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Post by reefwood on Dec 2, 2012 20:44:55 GMT -5
This campaign takes place in the city of Westcrown in the nation of Cheliax on the continent of Avistan in the world of Golarion. The campaign will most likely take place entirely in the immediate vicinity of Westcrown, and of course you character will not know all this, but a look at the bigger picture may help better set the stage. Table of Contents
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Post by reefwood on Dec 2, 2012 20:54:48 GMT -5
TIMELINE
Dwarven history is blue, Chelish history is highlighted red, Westcrown history is bold red, and Jistka history is gray. There are also misc significant events and bits of Taldan history (the empire from which Cheliax broke away).
Age of Creation Golarion is created and exists for untold ages without mortal life. Aboleths ruled the oceans and mysterious races the land. Rovagug is defeated and imprisoned by an alliance of other deities. Eventually, mortal life begins, though, its exact source (or sources) is not certain.
Age of Serpents Serpentfolk create the first great empire on Golarion and become one of humanity's greatest enemies.
Age of Legend Azlant is the first and greatest human civilization. A realm of powerful magic and technology. The empire of Thassilon is founded by Azlanti exiles and excels even further in wizardry.
Age of Darkness -5293: Earthfall - the Starstone crashes into Golarion. This creates the Inner Sea, destroys Azlant and Thassilon, and plunges the world into 1000 years of darkness. Most elves depart Golarion, and those who remain retreat into the far north, the southern jungles, or Darklands. Dwarves deep below the surface begin their prophesied Quest for Sky.
-5133: After two decades of in-fighting, General Taargick establishes the nation of Tar Taargadth to reunite the dwarves and resume the Quest for Sky.
-5102: Orcs spill onto the surface to flee the dwarves tunneling upward.
-4987: Dwarves fulfill the Quest for Sky and build ten Sky Citadels as the war with orcs resumes on the surface.
Age of Anguish -4294: Light returns to the world. Humans begin rebuilding civilization.
-4202: Gnomes flee the First World and arrive in places on Golarion where dimensional boundaries have worn thin.
-4120: Founding of the Jistka Imperium.
-3923: The Pit of Gormuz opens to release the first Spawn of Rovagug onto the surface.
-3708: Orcs conquer the Sky Citadel of Koldukar.
Age of Destiny: -3470 to -1 -3300: Betrayal by powerful outsider allies and raids from desert nomads weaken Jistka.
-2764: The Jistka Imperium collapses in a prolonged series of succession wars.
-1281: Taldor is founded.
-632: The greatest Spawn of Rovagug, the Tarrasque, devastates the world until it is defeated and sealed away.
Age of Enthronement 1 AR: Aroden raises the Starstone from bottom of Inner Sea, founds the island city of Absalom, and ascends into heaven as patron deity of the Kingdom of Taldor.
1551 AR: The central government of Tar Taargadth collapses. Sky Citadels are left to fend for themselves and five more fall to orcs and other enemies. A new dwarven civilization is formed within the Five Kings Mountains with a brother ruling each nation and Highhelm as its center.
1571 AR: Constant feuding erupts into the Five Kings War.
2332 AR: The Kerse Accord is negotiated in nearby Druma to bring the Five Kings War to an end.
2632 AR: Elves return to Golarion en masse in Kyonin.
2765 AR: Cayden Cailean drunkenly survives the Test of the Starstone.
2920 AR: A violent earthquake kills tens of thousands in Qadira and Taldor.
3007 AR: Cheliax is founded as westernmost frontier of Taldor.
3980 AR: The Rending - Droskar's Crag erupts and destroys many cities in the Five Kings Mountains. Dwarves fall into sloth and apathy. Worship of Torag begins to decline.
4079 AR: Qadiri forces invade Taldor.
4081 AR: With Taldor at war with Qadiri, Chelish King Aspex the Even-Tongued breaks from Taldor. The decade-long Even-Tongued Conquest takes the Taldan territories of Galt & Isger by force and Andoran & Devil's Perch via diplomacy.
4137 AR: Chelish King Haliad I fails to lay siege to the Taldan capital of Absalom, but Cheliax is left as the major naval power of the Inner Sea.
4286 AR: Powerful criminal elements in Westcrown unite to form the infamous Council of Thieves.
C 4305 AR: Chelish King Haliad III launches the Wars of Expansion, which last more than a century across the reign of five monarchs, and this struggle is later known as the Everwar.
