Iblydos

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Iblydos intro
Iblydos intro
Iblydos
The Iblydan city of Aelyosos.
Nation
Titre
Pays:
Alignement
Capitale
Dirigeant
Gouvernement
natives Iblydan[1]
adjective Iblydan[1]
Languages
religions
regionmap
source Campaign Setting


Iblydos is an island nation in an archipelago off the coast of Casmaron in the Obari Ocean.[2][3][4] It is said to be among the oldest known human civilizations in Casmaron.[5]

History

On sait très peu de choses sur cette ancienne terre, bien qu'elle soit souvent regroupée avec d'autres anciens empires de ce continent, tels que Kaskkari et Ninshabur, même s'il n'est pas clair s'ils étaient situés dans la même région générale. [2] Les quelques histoires qui mentionnent un lien avec ces empires perdus indiquent qu'Iblydos avait des contacts de longue date avec les nations cyclopes de ce continent, qu'ils appelaient les "Koloran".[5] Certains citoyens d'Iblydos allaient même jusqu'à rejoindre des cultes mystérieux qui vénéraient les cyclopes.[6]

Influence of Ghol-Gan

Le peuple d'Iblydos doit son existence aux cyclopes qui ont émigré de Ghol-Gan pendant le déclin de ce funeste empire, et bien que les géantss aient diminué en nombre depuis, ils continuent à coexister avec les humains sur l'archipel. Les plus grands mortels gagnent le rite de la parole mythique, au cours duquel les cyclopes prévoient comment ce héros pourrait atteindre le pouvoir mythique par de grandes actions. Nombre de ces héros-dieux ont depuis régné sur l'une des cités-états d'Iblydos, accordant des sorts à leurs fidèles et annonçant une nouvelle ère de prospérité ou de tyrannie. Depuis la mort d'Aroden et de la prophétie elle-même, la tradition a échoué avec une fréquence troublante. Aujourd'hui, les derniers dieux-héros vieillissent et s'amenuisent, et une nouvelle génération de héros doit naître pour combattre la plus grande menace qui pèse sur les îles : le béhémoth thalassique.

Ousmariku.[7]

Ibydan Dieux Héro

Bien que les habitants d'Iblydos, un archipel de la côte de Casmaron, vénèrent souvent les divinités immortelles adorées dans d'autres contrées, la véritable vénération des habitants est réservée à leurs héros-dieux : des mortels qui ont accompli des prophéties cyclopéennes pour atteindre un pouvoir mythique et un statut semi-divin. De leur vivant, ces héros-dieux sont les centres de leurs propres cultes et gouvernent souvent des cités-états entières. Mais finalement, ces dieux périssent de l'âge ou de la violence, ouvrant la voie à de nouveaux héros-dieux qui perpétuent la tradition. Depuis la mort d'Aroden, cependant, la tradition mythique qui engendre de nouveaux héros-dieux est devenue moins fiable, et les héros-dieux qui vivent aujourd'hui sont peut-être les derniers de leur espèce. Pour en savoir plus sur Iblydos et la tradition des héros-dieux, consultez le Pathfinder Campaign Setting : Rivages lointains.

Les héro-dieux atteignent rarement le même niveau de puissance que les demi-dieux à part entière. Par conséquent, non seulement leurs domaines de préoccupation sont généralement assez limités, mais beaucoup sont incapables d'accorder des sorts de plus haut niveau. En plus des trois héros-dieux détaillés ici, voici une liste partielle des autres héros-dieux.

Aerekostes (N agender falcata) : Considéré comme étant soit le dieu-héros Ximakter piégé dans sa propre arme, soit une lame ayant spontanément manifesté de la sapience et un pouvoir mythique, ce dieu-héros des contingences et des objets intelligents réside dans son propre temple et se prête occasionnellement aux héros en herbe. Il accorde des sorts de 9e niveau, et ses domaines et sous-domaines sont Arcane, Artifice, Construct, Guérison, Connaissance, Magie, Mémoire et Résurrection.

