsiders, Crystalhurst maintains a council of druids who support Nirmathas in its battles.

Although the Nirmathi are content with their individual lives, there are a few regional organizations that fill the need for law enforcement and regional defense. Some of these groups are informal, such as volunteer-staffed town guards or community councils. Others are more structured, as described in the Organizations section below.

Though these small organizations work well for the communities they serve, they lack the order and oversight of official groups. Communities in Nirmathas sometimes take their brands of justice too far, sentencing and punishing people based on incomplete evidence. Mob justice is not unknown, and innocent people have lost their lives because of confused witnesses and circumstantial evidence.

Organizations Although Nirmathas has nothing that resembles organized local, state, or national governments, a few organizations perform key leadership roles or serve functions relevant to the national interest.

Chernasardo Rangers: In the southern portion of the Fangwood, the most devoted of Nirmathas’s defenders live within the region known as Chernasardo. These hunters, survivalists, trackers, and trappers see themselves as an independent force, but nonetheless risk their lives to regularly defend the nation’s sovereignty from Molthuni incursions. The region’s rangers, in particular, are consummate woodland fighters. The Molthuni historically underestimate them; there are 10 times as many Chernasardo Rangers as anyone outside the forest thinks, and they’ll stop at nothing to defend Nirmathas from imperialist foes.

Irgal’s Axe: The band of skilled fighters who supported Irgal Nirmath proudly wore the name Irgal’s Axe, and its numbers swelled as the nation moved toward eventual independence. The group disbanded shortly after it achieved its goal, and Irgal’s Axe no longer exists as it once did. In recent years, though, a new band of fighters has united under the name. These rebels orchestrate sustained guerrilla warfare against Molthune, conducting raids and sabotaging supply lines, and then disappearing afterward without a trace. The group clandestinely recruits the most promising guerrilla fighters from homesteads and small settlements, though no one quite knows where the group is even based—let alone who all makes up its roster.

Foxclaws: The Foxclaws are another organization that bands warriors of Nirmathas together. They operate in the far south, disrupting caravans from Molthune and seizing their supplies. These supplies are then sent up the Marideth River to supply Nirmathi forces. Molthune is becoming weary of these raids, and has begun seeding caravans with sabotaged supplies—rations that will make the eater violently ill, vials of poison labeled as healing potions, and weapons and armor designed to break apart when used.[1]


RELATIONS

It’s difficult for Nirmathas as a whole to establish relations with other nations. The forest marshal’s lack of authority makes it impossible for him to forge national alliances or authorize trade agreements with foreign countries, simply because there’s no way to ensure the people of Nirmathas will support or honor such deals. The constant warfare with Molthune also takes up so much of Nirmathas’s attention that little energy remains to court alliances with other nations.

Lastwall, to the north, has a political ideology that differs substantially from Nirmathas’s, but the proximity of the two nations brings them together. Towns in northern Nirmathas, including Kassen and Crossfen, have informal agreements to trade with caravans from Lastwall. The northern nation also offers bounties and goodwill to Nirmathi who capture prisoners trying to escape Lastwall. Some Nirmathi work to collect these bounties not because of the gold or their desire to see criminals punished, but because they don’t want bandits and ruffians gathering in the Fangwood. These citizens believe that Nirmathas has enough troubles without fighting against enemies within.

Andoran is one of the few foreign allies on which Nirmathas counts. The nations are well aligned politically, and forest marshal Gavirk is on friendly terms with General Reginald Cormoth of the Eagle Knights. The two have corresponded for years and consider each other friends. Andoran has been quietly shipping weapons, armor, and supplies to Nirmathas through Druma and across Lake Encarthan for some time, an arrangement Molthune strongly suspects but has yet to prove.