4340 AR: The Council of Thieves reigns as the only significant criminal organization in Westcrown and is rumored to have ties among half the noble families in the city.
4369 AR: Ordrik Talhirk murders his cousin to seize the throne of Five Kings and strikes out against loyalists in the Forge War.
4382 AR: Ordrik triumphs to become a theocrat, forces dwarves to worship Droskar, and reigns over an era of mediocrity.
4410 AR: Cheliax cedes territorial ambitions, and the Everwar comes to an end.
4466 AR: Ordrik's theocracy crumbles.
4469 AR: The Council of Thieves grows too bold and brazen, which results in a royal decree calling for its eradication that is then carried out by the Dottari through a record number of hangings.
4576 AR: The first Hellknight order, the Order of the Rack, is founded in Westecrown.
4603 AR: Taldor and Qadira reach an uneasy peace.
4605 AR: Chelish King Gaspodar begins the preparations for the prophesied return of Aroden, which will mark the advent of the Age of Glory.
Age of Lost Omens 4606 AR: Aroden dies. The everlasting hurricane Eye of Abendego forms in the south and drowns nearby nations. The fiendish Worldwound opens in the north and consumes nearby barbarian kingdoms.
4640 AR: House of Thrune seizes control of the Chelish throne to end a brutal 30-yr civil war and moves the capital from Westcrown to Egorian.
4676 AR: Shadowy creatures begin to terrorize Westcrown after dark.
4689 AR: Aberian Arvanxi appointed Lord Mayor of Westcrown by Her Infernal Magestrix, Queen Abrogail II.
4711 AR: Current day
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Post by reefwood on Dec 2, 2012 20:54:55 GMT -5
GOLARION
Golarion orbits a yellow sun in the far reaches of the multiverse among dozens of other worlds. Third in orbit, this blue planet contains vast oceans and lush green lands, the perfect environment for human cultures to thrive. Its nearest neighbors, Castrovel the Green World and Akiton the Red Planet, (second and fourth from the sun, respectively) fill Golarion's night sky along with its crater-scarred moon.
Golarion contains eight continents amid its immense seas.
The largest of these is Casmaron, which spans much of the world's northern hemisphere. On its western edge, bordered by the World's Edge Mountains, Casmaron expands into a large peninsular continent called Avistan which plays host to a number of civilizations built upon the ruins of great past empires, such as that of the Thassilonians.
Southwest of Avistan, across the Inner Sea is the largely unexplored wilderness of Garund. Whether one is scouring its northern deserts for lost relics of the Osiriani pharaohs or trekking through the near-impenetrable jungles of the Mwangi Expanse, Garund provides endless adventures for those willing to risk its many dangers.
A thousand miles to the west from the Arch of Aroden are the remnants of the once great island-continent of Azlant, which saw the rise of the first human civilizations. All that remains of Azlant today is a series of jutting crags and narrow, twisted channels; most of the continent sunk beneath the sea when the Starstone fell from the sky.
Past the treacherous obstacles of Azlant lies the expanse of the Arcadian Ocean and the lush island continent of Arcadia which gives the body of water its name. 4,000 miles from the shores of Avistan, little is known of this land but in the most ancient of texts and lore from long-fallen empires, though there are infrequent trade and colonization efforts from Avistan to Arcadia.
The smallest continent on Golarion is Sarusan, which lies amid the least traveled portions of the sea.
An immense frozen desert spans the northern pole of the planet, called the Crown of the World.
While much too cold and harsh-weathered for permanent and successful habitation, the Crown is most often traveled as a means of reaching the far-eastern continent of Tian Xia on the opposite of the world from Avistan.
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Post by reefwood on Dec 2, 2012 20:55:00 GMT -5
DWARVEN HISTORY & LANDS
Torag, the Father of Creation, forged the dwarves in ancient times within the deep recesses of the world. His people were dedicated to hard work and pleasing their creator. They mined and smithed tirelessly and received a simple prophecy in return. It foretold of a day the ground would shake and signal the need to tunnel out of the darkness. Earthfall marked the time to begin the Quest for Sky.