Drokalion (N mâle mythique dire lion) : À peine conscient de sa nature mythique, Drokalion a néanmoins attiré plusieurs dizaines de disciples zélés qui lui laissent de la nourriture et considèrent comme une chance d'être poursuivis par lui. Il accorde des sorts de 2ème niveau, et ses domaines sont l'Animal et la Gloire.

Pharimia (non-alignéeMA femelle demi-elfe ) : Alors que la tradition mythique s'étiole et que les héros-dieux continuent de décliner, cette dame des ports et des phares a travaillé sans relâche pour unir ses collègues et les protéger du danger. Pharimia n'étant pas alignée, les clercs de tout alignement peuvent la vénérer. Elle accorde des sorts de 9e niveau, et ses domaines et sous-domaines sont l'Exploration, le Feu, la Lumière, les Océans, le Soleil, le Commerce, le Voyage et l'Eau.

Upion et Warrik (NG mâle demi-orque et humain) : Camarades devenus amants, ces deux guerriers sont devenus si proches que leur pouvoir mythique ne se manifeste que lorsqu'ils sont ensemble. Les deux sont conjointement des héros-dieux des promesses et des porteurs de boucliers. Ils accordent des sorts de 4ème niveau, et leurs domaines et sous-domaines sont Charme, AmitiéISG, Bien, Amour, et Protection.Par John Compton[8]

Settlements

Economy

A sea trade route called the Obari Crossing, which has its western terminus in Katapesh, passes through Iblydos on its way to distant eastern Kelesh and Vudra.[10] The Iblydan traders who have mastered this dangerous route are among the Inner Sea's most celebrated merchants, bearing exotic goods and secrets to wealthy buyers across Golarion.[1]

Creatures and races

Iblydos is known as the birthplace of many infamous monsters, including the medusa,[11] hydra,[12] harpy,[13] and chimera.[14] The mystical race of sphinxes have almost as long a history in Iblydos as they do in Osirion.[15] The race of half-men known as centaurs are said to originate in Iblydos as well.[16]

Iblydos

The Iblydan archipelago spans Kardaji Bay along Casmaron’s southern coast. Its maritime isolation has preserved Iblydan culture and sovereignty for millennia, and the lucrative Obari Crossing trade route fills its coffers. However, Iblydos isn’t a united nation but rather a collection of city-states bound by their shared traditions and mostly good-natured rivalries.[17]

Geography

Iblydos intro

Iblydos bears identifiable volcanic traits, such as cratered mountaintops and smoking peaks. However, the largest isles’ coastlines seem to fit together like weathered puzzle pieces, suggesting some mysterious, non-volcanic cataclysm ripped a larger landmass into smaller pieces. Whatever the case, roughly 85 islands comprise Iblydos, which includes seven major islands defined by their size and extensive continental shelves, atop which most of the minor islands arise.

Eons have weathered the older islands to the southwest, leaving rolling hills and ancient forests. Active volcanoes reign among the newer islands, many of which are defined by craggy coasts and foreboding promontories. Unforgiving currents race through the many straits crisscrossing the archipelago, some choked with vibrant reefs or other, stranger hazards. It takes an experienced navigator to traverse these currents and sail among the islands in record time.

The Obari Ocean’s seasonal winds dictate Iblydan trade and climate alike. The summer sun heats Casmaron, drawing in moist air from the sea. As it collides with Iblydos and mainland mountains, the moisture rises and showers the region with rain. The downpours are welcome; Iblydos has few permanent rivers, so inhabitants rely on springs, seasonal ponds, and artificial reservoirs for fresh water.

The islands lie just far enough from the mainland that they’ve developed unique ecologies. Sundry birds nest here, joined by reptiles and small mammals that have rafted over. Larger predators like lions and wolves have no fear of water, with some having developed webbed toes over the generations to help them move between islands. Yet it’s the archipelago’s mythic influence and hero-gods that have had the greatest impact; magical metamorphosis has created a host of legendary creatures, often cited as the origin of minotaurs, harpies, chimeras, centaurs, and more.[17]

History

Humans colonized the Kardaji Bay area by the Age of Legend. Known as Aishmayars, these people radiated across Casmaron’s southern coast, founding distant colonies that gradually developed into independent states like Midea, Mishyria, and Khattib —even as far as modern Qadira—while retaining their Aishmayar identity and influence. When Earthfall later carved out the Inner Sea and heralded the Age of Darkness, its impact devastated Casmaron’s coast with tsunamis and choking dust that smothered the vibrant Aishmayar societies. Survivors scattered to the inland deserts and mountains, abandoning the coast for generations.