The Nirmathi despise the nation of Nidal. The servitor state stands for everything Nirmathas is against, and if the war with Molthune ever ends, Nidal will stand as Nirmathas’s most hated enemy. For the moment, the Mindspin Mountains offer enough protection against Nidal that Nirmathas can ignore the nation, though citizens on Nirmathas’s western edge itch to travel the Gjurn River and liberate Nidalese slaves.[1]


Nirmathas is surrounded by numerous enemies: to its south lies Molthune, its parent nation and the country that Nirmathas has unofficially been at war with since its inception. To its west lies Nidal, the home of fell shadow beasts and the foul aristocracy that commands them. To the north lies the orc-infested Hold of Belkzen, whose inhabitants' warlike ways are a constant threat to lasting peace.[2]

Like Nidal, Varisia lies to the west but Varisia could not be classed as an enemy. Furthermore, Nirmathas does have one friendly neighbor on its northern border: the nation of Lastwall. Both countries share a respect for one other, and though they do not give each other direct military aid (as Lastwall is also an ally of Molthune), they both share a common enemy in the orcs of Belkzen.[2]

SOCIETY

The Nirmathi take pride in their ability to provide for their own needs. Though they are largely compassionate and willing to lend a hand to their neighbors when necessary, few citizens ask for such help. Most Nirmathi believe that the sign of a mature adult and a good citizen is keeping one’s problems private and turning to others only in times of direst need.

Nirmathi have a reputation for being confident to the point of arrogance, but this springs from their objective capability. Most Nirmathi know how to build a house, gather and trap their own food, preserve supplies, make their own clothes, and tend to injuries. They appreciate comfortable homes but aren’t attached to worldly goods. If they must leave their homes, they do so without a backward look. When Molthuni soldiers raid a village, its people simply disappear into the woods, knowing they can survive on their own for as long as necessary.

The Nirmathi people enjoy their self-sufficiency, and their lifestyle is sustainable thanks to the vast natural resources their country provides, coupled with the nation’s low population. A homestead in the Fangwood, for example, might not have any neighbors within 10 miles, leaving the land’s bounty to sustain its inhabitants and no one else. A smaller, more heavily populated country couldn’t afford its citizens such a level of privacy, nor could its resources so abundantly provide for their needs. Though the Nirmathi appreciate their land, they also give more credit to their own skills than their fortunate situation. They look down on residents of large cities who must purchase their clothes and food, without acknowledging that such people live in far different circumstances.

Though the Fangwood covers only a third of the nation’s territory, many Nirmathi consider the forest synonymous with their country. The Fangwood provided shelter and supplies during the rebellion and is still one of the most critical defenses against Molthune. Further, though traditional religions are certainly represented, forest-based faiths as well as a general reverence for woodland nature are both popular here. The Fangwood holds an almost mystical place in Nirmathi lore as a protector, a guardian, and a friend.

The most commonly worshiped deities in Nirmathas are Erastil and Iomedae, both of whom value law and order. Erastil, though, is god of hunting and farming, and many Nirmathi see him as a god of self-sufficiency and living off the land. Nirmathas is home to many archers and rangers who take Old Deadeye as their patron. Iomedae, on the other hand, is the goddess of rulership and valor, aspects that are more commonly worshiped in Lastwall to the north. The people of Nirmathas see her as a goddess of justice and self-rule who assists them in fighting against unjust conquerors. Residents of Lastwall who moved south to Nirmathas, often retired soldiers, have brought their worship of Iomedae with them over the years.

Some of Nirmathas’s most martial-minded citizens— particularly those in hard-pressed border towns—revere Gorum, the god of strength, battle and weapons. These residents look to the god for strength in the virtually unending incursions and invasions they suffer. Other Nirmathi residents revere Milani, although she is less prominently worshiped. These citizens believe that the Everbloom blessed the nation’s uprising and eventual freedom, and that she supports it still in its struggle against oppressive Molthune.

Travelers in Nirmathas find that its people are friendly, but only to a limited degree. Most small communities are willing to speak or trade with visitors, but homesteaders are more likely to order strangers away. All Nirmathi value their right to protect their homes, and if they suspect that a traveler might bring trouble or works for Molthune, they won’t hesitate to use force. Visitors to Nirmathas do best sticking to the main roads and the nation’s larger towns.[1]


Inhabitants

The inhabitants of Nirmathas are primarily humans of Chelaxian[3] and Varisian stock,[4] though they tend to judge a creature on its actions rather than its race or ethnicity. The people of Nirmathas are renowned for their love of individual freedom and hatred of bureaucratic meddling and repression, putting them at odds with the two nations that have previously ruled over them (see the History section above). Even within the cities, most people pride themselves on their independence and self-reliance, although such traits are less necessary. This attitude does have its drawbacks: Nirmathas effectively functions without a higher government, with each town and village running it own affairs.[5]

Religion

The Nirmathi prefer to worship gods of nature, such as Gozreh, Erastil, and the Green Faith, and those who champion noble causes, such as the goddess Iomedae.[5][6] Forest Marshal Garvik recently outlawed the worship of Razmir in Nirmathas in order to deter the Living God's troublesome priests,[7] even though temples of Razmir already exist.[8]

Organizations

A number of hunters in the southern Fangwood have recently founded a group known as the Foxclaws, which conduct hit-and-run raids across the Marideth River on Molthuni military supply caravans.[9]


GAZETTEER

The following details describe locations in Nirmathas.