The Quest was wrought with peril and betrayal. Not all wanted to leave, and those who remained became the wicked duergar over time. The dwarves who followed the prophecy argued among themselves on how to proceed and vied for control of their civilization. The upward push drove them into lands of their greatest enemy, the orcs. Eventually, the dwarves fractured into several factions that focused more on fighting orcs and each other and less so on the Quest.
It was the great general Taargick who finally reunited the people of Torag under the nation of Tar Taargadth. The dwarves extinguished the orc threat and resumed the Quest for Sky. When the prophecy was fulfilled,, however, they discovered the orcs were not gone but had merely fled ahead of them to the surface and now flourished again.
Ten magnificent Sky Citadels were built to aid in the everlasting war against the orcs. Dwarven civilization thrived for over a millennium until the Sky Citadel of Koldukar was lost and renamed Urgir by the orcs. The pain and shame of this seeped deep into the collective consciousness, and over the next five thousand years, dwarven power waned until the unifying government of Tar Taargadth collapsed, and all the Sky Citadels were left to fend for themselves. Five more were lost, and the Sky Citadel of Highhelm in the Five Kings Mountains became the new center of dwarven civilization. Civil war broke out among the brother kings and their descendants for seven centuries. The Kerse Accord put an end to all out war, but internal squabbles, conflicts with neighboring humans & elves, and continued orc wars left the dwarves unprepared to handle the devastation of Droskar's Crag. The eruption, known as The Rending, crumbled cities across the mountains and many ancestral homes were abandoned. Highhelm remained strong, but their spirit was broken.
The next five centuries saw many faithful leave Torag for Droskar. The cleric Ordrik Talhirk rode this shift to power in 4369 AR and was slowed by loyalists during the Forge War, but in the end, he took the throne in 4382 AR as a theocrat in the name of Droskar. Mediocrity ruled the broken dwarves for nearly a century, and works dedicated to the new god were shoddy. Some collapsed before completion. Many dwarves realized they could not continue like this and began to flee to other dwarf kingdoms. The theocracy crumbled in 4466 AR, and most settlements built during the Collapsed Era were abandoned, and even walled off.
The dwarven empire remains fractured across the Inner Sea region, but four Sky Citadels continue to stand, some prouder than others, and the Five Kings Mountains remain a bastion of dwarven perseverance.
Sky Citadel of Highhelm in the Five Kings Mountains (pop. 39,917) The Five Kings Mountains are named for the kings who signed the Kerse Accord to end the Five Kings Wars. Peace has brought prosperity but not true unity. Yet despite the fracturing of dwarven civilization across the Inner Sea region, Highhelm remains a cultural center that all would defend should it ever come under attack. Every aspect of dwarven industry can be found here, but the primary business is trade, due in large part High King Borogrim the Hale enforcing a low tax rate for imported goods.
Sky Citadel of Janderhoff in Varisia (pop. 10,230) The wild frontier region of Varisia was once home to Thassilon and its decadent runelord rulers. Earthfall brought an end to that ancient empire, and its ruins were overrun by the wilderness, which is now dotted with numerous settlements and three city-states. Chelish loyalists control the largest of these, Korvosa, but no population center has much authority beyond its own borders, and Shoanti tribes roam the volcanic badlands of the Cinderlands to the northeast. Janderhoff sits amidst the Mindspin Mountains. Ore is mined here and brought to the exotic Gas Forges in the city-state of Riddleport for processing. Dwarves can also be found throughout the region as mercenaries, merchants, hunters, and underground guides.
Sky Citadel of Kravenkus in the World's End Mountains (pop. ~2,500) The World's End Mountains run along the eastern border of the once mighty empire of Taldor, and much like this waning nation, Kravenkus is but a shadow of its former glory. The mines ran dry long ago and have increasingly seen denizens encroach from deep below the surface. The dwarves who remain have retreated to the central keep well above the darkness with a small garrison keeping the danger at bay.
Sky Citadel of Dongun Hold in the Mana Wastes (pop. 1,900) The Mana Wastes is a border zone of dead magic between Nex and Geb, the result of an ancient magic war. The dwarves of Dongun Hold sealed themselves off during this conflict and were thought lost until humans seeking refuge in the wasteland rediscovered them. The dwarves had invented firearms, while this technology has since been passed onto humans to expand, they continue to mine high-quality ores and crystals.
