running game set in Azlanti / Thassilonian times


Lost Omens Campaign Setting General Discussion

Silver Crusade

I am thinking of running a game set in Azlanti /Thasilonian times.

What civilaztions contemporary with those civilizations? What languages would people speak? thanks.


ElyasRavenwood wrote:

I am thinking of running a game set in Azlanti /Thasilonian times.

What civilaztions contemporary with those civilizations? What languages would people speak? thanks.

The aboleths, the elves and the serpentfok were certainly around.

Thassilon, in the process of claiming territory, conquered the indigenous people of that region (the Shoanti and the Varisians) so you have those two cultures.

Ghol-Gan was still in existence, though in the final stages of its decline. The expatriate realm of Koloran (in what is now Iobaria) also existed during this time, I believe.

I should mention that I got this info from Lost Kingdoms, a supplement that came out last month that has an entire chapter on Thassilon. If you haven't had a chance to look through that yet, I recommend doing so.

Shadow Lodge

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well the serpentfolk empire may or may not exist depending on when you want to set your timeframe as they are defeated before azlant's fall, also ghol-gan may actually be good upright (esque) citizens if you go back enough. The other thing you would have is what's going on with the tian-xa as i believe parts of that empire were muddling around during that time.
Other thing is there wouldn't be any dwarves really as the quest for the sky doesn't happen till the age of darkness
The drow haven't happened yet as the age of darkness hasn't driven them below ground to be converted
The elves have a rather large national presence as they haven't retreated back through the elf gate and therefore control all lands in and around their various elf gates.
most of garundi is either under the control of the serpent folk or the azlanti and is in various states of recovery.
and most of the sea where the shackles isles and the eye of abendago reside are actually above sea level and quite tropical.
ohh also a lot of the gods are either not around or have slightly different clergies. In thassilon you have lyssia the rune mage (who may or may not be LE depending on when you set it in history), the peacock spirit, Zura (again depending on the time period), and the serpent folk god who may actually be roaming about the earth somewhere.


I have a large stack of notes for a post-Earthfall game involving Azlant. I'll see if I can't find them and share them.


Wouldnt the Kellids still be around? Or would Starmount have fallen yet? If I remember right it was never recorded of when the vessel crashed.I could see Azlanti and Thasilonians sending recon groups out to the crash site to gather star metal but find things more sinister. Were the Shory around this time as well?

Silver Crusade

Thank you Mempter, Doc the Grey, and GM Lilith, thank you for your information.

GM Lillith, a Post Earthfall game sounds like a fascinating idea for a campaign.

So we have Azlanti humans, Human Thassilonians and their giant slaves, and we have Elves.....with "Stargates" lots more elves. and Serpants, lots of snakey people.

Hmm this has lead to an interesting thought. Most of the elves evacuated to their homland. Then after the age of darkness the returned to reclaim their Lands. Callistra seems to me to be a petualnt Aphrodite.

Perhaps, there was a fracture in the elven society in the elven homeland, and those elves that followed Calistra lost the struggle. Then those troublesome hedonistic spiteful capricious elves who followed Calistra were made an "offer" they couldn't refuse. They were offered the "opportunity" to recolonize Golarion, and were for the most part shoved through through the elf gates, so they could be religeously free and not disrupt the rest of elvish society.

So pre Earth fall Golarion
Intersting.

No Dwarves, Presumably the orcc havn't been pushed above ground by the dwarves....and No Drow, the havn't happened yet.

I'll bet there are gnomes about. and we have the Cyclops of Ghol Ghan. Hmm. I seem to remember a cyclops civilization in Iobaria.

I guess my main reason for asking is this character i have created for Pathfinder Society.