Acorn’s Rest: This small community sits in the southernmost section of the Fangwood, just a short journey from Deadeye’s Haunt. Most of its residents are druids who work to undo the damage done to the forest by the constant attacks from Molthune. The druids of Acorn’s Rest enjoy their isolation, but unlike those in Crystalhurst to the north, they make no special effort to hide their existence. They are friendly to travelers looking for shelter or trade, so long as visitors respect the forest and its creatures.

The leader of Acorn’s Rest is a peculiar druid named Duskwater (N female half-elf druid 8) who believes the Eye of Abendego—the permanent hurricane off the western coast of Garund—is the literal child of Gozreh. The other druids in the community don’t share Duskwater’s belief, but they respect her experience and wisdom. The druids of Acorn’s Rest instead focus on finding a cure for the blight afflicting the Dark Grove across the Marideth River. One of the druids, a woman named Androssana (CN female human druid 7), believes that Abyssal powers may be at work in the grove.

Bloodsworn Vale: The vale is the site of a bloody conflict between Chelish forces and Shoanti tribes during the Everwar. More information on Bloodsworn Vale can be found on page 38.

Chernasardo: This woodland region is home to Nirmathas’s hardiest defenders: a sizeable group of hunters, survivalists, trackers, and trappers who call themselves the Chernasardo Rangers. The exact borders of Chernasardo are not defined in any map or book, but the Rangers who live in the region know how far their influence extends. They’re famous in Nirmathas and surrounding nations as a group of skilled hunters and survivalists who know everything about their home. No tree is unfamiliar to them; no animal is strange. Some Chernasardo Rangers are born, live, and die in the woods without ever having left it.

Though the Rangers work alongside the rest of Nirmathas to defend their home against Molthune invaders, they see their region as independent; when push comes to shove, they care for their own freedom the most. The Rangers are not evil or coldhearted, though— they are simply practical.

Recently, a hunter named Taig (N male human ranger 3) was out at night when he spotted a magnificent white stag. He pursued it for hours, finally bringing it down with a well-placed shot, but when he went to claim the carcass, he found the stag had vanished. In its place was an ebony longbow with a silver string.

Taig believed the bow was a reward from Erastil for taking down such a prize. He has used the bow ever since, but hasn’t realized the weapon is cursed. Slowly, Taig has begun to see his fellow Rangers as prey, and it won’t be long before he stalks them as he stalked the stag.

For more information about the Chernasardo Rangers, see Pathfinder Adventure Path #116: Fangs of War.

Crossfen: Named for its proximity to a wetland that stretches over a mile wide, this settlement sits in a large, lightly forested area of the Fangwood where sedge and reeds grow thickly. It is one of the few settlements in the Fangwood to keep significant numbers of livestock, as the sedge makes good feed for the small, shaggy native cows.

Will-o’-wisps and boggards live in the fen, and the villagers warn travelers not to try to cross the wetland at night. Every year, there are always a few who try to make the journey in the dark, only to fall victim to the fen’s perils. Their exact fates are unknown, as the bodies of those who die in the fen at night are never found.

Crowstump: The town of Crowstump has roots going back to the Shining Crusade. Founded as a supply town for troops making their way north to fight against the Whispering Tyrant, the first settlers felled a large copse of trees to build their stockade. The crows that lived there perched on the stumps of their trees and cawed madly at the intruders—a habit that the crows there continue to this day and that led to the town’s name.

The town is now a vital port of trade for the barges making their way up and down the waterways, traveling from Skelt to Tamran and beyond. Being far away from the conflicts in the south makes this one of the safer routes for traders in the region. Mayor Tyn was elected by the town elders, most of whom are members of the various trade and craft guilds, on a platform of increased trade and cooperation with neighbors to the north and all around Lake Encarthan.