Other sites of dwarven interest:
Kalsgard in the Land of the Linnorm Kings The northwest corner of the continent is a frigid, rugged land of rich taiga, treacherous marshes, and great boulder-strewn moraines left by departed glaciers. Rain falls during the cool season, and snow piles high during the cold season. This realm is divided among several rulers. The eldest, most powerful Linnorm King is Sveinn Blood-Eagle who rules over the capital of Kalsgard. This is the most cosmopolitan (and open to outside trade) city in the region, and the eastern Oak Quarter (which receives lumber from upriver for shipbuilding) has many access points to the underground dwarven district of Undercroft.
Hold of Belkzen This dry, harsh region is filled with badlands, thorny scrub, dangerous peaks, and savage orcs. The once magnificent Sky Citadel of Koldukar was renamed Urgir by the orc warlord Belkzen who stole it away and has since fallen into disrepair but remains the largest city in the region. Grask Uldeh of the Empty Hand tribe is the current ruler and has opened the city to trade with pinkskins who most often seek slaves, mercenaries, or access to dwarven ruins.
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Post by reefwood on Dec 2, 2012 20:55:04 GMT -5
CHELIAX
Infernal Cheliax (pronounced CHEL-ee-ax) remains, without a doubt, one of the most powerful nations on Golarion and it continues to maintain naval control over the profitable Inner Sea. Nevertheless, as important as the nation may be at the current time, it pales in comparison to its former Imperial glories. Today, in the eyes of most external observers in other parts of the Inner Sea, Cheliax suffers from extreme diabolism and a tyranny which prevent it from truly achieving its full potential. Internal observers, including the new nobility of Cheliax, firmly believe that Asmodeus and Hell serve Cheliax and assist in maintaining the power necessary for Cheliax to assume its rightful role among the leading nations of the Inner Sea.
When their patron deity Aroden died, some say the soul of Cheliax perished with him. The once mighty empire tore itself apart, and only through the power of three noble Houses, each steeped in deviltry, was order restored. The empire runs on the backs of fiends now, a perfect machine of hellfire and blood, where morality surrenders to the needs of law and order. It's easy to curse Cheliax as a nation of devil-lovers, but few can argue with the results of their fiend-binding craft. House Thrune, the greatest of its diabolic noble families, has brought the empire under control once more. Cheliax rises like a dark star, as strong as ever, despite the recent losses of Galt and Andoran to rebellious forces. Asmodeus proves as powerful a divine patron as Aroden ever did, shepherding his people toward glory and dominance of the Inner Sea. The Chelish always plan for a long campaign, and never trifle over today's skirmishes. In the end all will burn in hellfire. It is only a matter of time and calculated conquest.
Three-quarters of Cheliax's human population are ethnic Chelaxians, and the pale-skinned Chelish believe themselves superior to all other peoples. Their compact with great devils gives them power beyond measure, and no other nation of the Inner Sea can compete with their summoners and warlocks when it comes to trafficking with dark forces. Tieflings enjoy an unusual status in Cheliax, often seen as subordinate to humans by the Chelish diabolists. Slaves are an important resource of the Chelish as are artifacts of ancient power whose secrets are revealed to them by their timeless patrons. Even as Andoran revels in its newfound freedom, the tendrils of Cheliax's empire continue to expand. Arcadia lays open before them and Sargava is ready to fall under their hellish sway.
DIABOLISM
Veneration of the Nine Circles of Hell Alignment: LE Centers of Belief: Cheliax Associated Religions: Asmodeus, archdevils
The philosophy of diabolism is often misunderstood by thsoe who do not adhere to its tenents. It is easy to misunderstand, as the religion of Asmodeus and the various cults of the other eight archdevils inexorably intertwine with and support the philosophy. Yet at its core, the primary difference between these religions and diabolism is the simple truth that a diabolist isn't particularlary interested in serving one of the Lords of Hell. His interests lie in the underlying structure of Hell itself as a model for which such a society must be based. There cannot be ruler without the ruled, pleasure without the existence of pain and suffering, light without darkness. The argument that good is defined by evil and that kindness could not exist wihout cruelty is a favorite point of debate among diabolists. Many don't view their interest and admiration of Hell as evil, but rather as an honest and open appreciation of the simple fact that Hell is a necessity, and its rulers are to be respected, not reviled.