Mithos was born tens of thousands of years ago. He lived in Koynin during the time of Earth fall. He was a Lieutenant in the guard. His squad was guarding an elf gate while civilians were evacuating. A Medusae tried to get through the elf gate. In the ensuing battle, the medusae used her gazel to turn Mithos into stone. Then Earth fall struck. The medusae was killed, and Mithos, or his petrified self and the elf gate were buried in volcanic ash, which later turned into Basalt, or volcanic stone. Mithos’s stone form survived some ten thousand years. The elves returned to Koynin. And eventually an elven archeological team excavated the elf gate. They also found Mithos. A wizard recognized that he was a petrified elf, and he was turned back to the flesh. He has taken a vacation from his post as a guard and joined the pathfinders; He wants to see the world as it is now. (this Magus character, I decided was 10 level when earthfall hit, but atrophied to 1st level when I started playing him. As he adventured and gained xp, he was remembering what he forgot. )

He knows the Azlanti, Thasilonian, Ancient Osirion, Jiskan , Tikritan languages and some others.

I now realize that Ancient Osirion, the Jiskan Imperioum and the Tikritan leage arose after earthfall. So unless my character picked up the study of Ancient Osirion, and those other languages, in the modern day, he wouldn't know them.

One of my ideas was that he spoke Azlanti and Thassilonian, not because he was a scholar of ancient languages, but because those were the languages spoken during his time.

again thanks for your thoughts .
Elyas

Shadow Lodge

Actually if you are from far back enough the iroborian cyclopses may not be there yet as ghol gan is still in it's prime and not fallen to the chaotic psychosis that prompts those few sane ones to leave. Also yeah there wouldn't be any orc really as many if not all of them would be below ground. Wow the this actually makes the underdark of pre earth fall a lot more interesting, think about it hordes of orcs living just beneath the feet of mankind waiting to bust out and loathing the sunlight above as well as all those dwarves which could have very well had a large empire deep beneath the earth making the alignment composition underground much more diverse. We could potentially have a harsh split between the CE Orcs of the first layer of the darklands and the LG-LN dwarves existing below them. Think about it, if you could go deep enough you could actually find a Good civilization that isn't hiding down there! Now i really want to see paizo do something with this. Ohh also no deurgar either as they arise when the dwarves head up and some decide to stay.

Silver Crusade

Thanks Doc the grey.

So a well traveled being from the time just before Earthfall would probably speak Azlanti, Thassilonian, Elvish, Giant, and Serpant tongue ( for the serpant folk)

I suppose Gnomes and Dragons would be there as well.

Interesting, and then in the under dark,

you have the orcs and the dwarves.

Good ideas.....

Thanks

Shadow Lodge

Np man also I don't know how much giant you would have to speak since most giants were a slave caste to either xin or the rune lords and would probably not be interacted with by most people save those who had to work with them directly probably in a manner similar to how southern black were treated in america prior to the civil war. They were most likely kept on their owner's property on a piece of the estate that was separate from the main house in small communities that were either near their current projects or were brought to wherever they were needed for work and then trudged back. As for serpentfolk language that depends on when your guy was around/when your game is set and where as the serpent folk were wiped out around the height of the azlanti's time and were for the most part fought on and around garund with no known conflicts ever reaching azlant so you could potentially have characters who had never even seen the war front during it's actual conflict. Also since most of the interactions had with serpentfolk on the side of man were malicious and aggressive most people probably wouldn't speak the language as their would be little use for it save knowing what way they were shouting they were going to kill you. This would mean that most fluent speakers were probably in military intelligence or had some direct need for it in the war like interpreters, code breakers, spies, and advanced scouts sent deep behind enemy lines to raise hell.


ElyasRavenwood wrote:


Thanks Doc the grey.

So a well traveled being from the time just before Earthfall would probably speak Azlanti, Thassilonian, Elvish, Giant, and Serpant tongue ( for the serpant folk)

I suppose Gnomes and Dragons would be there as well.

The serpentfolk language is known as Aklo, FYI.

Also, no gnomes. They didn't migrate from the First World until the Age of Anguish.

Silver Crusade

PFWiki Scribe,

Thank you. there is lots of interesting information on the pathfinder wiki


ElyasRavenwood wrote:

PFWiki Scribe,

Thank you. there is lots of interesting information on the pathfinder wiki

That's what we're there for :)

Sovereign Court Contributor

Cyclopes have their own language, we should note.