Aside from trade, the town’s deep port makes it an ideal stopping point for barges and ships sailing the lake. Captain Westiron, who is technically a representative of Lastwall, is stationed here to help keep the peace when crusaders en route to Mendev use the town and its many fine taverns as a place to get in one last wild celebration before their years of service. The aging captain often spends his nights in the Gilded Orc or the Thirsty Owlbear, waiting for trouble to break out.

Despite its focus on trade, Crowstump prides itself on being a center of learning. A small academy has opened on the edge of town, specializing in teaching the art of magic. The town also boasts one of the most learned scholars in the region as one of its own. The venerable Nathar Arod is an expert on the Lake Encarthan region, with a particular focus on the events and effects of the Shining Crusade. Some even joke that if he were any older, and his recountings any more vivid, folk might be excused for thinking that he lived through those times, despite them happening almost a thousand years ago.

Crystalhurst: One of the strangest settlements in the Fangwood, Crystalhurst is unknown to most people— even Nirmathi. The druid council that runs Crystalhurst takes care to keep the settlement’s existence a secret, as they believe outsiders disrupt the natural balance of the place. Occasionally, travelers accidentally stumble into Crystalhurst, but unless such trespassers quickly prove themselves worthy, the druids firmly turn them away.

Crystalhurst has one of the most diverse populations of any settlement in Nirmathas. Druids of all races and ethnicities coexist peacefully in the village, including a few centaurs, gathlains (Pathfinder RPG Bestiary 4 122), and ghorans (Pathfinder RPG Bestiary 5 119). Wild animals also live in Crystalhurst, wandering the streets freely. Some are animal companions of the druids, while others are untamed creatures that have accepted the druids as part of the forest.

The druids of Crystalhurst support Nirmathas in its war against Molthune, mainly because they fear what Molthuni armies would do to the Fangwood should the invaders prove victorious. The druids envision huge swaths of the forest razed for lumber to build ships and fortresses, and they are determined to prevent that future from coming to pass. The druids’ more pressing concern, however, is the Darkblight that threatens the Fangwood.

Following a long tradition, a council of the town’s eldest and wisest druids governs Crystalhurst. Head of the council is Archdruid Aspen Zora, a young human woman born and raised in Crystalhurst. As she grew, Zora displayed an innate connection with the natural world, but it wasn’t until she returned from a 6-month venture deep into the Fangwood that she was named the council’s head. Zora declines to discuss what she experienced during her journey. Upon her return, though, she radiated an inner serenity, intricate sky-blue tattoos covered her face and hands, her voice resonated with an otherworldly calm, and she exhibited practical wisdom and leadership skills that far exceeded her years. Since her return, the forest’s goodly fey have been more willing to work with Crystalhurst’s residents. Almost everyone in Crystalhurst agreed that despite her age, Zora had the wisdom and wide array of allies that would make her a consummate council leader, and she has since proven as much.

Hallkeeper Ceroneth, a half-elf who has lived in Crystalhurst for decades, maintains records of important natural events and historical moments. He also maintains the Gathering Hall, a large wooden structure used for festivals, meetings, and rituals. Although well past middle age, Ceroneth retains the appearance and vigor of a much younger person. He attributes his unusual longevity to the pure natural energies of the settlement.

Visitors are sometimes permitted in Crystalhurst, but only in exceptional circumstances. Those who require aid from the druids can make their case from the edge of the settlement—if they can find it—and the druid council decides whether to hear them.

Deadeye’s Haunt: The slaughter at Deadeye’s Haunt has become legend among the people of Molthune and Nirmathas. More information on Deadeye’s Haunt can be found on page 39.

The Fangwood: In many ways, this wood is the heart of Nirmathas. The forest provides shelter and resources, as well as cover for the fighters who keep Nirmathas free. Not all Nirmathi feel a bond with the Fangwood, but even those who don’t make their home there respect the woods.

Some Nirmathi claim that in the deepest parts of the Fangwood, the trees are actually awake. This is partially true; a group of treants lives near the center of the Fangwood, where elven wizards once controlled breaches to the First World. The treants remain above mortal affairs and rarely reveal themselves to travelers, though they have been known to assist lone, good-hearted travelers in dire need.