Diabolism is a philosophical interest in understanding, serving, and promoting the organizational structure of Hell. Diabolists do not venerate Asmodeus or his Archdevils in particular, preferring to come to a greater understanding of the hierarchies, structures, and philosophies which are the underpinnings of their interactions. As such, this ideology does not grant its adherents divine power, although devotees of infernal powers often arise from such cults, making the philosophy something of a stepping stone to infernal worship.
They believe that Hell is the most ordered and rational society in the Great Beyond and they wish to transform themselves and their surroundings to model this perfect structure: hierarchical systems of power, virtue of strong leadership, suppression of free will and the value of slavery. Diabolists understand the necessity of opposing forces, and – more often than not – seek to respect the powers that govern one of the best established hierarchies of lawful order in all the planes. Most do not see this respect as evil, simply as a necessity to maintaining functional order.
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Post by reefwood on Dec 2, 2012 20:55:13 GMT -5
WESTCROWN
As the capital and an enlightened metropolis for eight centuries, the City of Nine Stars was a shining example of Chelish greatness. Westcrown even took from Absalom (Taldan capital) the adoration of its patron deity (Aroden) and followers when it became the prophesied location of his return. All that changed, however, when Aroden died and hope gave way to despair that eventually broke out in a brutal 30-year civil war. The House of Thrune came out on top, and in addition to instilling diabolism across the empire in reverence to Hell over the failed worship of Heaven, the capital and royal court were moved north to the inland city of Egorian. With it went prestige, affluence, and the majority of prominent noble families.
Now known as the City of Twlight, the ex-capital remains a bustling mercantile port, but more than its soul has been lost over time. Free-thinking is stifled by unwavering obedience, signs of dissent are sought out and quashed, decadence is valued over virtue, slavers trade in the open marketplace, corruption is rumored to taint all levels of authority, the northern district lies abandoned in ruin, fiendish tieflings are commonplace (yet still feared as hellspawn or looked down upon as half-breeds), and mysterious terrors prowl the streets and canals after dark.
Westcrown is governed by the royally-appointed Lord Mayor Aberian Arvanxi - a former member of the Egorian imperial court - who is charged with control of the Dottari (city guard) and tax coffers, which have dwindled since the capital moved. Twelve major noble houses remain in the city and wield significant power through trade and commerce. Outside the city, the Hellknight Order of the Rack is stationed at Citadel Rivad.
DISTRICTS
Parego Regicona (The Floating Palace: western island) -Rego Corna (Crown Sector) -Rego Laina (Blade Sector) -Rego Aerum (Treasure Sector)
Parego Spera (Hope's Altar: southern peninsula) -Rego Scripa (Scribe Sector) -Rego Pena (Coin Sector) -Rego Sacero (Priest Sector)
Parego Dospera (Despair's Altar: northern ruins) -Rego Cader (Dead Sector) -Rego Crua (Blood Sector)
Outside the Walls Rego Funda (Farm Sector: hills & dales north of city) Rego Patra (Noble Sector: manors & estates along the Dhaenflow)
TERMINOLOGY
Adel – small personal barge
Dottari – city guard (Parego Spera) Condottari – water guard (Westchannel, Dhaenflow, Parego Regicona canals) Rundottari – ruin guard (walls of Rego Cader) Regidottari – palace guard (Parego Regicona) Durotas – city guard captain Duxotar – city guard commander
Haloran – lantern-bearing staff Pyrahje – man-sized torches that light major ares of city by night
Parego – district Rego – neighborhood/sub-district
Vaneo – manor house Vira – estate
Wiscrani – citizen or item of Westcrown
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Post by reefwood on Dec 10, 2012 15:37:49 GMT -5
Days of the Week
Moonday - work, religion (night) Toilday - work Wealday - work Oathday - work, pacts signed, oaths sworn Fireday - work, market day Starday - work Sunday - rest, religion
Months of the Year and Holidays
Most of the holidays are tied to deities or only celebrated by certain nations, and that info has been included in parenthesis. There are other holidays in the world, but I only listed the worldwide ones and those with some connection to Cheliax (such as the dead god Aroden and the nation of Taldor).
Abadius (winter) Full Moon: Longnight – tradition in which revelers defy the long winer nights by staying up all night to greet the dawn. 1st: Foundation Day (Absalom) – commemorates Absalom's founding by Aroden.