What about Arcadia - given the Azlanti-Atlantis parallels - and the traditional associations of that continent with Meso-America?

That's an unexplored subject, but it might be fruitful. I see the Azlanti less as Greeks and more like some sort of Melnibonean race, myself.


Here's my notes that I was speaking of. Please note, I was toying the idea of using psionic races, since I felt that would be a fun region to delve into. A lot of this information was written before the Inner Sea World Guide was released, so some of it has been invalidated. Enjoy either way!
Campaign Background
Wealth and decadence are your birthright, and you have never known a time when life was difficult. Your days were filled with indolent pasttimes, lazy frolicking, and indulgences that lesser folk only dream of.

Until the Darkness came. All consuming, it blotted out the sun, swallowing it utterly and every day is an ash and dust-choking struggle. Life is harder than you thought possible, but despite the gloom and shadow that blankets everything, there is a glimmer of hope.

Scoffed by many, the Cenotaph of the Verdant Path is said to lead to a fabulous world of wonders, far away from the death and disease that suffuses the surface of Golarion. Real or not, you and and a few others have decided to seek out the Cenotaph, escaping with as many survivors as possible, away, and maybe to someday return.

Using experimental techniques derived from the Sea Masters, you and your fellow travelers have been altered to arm you with the skills necessary to survive in this apocalyptic land, turned savage in the struggle to survive in this Age of Darkness.
Starting Out
The campaign starts out in the town of Sorrow. Initially just a few hundred refugees, survivors flocked to the coastal town, hoping that there would be unity through numbers. The townsfolk take each day as it comes, hoping that the darkness covering the land will lift and things will return to normal. In this age though, "normal" must be redefined, and even after a year, many have a hard time adjusting. Money has lost its sense of value - bartering for skill and goods has become the new currency.
Races

Spoiler:

No dromites, duergar, dwarves, gnomes, half-orcs or xeph. Psychic templates from the Advanced Bestiary will be considered if you do not wish to play a psychic class. Any level adjustment from the templates cannot put your level over 3rd. Besides the changes below, the races will be identical to their presentation in their respective sources.
Elan
As an elan, you are what happens when the Mental Transferrence experiments go right. Flashes of insight from your old life aid and assist you, but in a healthy new body.
Elves
You are one of the few that remained behind when your people fled through the Sovyrian Gates. Trying to make your way in this new world has led you far from your homelands into places where few elves have dwelled.
Half-Elves
A rarity among the other sentient races, you struggle to find your place in this world - are you more human than elf? The elves have fled, and the Azlant civilization crushed into near nonexistence. Where do you go now?
Half-Giant
The mighty empire of Xin has suffered as well, but the elite guardsmen bred from giants have survived and are seeking new masters. Half-giants are often mercenaries, or worse, raiders.
Halflings
Ever the servitor race to humans, you have an unexpected freedom in this brave new world. The question is, after thousands of years of servitude, what do you do?
Humans
The Azlanti still reign strong over the Inner Sea, but the natives of Garund and the nomadic tribes further north are all available.

  • Available Ethnicities: Azlanti, Garundi, Keleshite, Kellid, Mwangi, Thassilonian (Varisian), Tian, Ulfen, Vudrani
  • Automatic Language:
    Azlanti: Azlanti
    Garundi: Ancient Osiriani or Tekritanin
    Keleshite: Kelish
    Kellid: Hallit (no written version)
    Mwangi: Polyglot
    Thassilonian (Varisian): Thassilonian
    Tian: Tien
    Ulfen: Skald (no written version)
    Vudrani: Vudrani
  • Favored Classes: Certain classes are more common in some Azlanti houses, as listed below.
    Atropa: Cleric, Druid, Inquisitor, Monk, Oracle, Paladin, Psion.
    Danil: Alchemist, Psion, Summoner, Wizard.
    Lyetes: Barbarian, Cavalier, Fighter, Monk, Psychic Warrior.
    Ocusta: Barbarian, Druid, Oracle, Ranger, Rogue, Soulknife.
    Rhode: Alchemist, Barbarian, Fighter, Monk, Psion, Wilder.
    Theyr: Bard, Cavalier, Sorcerer, Wilder, Witch.