Yet the proto-Iblydan populace weathered the storm with minimal damage. Centuries earlier, cyclopes refugees fleeing the turmoil of their western Garundi kingdom of Ghol-Gan arrived at the islands and prophesied a grim possible future: they and the humans would both perish unless they cooperated to prepare for a future cataclysm. Together, they created bunkers, stored food, and carefully sequestered lore for future generations. Thus, even though Earthfall swept away some settlements, the islanders and giants had everything they needed to survive and rebuild.

By comparison, the mainland Aishmayars’ fall from once-sophisticated empires to crude, subsistence lifestyles seemed downright barbaric; within decades, the islanders developed an exclusive identity not as Aishmayars but as Iblydans. Within generations, Iblydans had founded far-flung colonies to oversee the “unsettled” coast. These cities had an ethically dubious impact, both rebuilding some of the fallen mainland societies while also marginalizing locals, exploiting their labor, and extracting their resources. Ultimately, these colonies’ connections to Iblydos faded, and the settlements integrated fully into the local cultures.

The tides fully swung against Iblydos when it fell between Kelesh’s crosshairs. The Padishah Empire assembled an armada to subdue Iblydos and fold the islands into its vast territory. This immense threat inspired the city-states to unite under General Ylianti, whose cunning tactics lured the Keleshite armada to its defeat in the Battle of Shattered Reefs.

Iblydos maintained its relative isolation until 534 ar, when the magnificent treasure fleet of Khiben-Sald arrived from Vudra. The maharajah’s visit and subsequent voyage to the Inner Sea sparked an insatiable fascination with Vudra and demand for its goods, beginning a stream of merchant ships along the Obari Crossing that’s not ceased since. Perfectly positioned along this route, Iblydos transformed into an international marketplace and favorite resupply stop—especially when city-states began undercutting the tariffs and docking fees charged by mainland ports. In the four millennia since, this windfall has fueled Iblydos’s military scuffles, scholarship, and monumental architecture, the latter littering the islands with temples and palaces.

In the Age of Lost Omens, trade has remained consistent, but prophecy’s failure has threatened the Iblydan hero-god tradition (detailed further in Pathfinder #216: The Acropolis Pyre 72–79). With each hero-god’s death, Iblydos appears to grow a little weaker. Not only have evangelists flocked to the islands to fill the perceived vacuum, but also Kelesh, which controls much of Kardaji Bay’s mainland, has maneuvered to annex the region.[17]

Politics

Iblydos is united more by culture than politics. With the threat of Earthfall over, city-states arose to rule various islands, regularly clashing with their neighbors with both weapons and words. Many of these powers have since fallen, and only nine notable city-states are recognized today. Each is linked to its neighbors by millennia of partnerships, unresolved rivalries, trade deals, and grudges so ancient that nobody agrees on the details (though they’re confident the other side is at fault). Only the occasional ephemeral empire or common enemy has united these polities, and even then only for a few decades at most.

A city-state includes its capital city (such as Hoimpeia) and all of its surrounding territory (denoted with the prefix Pol-, such as Pol-Hoimpeia), typically consisting of a large island and nearby minor islands. Governments vary widely by city-state and over time, with most incorporating democratic or representative institutions. Many hero-gods take an active political role, acting as advisors, generals, or even monarchs.[17]

People

General Ylianti
General Ylianti

Iblydan humans remain the islands’ most numerous inhabitants. They’re famed for their hospitality and loyalty, the flip side of which is a reputation for outspoken opinions, mostly friendly rivalries, and life-long grudges. Many other ancestries inhabit Iblydos.