Calistril (winter) 2nd: Merrymead – commemorates coming spring with the distro of the last of the previous season's alcohol. 19th: Loyalty Day (Cheliax) – Marks the signing of the Treaty of Egorian and House Thrune's Rule. 29th: Leap Day – added every 8 years for calendar accuracy (AR 4704, 4712, etc)
Pharast (spring) 5th: Day of Bones (Pharasma) – Pharasmins parade the recent dead in a processin, then inter corpses for free. 21st: Firstbloom (Gozreh) – Celebration of the coming spring with fertility dances. 21st: Planting Week (Erastil) – a holy week marked primarily by hard work in the fields
Gozran (spring) 7th: Currentserve (Gozreh) – Solemn occasion on which families of sailors and rivermen pray for safe passage during the year. 15th: Taxfest (Abadar) – Clerics accompany tax collectors on their rounds, then host a public feast for all citizens.
Desnus (spring) 2nd: Ascendance Day (Norgorber) – Norgorber's ascension.
Sarenith (summer) 10th: Burning Blades (Sarenrae) – End of a month-long festival in which the faithful dance with flaming blades. 21st: Ritual of Stardust (Desna) – night of song and bonfires in which Desna's faithful throw sand and powdered gems onto the embers to symbolize the stars while making proclamations of love and friendship. 21st: Sunwrought Festival (Sarenrae) – celebration of the year's longest day with fireworks, kites, and gift giving, as well as reenactments of the Dawnflower's battle with Rovagug.
Erastus (summer) 3rd: Archerfest (Erastil) – archery competition, livestock trading, and courtship of eligible women.
Arodus (summer) 16th: Armasse (Aroden, Iomedae) – day to train commoners in combat and learn from history.
Rova (autumn) Second Oathday: Signing Day (Andoran, Cheliax, Galt, Isger) – marks the day the nations broke from Taldor. 19th: Day of the Inheritor (Iomedae) – marks Iomedae's absorption of Aroden's faithful into her church. 22nd: Harvest Feast (Erastil) – a holy week marked primarily by hard work in the fields. 22nd: Swallowtail Festival (Desna) – day of feasting, storytelling, and public release of a wagonload of butterflies.
Lamashan (autumn) Second Moonday: Harvest Feast – celebrates the harvest and the end of field work for the year. 6th: Ascendance Day (Iomedae) – Iomedae's divine ascension. 27th: Jestercap (Andoran, Druma, Taldor) – day of pranks and practical jokes; particularly favored by gnomes.
Neth (autumn) 8th: Abjurant Day (Nethys) – a day of working together to shore up mutual defenses and train children in magic. 14th: Even-Tongued Day (Andoran, Cheliax, Galt, Isger) – commemorates these nations' freedom from Taldor. 18th: Evoking Day (Nethys) – A day of fireworks displays and magical duels (mock and real). 23rd: Seven Veils – celebration of brotherhood between all civilized races, marked by interracial masquerade balls. 28th: Transmutatum (Nethys) – Self-improvement.
Kuthona - winter Second Week (Sunday to Starday): Winter Week – traditional feast; time for courting and spending time with friends. 11th: Ascendance Day (Cayden Cailean) – Cayden's divine ascension. 21st: Crystalhue (Shelyn) – day of artistic creation; traditionally a time for courtship and romantic proposals. 21st: Ritual of Stardust (Desna) – night of song and bonfires in which Desna's faithful throw sand and powdered gems onto the embers to symbolize the stars while making proclamations of love and friendship. 31st: Night of the Pale – night of morbid revelry, as people wait indoors for the ghosts of last year's dead to pass by their homes.