Maenad
Maenads are the dark side to the elan's light. The mental transferrence was flawed and incomplete, resulting in a chaotic imbalance of mental energies.

Classes
No restrictions. As you are experiments, psionic classes are encouraged.
Campaign Traits
Spoiler:


  • Freed Slave: All of your life, you have been a slave. Sometimes you were treated well, oft times not. When the sky fell and destroyed everything that you knew, you could not help but feel glee as it brought down low your former masters. In this new world, they are no better than you, but you, perhaps are better prepared for it. Your servitude has made you tougher than most – choose a type of saving throw (Fortitude, Reflex or Will). You gain a +1 trait bonus on all saving throws made against that type.
  • Never Say Die: You are extraordinarily hard to kill. You do not die until your negative hit points are 50% higher than your Constitution score. Ex: A Con score of 12, -18 hp.
    Scavenger: You are adept at finding raw materials and surviving. When crafting items, you only have to pay ¼ the raw material cost (as opposed to 1/3). You also gain a +1 trait bonus to Survival checks.
  • Scion of Azlant:You were among the ruling class of Azlant, members of ancient noble houses that were among the first to declare their allegiance to the Sea Masters and the first to break away from their iron-fisted rule. Choose from one of the noble houses. Once per day, you can increase your related ability score by +3 for one minute.
    Atropa: Wisdom
    Danil: Intelligence
    Lyetes: Strength
    Ocusta: Dexterity
    Rhode: Constitution
    Theyr: Charisma
  • Thassilonian Elite: The disaster that became known as Earthfall has started the inevitable collapse of Thassilon. Determined to see how the rival Azlanti are faring, your Runelord (or one of their servants) granted you the ability to cast minor, but useful spells. Choose a Thassilonian kingdom. You gain the ability to cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based).
    Bakrakhan: dancing lights
    Belimarius: resistance
    Cyrusian: ghost sound
    Eurythnia: daze
    Gastash: touch of fatigue
    Haruka: acid splash
    Shalast: mage hand
  • Trail Guide: Inured in their isolated and decadent kingdoms, many don’t know the dangers of Avistan and Garund…but you do. You gain a +1 trait bonus to Knowledge (nature) or Knowledge (geography) and Survival.


Religion
Spoiler:

The following deities and philosophies from the Pathfinder Chronciles Campaign Setting are available for characters: Abadar, Asmodeus, Calistria, Desna, Erastil, Gozreh, Lamashtu, Pharasma, Rovagug, Sarenrae, Shelyn, Urgathoa, Zon-Kuthon, diabolism, the Green Faith, demon lords, empyreal lords, archdaemons.
The following deities and philosophies from Gods and Magic are available for characters: Alseta, Brigh, Ghlaunder, Groetus, the Great Old Ones.
The oracle class is recommended to fill roles not covered by the deities listed above. The GM reserves the right to question the character's choice of deity (if they choose one).

Languages
Spoiler:

Common (Taldane), Osiriani and Varisian are not available - ancient versions of these languages are instead used.

Organizations
Spoiler:
None of the organizations listed in the Campaign Setting exist, with perhaps the exception of the Coils of Ydersius and Norns.