Awakened Animals and Beastkin: Metamorphosis is a common fixture in Iblydan legend, whether its targets are warped by magical sites or cursed by a hero-god for their hubris. Transformed beings sometimes pass their bestial features to their descendants, resulting in human-animal hybrids, generations of talking deer, and even stranger manifestations. These creatures are viewed with a mix of acceptance, wonder, and silent judgment—after all, one can’t help but speculate about the transgression that transformed them in the first place.

Centaur: Few centaurs settle in cities, instead forming semi-nomadic bands that roam between communal camps on the larger islands. Most specialize as farmers and foragers who maintain wild orchards and remote plots that mature at different times of the year. However, when misfortune devastates their crops, centaurs rarely ask for help; they raid.

Cyclops: These giant diviners’ influence and numbers have faded since Earthfall, dwindling to several thousand cyclopes in modern times. Many retain ritual roles like priests, philosophers, and judges. Especially in the Age of Lost Omens, cyclopes have shifted to farming, herding, construction, and adventuring to contribute meaningfully in Iblydan society.

Nephilim: Hero-gods’ offspring often inherit a trace of their parent’s divine power, manifesting as a nephilim child. Thanks to the hundreds of herogods over the ages, Iblydan nephilim are fairly common. Whatever their form, being a nephilim is considered a blessing. After all, even fiendish features inherited from a sinister hero-god are nevertheless signs of divine ancestry— especially if they can demonstrate who they’re descended from and how.

Faun: Like centaurs, fauns prefer rural and unsettled regions. This suits urban folk just fine, for fauns have a mixed reputation, being both charming sources of stress relief and tempters who can coax diligent people to abandon their responsibilities and disappear forever. In the wild, fauns have a knack for coexisting with fearsome beasts, though not because of any special alliance. Instead, monsters seem captivated by fauns’ art, even attacking nearby settlements if a favorite fey performer is threatened.

Minotaur: Supposedly descended from an architect cursed by a petty hero-god, minotaurs favor the eastern coast of Kardaji Bay, as if wary of staying in Iblydos.

Those who do commonly settle in the mountains, building subterranean settlements that cunningly blend into the landscape.[17]

The City-States

Nine city-states control the archipelago of Iblydos. In most cases, these center on a capital city that shares the city-state’s name, which in turn controls a constellation of smaller settlements and islands whose ownership has shifted over time. Each city-state’s entry that follows lists several noteworthy exports, inhabitants (other than humans and cyclopes), and faiths.

POL-BAILAX

Exports books, copper, dyes, spices, wine

Inhabitants centaurs

Religions Atreia, Vudran heroes and deities

Due to its proximity to the mainland, the island of Qoshith is a natural crossroads between Iblydan and Kardaji Bay cultures. Pol-Bailax has controlled the island for millennia, receiving little Obari Crossing trade yet making up for it in its shipments to neighboring Mishyria, Midea, and Thieron. Yet its greatest boon comes from its phoenix patron, Salquin, who returns to Bailax every 137 years to immolate himself and be reborn, in the process shedding life-giving ash that rejuvenates the island’s otherwise poor soil. However, Salquin’s return is a year overdue, worrying Bailaxians that tragedy has befallen their beloved patron.

Additional information about Bailax appears in Pathfinder #216: The Acropolis Pyre.

POL-DHURAXILIS

Exports bricks, mercenaries, spices, timber

Inhabitants sundry monsters, especially chimeras, harpies, medusas (including sthenos), and minotaurs

Religions Iapholi, Lamashtu

In earlier ages, Pol-Dhuraxilis exported timber, pigs, and weaponry, with its hero-gods renowned for slaying terrible monsters. Yet when Sylirica invaded, the harpy Ekriathae mustered an eclectic army of monsters that defended the island and saved Dhuraxilis. Realizing it had misjudged its fearsome neighbors, Dhuraxilis extended legal protections to any creatures willing to abide by local laws. Over the millennia since, chimeras, harpies, and other creatures traditionally viewed as monsters have become the majority population. Local humans and other ancestries have learned to live alongside these creatures with minimal conflict.