Dawn & Dusk Times
Nov 1, 2012 7:02 AM 5:13 PM 10h 11m 23s Nov 2, 2012 7:03 AM 5:12 PM 10h 08m 41s Nov 3, 2012 7:05 AM 5:11 PM 10h 06m 00s Nov 4, 2012 7:06 AM 5:09 PM 10h 03m 21s Nov 5, 2012 7:07 AM 5:08 PM 10h 00m 43s Nov 6, 2012 7:09 AM 5:07 PM 9h 58m 07s Nov 7, 2012 7:10 AM 5:06 PM 9h 55m 32s Nov 8, 2012 7:11 AM 5:04 PM 9h 52m 59s Nov 9, 2012 7:13 AM 5:03 PM 9h 50m 28s Nov 10, 2012 7:14 AM 5:02 PM 9h 47m 59s Nov 11, 2012 7:15 AM 5:01 PM 9h 45m 32s Nov 12, 2012 7:17 AM 5:00 PM 9h 43m 07s Nov 13, 2012 7:18 AM 4:59 PM 9h 40m 44s Nov 14, 2012 7:19 AM 4:58 PM 9h 38m 23s Nov 15, 2012 7:21 AM 4:57 PM 9h 36m 04s Nov 16, 2012 7:22 AM 4:56 PM 9h 33m 48s Nov 17, 2012 7:23 AM 4:55 PM 9h 31m 35s Nov 18, 2012 7:25 AM 4:54 PM 9h 29m 24s Nov 19, 2012 7:26 AM 4:53 PM 9h 27m 15s Nov 20, 2012 7:27 AM 4:53 PM 9h 25m 10s Nov 21, 2012 7:29 AM 4:52 PM 9h 23m 07s Nov 22, 2012 7:30 AM 4:51 PM 9h 21m 07s Nov 23, 2012 7:31 AM 4:50 PM 9h 19m 10s Nov 24, 2012 7:32 AM 4:50 PM 9h 17m 16s Nov 25, 2012 7:34 AM 4:49 PM 9h 15m 25s Nov 26, 2012 7:35 AM 4:48 PM 9h 13m 38s Nov 27, 2012 7:36 AM 4:48 PM 9h 11m 54s Nov 28, 2012 7:37 AM 4:47 PM 9h 10m 13s Nov 29, 2012 7:38 AM 4:47 PM 9h 08m 36s Nov 30, 2012 7:40 AM 4:47 PM 9h 07m 03s
Sunrise and sunset take 30 minutes. The first evening bell (one ring) is an hour before dark, the second bell (two rings) is at the start of sunset, and the third bell (three rings) is at dark and signals the start of curfew. The morning bell at the start of sunrise (four rings).
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Post by reefwood on Dec 10, 2012 15:37:54 GMT -5
ANCIENT NATIONS
Jistka Imperium (-4120 AR to -2764 AR) The Jistka Imperium was the first nation to ride in the Inner Sea during the Age of Anguish, circa -4120 AR. It controlled or influenced all of northwestern Garundi (i.e. Africa) and even some of southwestern Avistan (i.e. Europe). The rise of Osirion, however, coincided with the decline of Jistka, as many of Jistka's trading partners in the east opted for shorter trade routes with Osirion. Many of this empire's contributions to history were lost to conquest, assimilation by the Osirians, and the relentless desert sands.
Tar Taargadth (-5133 AR to 1551 AR) Petty bickering and infighting ground to a halt the dwarven Quest for Sky, forcing the dwarven leaders to take drastic measures to unite their fractious citizens. In doing so, they created the Kingdom of Tar Taargadth. The kingdom became an empire when it broke the surface and the dwarven Sky Citadels were built, some of which yet exist. Tar Taargadth existed in some form for 6,500 years before collapsing -today, the region is known as the Five Kings Mountains. Dwarves still dominate this region, but they have never restored their homelands to the original glory of tar Taargadth.
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Post by reefwood on Dec 10, 2012 15:37:59 GMT -5
***PLACE HOLDER***
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Post by reefwood on Dec 10, 2012 15:42:27 GMT -5
UPDATE: The timeline has been expanded and a post detailing dwarven history has been added. I don't expect players to know all this info and characters certainly won't, but it might help flesh out background stories and the home of Clan Hopcrusher. Also, a Table of Contents has been added to help maneuver between the world/nation/city info that has now been divided into several posts.
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Post by reefwood on Dec 13, 2012 17:27:41 GMT -5
UPDATE: Days & MonthsInfo has been added about the days and months of Golarion. You don't need to memorize these at all. Your characters will know the basic info, if it is ever needed, but I wanted to show off some of the flavor. Even further along those lines, I've listed several holidays too. Our campaign will be starting off sometime in autumn.
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Post by reefwood on Jan 10, 2013 15:48:56 GMT -5
UPDATEThe following dates have been added to the timeline: Age on Anguish-4120: Founding of the Jistka Imperium. Age of Destiny-3300: Betrayal by powerful outsider allies and raids from desert nomads weaken Jistka. -2764: The Jistka Imperium collapses in a prolonged series of succession wars. Also, one of the *place holder* posts above has been filled in with info on Ancient Nations.
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