People
Spoiler:

The Azlanti An ethnicity of humans that once ruled over the Arcadian Ocean as well as parts of Avistan and Garund. The Azlanti's homeland was destroyed by the Sea Masters.
The Sea Masters Undersea creatures that taught early humans magic and propelled them into a golden age of civilization. The Sea Masters, as the Azlanti called them, grew more and more distant and the Azlanti more rebellious. In retribution, the Sea Masters wrought powerful magics and utterly destroyed Azlant, covering the world in ash and darkness. The Sea Masters have not been heard from since.
SerpentfolkThe serpentfolk are ancient foes of the Azlanti, defeated in a long and bitter war over fifty years ago. Any survivors have scattered far from anywhere the Azlanti might go.
Sorrow
The Synod Once the greatest assemblage of the ruling citizens of Azlant, the Synod is a fraction of its former size. The six noble houses once represented the common folk that dwelled in their provinces, and to a lesser extent they still do, though confidence in the Synod is sorely shaken. The Seventh Seat of the Synod is the monarch's seat, now empty. The monarch of Azlant is elected from elgible heirs from the royal family, none of whom survived Earthfall. It's a badly kept secret that the remaining members of the Synod would love to fill the seat with an heir - even a bastard one.
Lord Caecilius Danil & Lady Zinovia niRhode Danil Joint rulers of House Danil, they are the ones responsible for the Mental Transference project along with the alchemies of House Rhode. Formerly of House Rhode, Lady Zinovia is something of a prodigy, as is her husband Caecilius. Studying together at the presitigious Lexicarum Arkanos, they fell in love and were married as soon as they graduated. Their wedding was a national event, as Danil and Rhode had often squabbled over the fertile lands between their provinces. Long masters of arcanotech, House Danil unveiled its triumphant decade-long project: Mental Transference. Through a process kept highly confidential, the final steps of which are only in the thoughts of the heads of House Danil, the relatively short-lived humans might be able to keep their essence, their mind, intact through a series of newer, younger bodies. Despite protests from Pharasma's clergy and druidic orders, House Danil had successfully carried out the project numerous times before Earthfall. Fearing loss of their culture and accumulated knowledge, many elder Azlanti flock to House Danil, hoping that they can pass on their knowledge before succumbing to death, old age - or worse. Lord Danil holds the seat in the Synod, but maintains a dual rulership over the remainder of House Danil with his wife Zinovia.
Lord Erelar Atropa The oldest surviving member of the Azlanti Synod, Lord Atropa was in his younger days a warrior, a leader in the battles against the insidious serpentfolk. After his term of service with the army was over, he wandered the world in pursuit of enlightenment. Whether or not he found it is a subject of rumor, but he is one of the best sources of information of the lands beyond Azlant, though even he admits his knowledge is over twenty years out of date. Lord Atropa kept the Synod together during the early days post-Earthfall, but such a task is draining, and signs of ill health are beginning to show.
Lady Euthalia Theyr The middle-aged matriarch of the raucous House Theyr has long been a patron of the arts, and many minstrels crave even one afternoon with Lady Theyr. Since Earthfall, the parties at House Theyr are noticeably subdued and the laughter a bit more manic. Lady Theyr has only been on the Synod for the last decade since her husband passed away - a freak accident involving a untamed horse.
Lady Iulana Siriana Ocusta If there is a noble house most mistrusted among the remaining Azlant, it is House Ocusta. Saddled with the poorest land in Azlant, House Ocusta had to work for every coin of their hard-won wealth. The earliest records of Ocusta indicate that they had been little more than smugglers, thieves, and somewhat proficient miners. How they got to be a noble house has left many historians scratching their heads, but House Ocusta is undeniably good at one thing: the art and trade of secrets. The title of Spymaster is worn with pride by Lady Ocusta, and it is her scouts that return the fastest and with the best information in Golarion after Earthfall. Most Ocustans brush off the insults and mistrusts of other Azlanti; they know all too well that it is their skills and grim determination keeping many from starvation and death.
Lord Theophilus Rhode Uncle to Lady ZInovia Danil, Lord Rhode has thrown his house into logistical efforts designed to keep Sorrow fed and safe. Setting aside his intense distrust of House Ocusta for the good of the many, they have found themselves unlikely allies. Deeply religious, Lord Rhode is quick to aid any who volunteer to search for the Cenotaph, trusting that the prophet Petros speaks true.
Lord Valkrates Lyetes Every monarch that has reigned on the Seventh Seat has given their thanks that the martial forces of House Lyetes supported them. Loyal as a hunting dog, strong and stubborn as ox, House Lyetes has been the backbone of every major military force since the early days of Azlant. Hippyros Lyetes, the former lord, shielded the Last King with his life (futilely) even as the world ended. Valkrates Lyetes is not that man. Thrust into the unwanted position of Synod representative, this young, weak-willed and poor representative of the glories of House Lyetes remains unsure of his duties and position on the council.
Other Townsfolk
Agris, Chymeros & Kalikutt Locked in a permanent mindlink since their parents were killed in Earthfall, these siblings are the foremost psychics in Sorrow. Instructors at the Akadimos in Old Azlant, a crumbling ruin perched on the edge of the sea, these three continue to teach psychics how to use their powers. Rebuilding a semblance of the Akadimos on the water's edge, these three assist any psychic in need without hesitation. Agris teaches those who wish a longer, more studious path to psychic ability, while Chymeros teaches the use of psionic abilities in battle. Unlike her two siblings, Kalikutt is not human, but a half-elf and the oldest of the trio. Her fierce devotion to her brothers and absolute control over her emotions and abilities makes her a natural teacher for maenads and to those whom psychic powers come naturally.