Pol-Dhuraxilis was widely settled in Ekriathae’s era, but much of it has been ceded to less urban beasts since then, becoming reclaimed by old growth forests. Few laws extend beyond the capital, and even that city seems anarchic by Iblydan standards. District oligarchs and power brokers compete with each other for political and territorial influence in Dhuraxilis while uniting in the face of outside threats. They’re equal-opportunity employers who happily hire adventurers for countless schemes.

POL-HOIMPEIA

Exports alchemy, clothing, olive oil, perfume, pottery

Inhabitants fauns, merfolk, vishkanyas

Religions Vudran heroes and deities

Though westbound ships’ most direct route would pass Chozdos, that island’s fearsome inhabitants and dangerous waters make it more practical to resupply at Pol-Hoimpeia instead. As the gateway to Vudra and its treasures, Pol-Hoimpeia has styled itself as a trend-setter in art and fashion. Its relatively poor soils produce little. Thankfully, its industrious and creative populace creates a wide variety of labor-intensive goods ranging from fine clothing to elegant ceramics that often make their way onto merchant ships bound for the Inner Sea.

The city-state’s vibrant entertainment scene attracts a sizable minority of fauns, satyrs, and other fey. Their presence is like a wildfire: they roam between settlements bringing chaos, debauchery, and the occasional arson, yet like ash fertilizing a prairie, their whimsical exploits rejuvenate the local art scene with priceless inspiration.

POL-LIACHORA

Exports education, fruit, pearls, seafood

Inhabitants merfolk, sedacthies

Religions Gozreh, Kelksiomides, Psomeira Westmost of the city-states, Pol-Liachora welcomes trafic from the Inner Sea and sells countless services to the ships and their weary crews. However, the city-state suffered most as the Age of Lost Omens began; the whale-like behemoth Ousmariku rose from the depths and devastated Liachora. Aelyosos has since become the acting capital, though Liachorans refuse to formalize the change, hoping that they might eventually destroy Ousmariku and rebuild the now sedacthy-occupied ruins.

Additional information about Aelyosos and its environs appear in Pathfinder Campaign Setting: Distant Shores.

POL-PTIRMEIOS

Exports gems, iron, marble, ships, timber, wine

Inhabitants kobolds

Religions Aerekostes

Pastoral, hilly, and peaceful, Pol-Ptirmeios boasts a robust populace spread across scattered towns, with even Ptirmeios itself being small by Iblydan city standards. These decentralized riches have always made Ptirmeios a tempting target for Pol-Sylirica, which shares the island of Tos and is separated only by hills. Fortunately, Ptirmeian diplomats maintain strong alliances with Pol-Liachora, Pol-Xamne, and other city-states, ensuring that a coalition (augmented by Pol-Ptirmeios’s famously deadly slingers) will mobilize to punish any Sylirican aggression.

A ship of kobolds immigrated here a millennium ago, earning their neighbors’ respect for their crafting and mining prowess. In turn, the kobolds delight in the mythic power coursing through the archipelago, which imparts wondrous characteristics to any eggs incubated here.

POL-REANPHOROS

Exports cloth, grain, honey, pottery

Inhabitants centaurs

Religions Chinostes

Volcanoes pepper the island Nenakari’s northern coast, raising jagged mountains that intercept rain clouds and supply most of Iblydos’s few permanent rivers. These inundate the shallow, lowland valleys with rich silt and ash that have made Pol-Reanphoros the breadbasket of the archipelago. However, the volcanism and earthquakes topple buildings so often that most inhabitants live a semi-nomadic lifestyle, with even hero-gods’ temples mounted atop wagons or built small enough to be carried. Reanphoros is the only permanent settlement of note, its buildings straddling the Siestin River atop stilts to avoid the occasional flood triggered by Mount Ebaios’s eruptions.

POL-SYLIRICA

Exports cheese, leather, meat, mercenaries, wool

Inhabitants dwarves

Religions Gorum, Moloch, Psomeira

Sylirican belligerence is one of the few constants in Iblydan history. In Pol-Sylirica, battlefield prowess is so associated with personal virtue that the city-state starts a few wars every generation, though most of these are little more than performative skirmishes or years-long periods of raiding. When at peace, its warriors seek mercenary opportunities, even leasing armies to would-be warlords across Casmaron. Despite being a menace to its neighbors, Pol-Sylirica’s countryside is remarkably safe; militias quickly assemble to hunt down any monsters that threaten civilians or the expansive herds of cattle and sheep grazing the hills. The livestock slowly tramples the ruins of past ages into the ground and sometimes unearth forgotten sites, making the city-state an attractive destination for foreign archaeologists and adventurers.