Stories of intelligent animals are also told over the hearths of the Nirmathi, but most of these are mere fables. The one exception is a clan of natural werebears (Pathfinder RPG Bestiary 2 181) who recently settled near Crystalhurst. The werebears are the druids’ allies, and they work together to combat significant threats that manifest in the Fangwood. The werebears keep away from other settlements; in the past, the werebears lived closer to humans, but after a bear accidentally infected a local with lycanthropy while defending herself, the clan moved farther into the woods.

Ancient ruins and monuments from pre-Earthfall days still stand in the forest. Most of these are just heaps of scattered stones with a few runic inscriptions to hint at their original purpose, but some are more complete. The most intact ruins are underground, and travelers sometimes stumble on hidden passages leading into the earth, where great elven temples or fey palaces can be found.

For the past several centuries, a pall has fallen on the Fangwood’s innermost depths. The Darkblight, the demonic disease cultivated by the blighted dryad Arlantia, is increasingly spreading decay and rot throughout the primeval forest. More information about the Darkblight is in Pathfinder Adventure Path #119: Prisoners of the Blight.

Fangwood Keep: This fortress near the border with Molthune was built on top of an elven wizard’s ancient tower. Fangwood Keep is further detailed in Pathfinder Module: Fangwood Keep.

Fort Nunder: Despite its name, this structure is more storehouse than fortress. Built into the side of a steep hill, the fort is so inhospitable that it serves only as a brief stop for weary travelers to rest and resupply. There is just a small barrack available, as the bulk of the fort is dedicated to storage space. Fort Nunder also houses a vault constructed by a pair of competitive and perhaps overzealous trapsmiths. The vault is said to store specialized weaponry meant for emergencies. Due to the heinous traps that protect it, the vault hasn’t been accessed in decades and has gone largely forgotten.

Fort Ozem: One of several small hideouts in the Fangwood, Fort Ozem was once used as a staging post in the war against the Whispering Tyrant. Some say the fort was briefly home to Iomedae herself. While the interior is still in a serviceable state, the worn outer walls are overgrown with vegetation. Unlike other forts in the area, its outside appearance has been deliberately neglected to indicate that there is nothing inside worth investigating. However, the Chernasardo Rangers use it liberally, and the surrounding area is littered with alarms. The fort can be evacuated at a moment’s notice, leaving nothing of value and an indefensible position for any attackers foolish enough to claim the fort for themselves.

Fort Ristin: Among the oldest and most impressive structures in Nirmathas, Fort Ristin has sturdy walls and high towers that make it a formidable stronghold. Its location near the edge of Chernasardo territory makes it ideal for border patrols. While the architecture is distinctly Chelish, the Nirmathi have gone to great lengths to scour the fort of any sign of its previous owners. Still, they’re happy to take advantage of its more opulent features.

Fort Trevalay: This is the only true stronghold that the Chernasardo Rangers built entirely themselves. Other bases may boast impressive architecture, but none adequately meet the rebels’ needs. This fortress, constructed atop a massive stone column in the center of a wide gorge, is accessible only via collapsible rope bridges. It is built of the same stone that it stands upon, rendering it nearly indistinguishable at a distance from the natural rock formations.

Glimmerhold: One of two dwarven cities within Nirmathas’s borders, Glimmerhold sits within the Gjurn River, a pentagonal fortress that juts over 500 feet above the waterline. Ideologically, Glimmerhold is opposed to Nirmathas. The dwarves within are a sadistic, evil bunch who see the Nirmathi as disruptive, unpredictable children driven by foolish ideals. Glimmerhold is further detailed in Pathfinder Module: Clash of the Kingslayers.

Graybanks: Before Nirmathas achieved independence, combat between the rangers and the Molthuni army accidentally overran this village and the citizens within were forced to flee. The battling forces cut off access to the forest, so most of the villagers tried to swim or boat across the river. Tragically, a spring melt had rendered the waters fast and treacherous, and over a dozen people drowned trying to escape. The village now stands empty, and the buildings destroyed during the conflict were never rebuilt. Some say the town is haunted; though nearly 7 decades have passed since they were inhabited, the buildings remain pristine and yards and trails appear well maintained, as if ghostly forces still cared for them.