Lord Arcadis Atropa The designated heir of House Atropa, Lord Arcadis is young, handsome, strong, and a tribute to his House - everything that Lord Lyetes is not. Lord Lyetes and this young scion of Atropa have a long history of bad blood between them, a raging jealousy that neither is able to set aside. Speaking to each other in barest civility, the cause of their anger isn't quite known, but is often assumed to be over a woman. The youngest Lord Atropa spends much of his time caring after Erelar Atropa, trying to gain as much wisdom from him before he passes on.
Charis Graveborn The church of the Lady of Graves, Pharasma, has been thrown into an uproar over the House Danil's experiments, and many are polarized on its potential of near-immortality. Some of those that strongly oppose House Danil's Mental Transferrence experiments have formed militant groups, seeking out the hidden lairs where the new bodies are created. Relatively new in the town of Sorrow, Charis Graveborn was sent from her watchpost over the Pit of Gormuz to restore order to the Azlanti branch of Pharasma's followers. Often seen lurking in both the Synod and wherever people gather, gathering evidence and information on the situation that is disrupting the order of Pharasma's church, Charis is particularly interested in the new breed of humans created not by any god, but by man - the elans and maenads.
Gabriole Blackshield A fierce defender of the common man, Gabriole often volunteers for caravan escort duties between Sorrow and other points. Claiming to be from far-off Vudra, Gabriole's features stand out against the pale skin and dark-haired Azlant. Despite the distance, Gabriole (not his real name - he changed his name to make it easier for his new Azlant friends to pronounce) holds strongly to the traditions of his homeland, in particular the knightly order he belongs to, and is more at ease with the psionic-wielding elans and maenads than many native Azlanti.
Grimjaw Named so because of his rough features, ritual runic scarring and jutting underbite, Grimjaw is the undisputed champion of Sorrow's arena. Not raised in the gladiatorial pits, Grimjaw came from distant Shalast, one of the first refugees. Happy to put his past behind him (any questions about which he will noisily grind his teeth together), he has proven himself a natural actor and performer, an unusual bringer of jollity in these dim times.
Himoian A striking half-elf with deep brown skin and copper-red hair, Himoian leads the faltering congregation of Sarenrae's faith. Like clockwork, his cheerful countenance greets the few faithful at dawn (or so he says) and dusk, leading many to refer to Himoian as Clock.
Kalikoth All muscle and sinew, this grizzled mercenary elected himself and several of his comrades as the town guard. Thus far, they've done a good job at it, so the Synod have not had a reason to object.
Petros One of the first experiments of mental transferrence, Petros awoke from it screaming dire promises of darkness, death and fire. Unable to stop the visions in his head, unable to convince others that he could see the future, Petros fled from Azlant and waited, the memory of who he was and what he had been lost in his chaotic rebirth. As he foresaw, refugees from Azlant arrived on a stretch of lonely coastland surrounded by a once-verdant forest. Petros waited for the right moment and approached the Synod with his vision of the Cenotaph, and finally, somebody believed him.
Reade Always present at the side of Lady Theyr, this enslaved halfling jester is always quick to strike up a conversation with everyone he meets. Possessed of a keen intellect (and a near-perfect memory), Reade is a natural at knowing where to get what in Sorrow. Snide commentary from commoners believe that Reade is little more than Theyr's paramour - something he doesn't dispute, but something he doesn't elaborate on either.
Senno Not everybody approves of House Danil's experiments, citing the elans as unpredictable abberrations and the maenads as unreliable travesties. Some Pharasmans decry them as abominations of natural order, and have gone so far as to attack members of House Danil. Senno, an elan with striking red hair and deep-set pale blue eyes, volunteered her services to Lord and Lady Danil to be their bodyguard. Senno's reputation precedes her after foiling an assassination attempt and methodically stalking down those responsible for both the attack and the plot. Senno speaks only rarely - action and the fluid motions of combat are her true language.
Sheol Brightwing Androgynous and human, Sheol is often found in the company of Gabriole Blackshield, arguing over the finer points of combat and theology. Golden-haired and silver-eyed and the epitome of the knight in shining armor, Sheol Brightwing is an unabashed follower of the Empyreal Lord, Ragathiel. Unfailingly polite to men and women alike, Sheol frequently reminds the Synod that comprimising one's ethics in the face of overwhelming darkness only leads deeper down the path to evil. Sheol has recently returned from caravan duty with Gabriole Blackshield, and he has been seen wandering the streets of sorrow, lost deep in thought.
Thanentor Cinderwalker Bedecked in bones, fur and leather and never seen without his albino raven, Thanentor is a druid ally of Lord Rhode and Lady Ocusta. Weeping for the world and his elven kin that left Golarion, Thanentor is not seen without ash and soot covering his body.
Zielle Along with Thanentor, Zielle keeps watch on the environs closest to Sorrow for signs of bandit activity. Zielle is clearly infatuated with the elf CInderwalker, going out of her way to ingratiate herself with Lord Rhode and Lady Ocusta to have a chance to work with him. Small and slight (some less-kind rumors say she has halfling blood), Zielle has a fierce bear as her companion, saved from abuse in the gladiator pits.