POL-UNGKORE

Exports art, magic items, mercenaries, ships

Inhabitants ratfolk

Religions cyclops and Vektateon mystery cults

If Pol-Sylirica embodies wrath, greed calls Pol-Ungkore home. The city-state experiences irregular cycles of feast and famine, having nearly faded from existence dozens of times before a rapidly squandered windfall begins a decade of renaissance. These productive periods fuel vast building projects, often knocking down part of a neighborhood to make way for fresh construction. Modern Ungkore now rises as much as 300 feet above its surroundings, built atop dozens of past layers. Enterprising citizens and scallywags have carved tunnels and rediscovered buried buildings within the rubble and ruin, creating a vast undercity that Ungkore can’t police.

Pol-Ungkore’s pernicious policies also extend to its hero-gods. The secretive Vektateon mystery cult doesn’t worship hero-gods so much as their mythic power, treating living gods as livestock. The cult relentlessly recruits new hero-gods, whom the city-state showers in luxuries and vice for years. Then with minimal warning, the cult sacrifices the fattened hero-god, channeling their divinity into the land and its people. With few hero-gods in the current age, Ungkore now dispatches teams of godcatchers to capture any mythic beings they can find.

POL-XAMNE

Exports books, stone, timber Inhabitants fauns, leshies Religions Drokalion, the Eldest

With the largest territory and central location, Pol-Xamne thrived as the first among equals until recently. The failure of myth-speaking, a tragic series of hero-god deaths, infighting, and more have caused its gradual collapse over the past century, leaving its major settlements in ruins and its inhabitants fleeing. Most of the island of Xaktilos has become feral, with nature reclaiming once-thriving orchards, palaces, and neighborhoods. This has also attracted monsters from Pol-Dhuraxilis seeking their own territory, as well as enterprising treasure hunters—all eager to extract the riches of this once-great city-state.[17]

Other Destinations

Seasplitter
Seasplitter

These are just a handful Iblydos’s other sites of note.

The Cowries: Named for the way the jagged islands resemble a cowrie shell’s ridges, these uninhabited promontories serve as a neutral ground for settling differences—anything from military clashes to roaring debates—with each side claiming one island and launching attacks from there. The narrow bay dividing them is a mess of shipwrecks, dead heroes, skeletonized leviathans, and more. Yet for all the treasures buried underwater, there are just as many dangers that shelter among the wreckage and would happily feast upon unwary divers.

Hectin: This tiny island’s aquifer bubbles up in three springs. However, its aromatic waters dull the imbiber’s senses and memories, with some visitors losing track of time entirely and wasting away. Only the Cult of Lysianassa Lethete resides here year-round. Its disciples revere a variant of the elemental lord, incorporating the water into secret recipes to create teas and cordials with finely tailored effects—anything from dulling the sting of a specific trauma to wiping out all memories of one’s past. The only thing a visitor won’t forget is the price the disciples negotiate, which must be paid within three years. Those who default often become catatonic from a rush of suppressed memories or are found drowned in nearby streams.

Itia: The infamous Chimera Isle is the domain of Zeaki, the hero-god of tides and transformation. This island of salt marshes and damp dunes barely rises above the sea, and its interior is dotted with ancient monuments that slowly sink into the silt. An eclectic population of chimeric creatures dwell here, many being visitors who offended Zeaki and were transformed for their impertinence. Even so, these creatures enjoy Zeaki’s protection; would-be heroes who come here to hunt indiscriminately usually join the menagerie instead. Zeaki rescinds her protection from monsters that cause trouble or flee here seeking sanctuary for other crimes, allowing polite adventurers and bounty hunters to seek specific quarry with her permission.