Greenglade: Greenglade is a convenient stopping point en route to Tamran. Most of the time, Greenglade is a simple hamlet with a large inn for travelers and not much else. Once a month, though, Greenglade hosts a market where nearly anything can be traded. Adventurers sometimes visit the market to deal in artifacts, magic items, and treasures found in the ruins of the Fangwood. More commonly, smugglers use Greenglade to sell weapons and supplies to Nirmathi forces and to trade intelligence about Molthune. The enigmatic authority behind the market is known only as The Blade; none—not even Greenglade’s residents—are sure whether this moniker refers to an individual, a cabal, or some other sort of force. Molthune has heard rumors about a black market where spies and smugglers gather; the general lords haven’t discovered its location, though spies strive ardently to do so.

Growling Skald: This ridge, just southeast of Bloodsworn Vale, is one of the few areas of volcanic activity in the Mindspin Mountains. Geological activity beneath the ridge results in a low rumbling that can be heard clearly from nearby mountain trails, leading to stories of a giant’s spirit that rests within the mountain.

Hollow Hills: This rugged stretch of land between the Fangwood and the Mindspin Mountains is named for its natural caverns and abandoned mines—many dating back to the Age of Anguish and still haunted by bygone horrors. Local settlements support themselves by mining veins of copper, gold, iron, and quartz, as well as through subsistence farming; the rough terrain generally protects them from Molthuni incursions.

On the other hand, this relative isolation leaves the people of the Hollow Hills more vulnerable to bandit activity and monstrous predators like the bulettes, harpies, and wyverns that call the region home. Thus, the towns of the Hollow Hills are some of the few settlements in Nirmathas whose inhabitants rely on walls for defense rather than fleeing into the hostile wilderness.

Hurlandrun: The ruins of this small village stand near the headwaters of the Deepcut River. Unlike many of the ruins in Nirmathas, this one was not destroyed due to the war. A powerful wizard named Mahalagris once lived in Hurlandrun, keeping out of the war entirely so he might research his magic in the relative quiet of the village. When the wizard was murdered, though, he rose as a vile, undead creature and threatened his former neighbors’ safety. A thief who had come to rob Mahalagris’s tomb provoked the undead mage, and the resulting conflagration leveled the town. Lesser undead creatures still haunt the place, and the fate of Mahalagris himself remains unknown. For more information about Hurlandrun and Mahalagris, see Pathfinder Tales: The Wizard’s Mask.

Kassen: Though this community is small, it often sees visitors traveling along the river, and so it maintains a large inn called the Seven Silvers. Kassen’s main industry is logging, and most of the townsfolk live on smallholdings in the woods rather than within the community’s walls. Under the guidance of their mayor, Jornak Uptal (NG male human aristocrat 3), the people of Kassen make a comfortable living selling lumber and wooden goods.

Kassen is further detailed in Pathfinder Module: Crypt of the Everflame and Pathfinder Module: Masks of the Living God.

Kraggodan: This Sky Citadel is one of the best known of the dwarven cities. Its prince, Gorm Greathammer (LN male dwarf bard 7/Pathfinder chronicler 2), is a genial and outgoing monarch interested in learning about other lands and cultures, and is also a well-known Pathfinder. Kraggodan is further detailed in Pathfinder Adventure Path #118: Siege of Stone.

Longshadow: Longshadow is a settlement catering to the various mines in the nearby Hollow Hills, with foundries and smelters constantly churning out goods— not to mention a healthy billow of smog. Longshadow is further detailed in Pathfinder Adventure Path #117: Assault on Longshadow.

Lost Mines: The Lost Mines were a network of tunnels leading down into the roots of the ore-rich Mindspin Mountains, until they vanished along with all their workers. More information on the Lost Mines can be found on page 41.

Marching Springs: This strip of land between the Mindspin Mountains and the Fangwood boasts one of Nirmathas’s most unusual features. A series of water sprays, not unlike natural geysers, erupt from the ground one after another in a slow progression. This trail winds throughout a 30-square-mile area before looping back on itself.

No one has yet found the cause for this phenomenon. Explorers report numerous water elementals and oozes in the region, which may hint at a hidden portal to the Plane of Water. Recently, travelers in the area have remarked on a marid traveling from spray to spray.

The marid, named Karenna (CN female marid sorcerer 2), lived in Lake Encarthan until she began experiencing intense visions of the Marching Springs. She can sense a large body of water beneath the ground, one that calls to her. Karenna believes the pattern of the water sprays holds the key to reaching this subterranean lake and finding whatever lives within it—a powerful creature, certainly, for it to have sent its visions to her.