Places
Spoiler:

Azlant Azlant was once a fabulous continent in the middle of the Arcadian Ocean, destroyed and sunk by the machinations of the Sea Masters.
Cenotaph of the Verdant Path A place told of in a prophecy by the oracle Petros where one could escape the Age of Darkness.
Sorrow A settlement built by refugees from the fall of Azlant.
Places of Interest in Sorrow
The ample woodlands around Sorrow have allowed several structures to be built, providing some semblance of order.
Arena Once used for entertainment, the sole arena, little more than a sandy pit with wooden benches, is now used as a form of punishment for crimes and ways for people to settle arguments. Some former gladiators have thrown themselves into the Arena, trying to recapture days past.
The Dawn House A mere echo of the fabulous Eternal Sun Temple that was in the heart of Azlant, the Dawn House is where Himoian makes his home. Setting aside his cloth-of-gold formal robes, he's returned to simple raiment more suitable for the times.
The Venalicium One of the few paved areas in Sorrow, this is a market available for use by any, provided a portion of the goods being sold are given to the Synod coffers.
Xin-Karai This quarter of the city is filled with refugees from Thassilon. Given the past history of Azlant and Thassilon, several small riots have broken out in Xin-Karai before being quelled by Kalikoth and his company.

Silver Crusade

GM Lilith

Thank you for all of these interesting Campaign notes. your campaign notes will never be invalidated, because well, we are all expected to make Golarion our own.

again, thank you,

Myles

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