Mount Ebaios: The archipelago’s greatest volcano is a byword for a cure with terrible side effects. Mount Ebaios hasn’t cooled in a millennium, its crater bubbling with molten rock that sheds ominous red light for miles. Yet it’s not its relentless rumbling and heat that gives Mount Ebaios its reputation; it’s the thanatotic lava it spews, believed to originate from the Iblydan underworld or even a fiendish realm. Creatures caught in the lava burn to death before being trapped like a fly in amber, only to revive and break free weeks, even years‚ later. These zombie-like creatures exhale clouds of toxic cinders and are notoriously belligerent.

Few have ever settled near the volcano. The cyclops siblings Uor and Pelkion founded a school for aspiring hero-gods in the mountain’s shadow generations ago, only for it to be buried—students, teachers, architecture, and all—in a single night’s eruption. Mythic treasures and texts might still survive, buried beneath an obsidian crust amid crisscrossing lava tunnels.

Satyr Shoals: Upwelling currents from the Obari Ocean carry sand and shells, much of which have become trapped amid a cluster of islands called the Satyr Shoals. The narrow strait are utterly clogged, creating a single landmass, with expanses of blinding dunes shimmering with limestone amid expanses of solid land. Permanent dwellings have a bad habit of getting buried and occasionally being unearthed. Unwanted by nearby city-states, the Shoals have become the domain of pirates, revelers, and others who would live dangerously far from judging eyes. That includes several eponymous satyr clans who throw wandering parties that can draw in unwary visitors into the revelry indefinitely.

Various city-states periodically raid the Satyr Shoals for peacekeeping purposes; it’s good for Obari Crossing business when city-states at least appear to crack down on piracy. In practice, these operations (which often include adventurers and mercenaries) usually strike a few outposts and merely discourage piracy for a year or two.[17]

IBLYDAN LEGENDS

Countless myths chronicle Iblydan history, often with different versions of each legend blurring truth and fiction. The following are two of the region’s most enduring, unsolved legends.

Lost Islands: Historical archipelago maps often depict islands that either only existed in legend, have since disappeared for unknown reasons, or even relocate themselves unexpectedly. Most famous of these potentially fictitious shores are the Pegasus Isles. Every few years, pegasi migrate beyond the southern horizon for weeks at a time, yet none have successfully followed them (or stowed away atop one) to learn where they go.

Seasplitter: Many believe Iblydos was once a small continent that was torn apart by some catastrophe older than Earthfall. The favorite hypothesis features Seasplitter, a powerful bident that a hero-god or even Gozreh hurled at Iblydos, shattering it into an archipelago. The weapon’s said to still be lodged in the seabed somewhere, and new rumors of its location circulate every few years—especially since it’s believed to be strong enough to slay the behemoth Ousmariku.[17]

References

  1. 1,0 1,1 et 1,2 Modèle:Cite book/Lost Treasures
  2. 2,0 et 2,1 Erik Mona et al. (2008). Campaign Setting, p. 153. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  3. James Jacobs et al. (2011). The Inner Sea World Guide, p. 204. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  4. Modèle:Cite web
  5. 5,0 et 5,1 Modèle:Cite book/The Varnhold Vanishing
  6. {{Cite book/The Varnhold Vanishing|85}
  7. Modèle:Cite web
  8. Pathfinder - [EN] - Adventure Path - (PZO90144) - Tyrant's Grasp - 06 - Midwives to Death
  9. Modèle:Cite book/Distant Shores
  10. James Jacobs et al. (2011). The Inner Sea World Guide, p. 252. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  11. Modèle:Cite book/Mythical Monsters Revisited
  12. Modèle:Cite book/Mythical Monsters Revisited
  13. Modèle:Cite book/Mythical Monsters Revisited
  14. Modèle:Cite book/Mythical Monsters Revisited
  15. Modèle:Cite book/Mythical Monsters Revisited
  16. James Jacobs et al. (2011). The Inner Sea World Guide, p. 304. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  17. 17,0 17,1 17,2 17,3 17,4 17,5 17,6 et 17,7 Pathfinder 2 - Adventure Path 44 - 02 - [EN] - Myth-Speaker - Death Sails a Wine