Nature’s Glass: In a hidden hollow in the Fangwood lies a still, glassy pond of pure, clean water. Legend tells that all who behold their reflection in the pond see their true natures reflected back. A brutish, destructive person might see a slavering boar, while a kind but unreliable person might see a frightened rabbit. It’s also said that the pool cures any compulsions, curses, or other afflictions that might be plaguing the viewer.

Whatever the pool’s magical properties, a swan maiden (Pathfinder RPG Bestiary 4 257) named Leeta (CG female swan maiden swashbucklerACG 4) stands guard over it. Legend claims that Leeta and an invisible fey army at her beck and call drown any who attempt to defile the pool, and the fey reportedly use strange powers to forever tether the victims’ souls to the pool’s powerful divination magic.

Nesmian Plains: A food-rich but poorly defended corner of Nirmathas, the Nesmian Plains stretches from the Marideth River south to the prairies around Kraggodan. Molthune frequently invades this region, and the area’s infamous monster hordes are also regular threats. Nesmian natives simply fall back in the face of these attacks, often burning their homes and crops when they see enemies approach, and then return in spring after the area’s bitterly cold winters drive out ill-supplied foreigners. The jagged gullies and ravines that crisscross the plains provide ample hiding places for anyone who knows them, and a number of monstrous races— especially goblinoids and troglodytes—use these features to their own advantage, preying upon human farms and then retreating to easily defended hideaways. The Nesmian Plains is further detailed in Pathfinder Adventure Path #115: Trail of the Hunted.

Phaendar: This small town situated in the Nesmian Plains is one of the largest settlements in southern Nirmathas. Nearly all of its residents (fewer than 400 in all) are talented leatherworkers, weavers, or woodcarvers, and most Nirmathi homes from Tamran to Skelt eventually feature a few sturdy furnishings born in a Phaendari workshop.

Like many similar communities across the nation, Phaendar runs with little codified oversight. The town is still known for its strong personalities, though, including the foul-mouthed priestess and former Chernasardo Ranger Aubrin the Green (CG female human cleric of Cayden Cailean 3/ranger 3).

Phaendar is further detailed in Pathfinder Adventure Path #115: Trail of the Hunted.

Purt: Situated on the Eldress River, Purt is a hamlet home to the finest cabbage farms in Nirmathas. Their vulnerable location made them the target of Molthuni raids for years, and as the crops mainly feed the farmers and their families, the raids were devastating. Led by First Farmer Jansa (N female human expert 4), the people of Purt approached the druids of Acorn’s Rest and asked for protection. After some negotiation, the druids coaxed a living thorn wall to sprout and protect the hamlet. The residents of Purt can travel through the thorn wall through hidden passages, but they do not share these secret routes with outsiders.

Skelt: The city of Skelt on the Shining River is a wonder of dwarven engineering. The city is built into a bluff, making it inaccessible save by wooden ramps fitted strategically with drawbridges, or by lifts powered by enormous water wheels. Travelers looking across the river at Skelt can see the lifts trundling up and down, carrying loads of workers and supplies, while lines of citizens scurry along the ramps.

Skelt’s primary industry is mining, and the city’s water wheels allow it to run advanced mining equipment and ore-crushing machines. Kraggodan is by far Skelt’s biggest. [1]



References

  1. 1,0 1,1 1,2 1,3 1,4 et 1,5 Campaign Setting - (PZO92101) Lands of Conflict
  2. 2,0 et 2,1 Erik Mona et al. (2008). Campaign Setting, p. 112-113. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  3. James Jacobs et al. (2011). The Inner Sea World Guide, p. 13. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  4. James Jacobs et al. (2011). The Inner Sea World Guide, p. 22. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  5. 5,0 et 5,1 Erreur de référence : Balise <ref> incorrecte : aucun texte n’a été fourni pour les références nommées ISWG-138-139
  6. James Jacobs et al. (2011). The Inner Sea World Guide, p. 236. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  7. Modèle:Cite book/Black Markets
  8. James Jacobs et al. (2011). The Inner Sea World Guide, p. 159. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  9. Modèle:Cite book/Advanced Class Origins

Modèle:Nirmathas