Pathfinder Society
Introduction
“As to your life and limb, I
make you no promises, novice. Rest assured, you shall never succumb to boredom
and your feats and exploits will be sung and scripted for the common folk to
marvel. The time to find your path is at hand.”
—Venture-Captain Alissa
Moldreserva
Absalom
ALIGNMENT: N
CAPITAL: Absalom
(303,900)
Notable settlements
Diobel (4,850), Escadar (11,700)
Government
Grand Council composed of representatives
from several major noble houses and religious groups. The greatest of this council,
called the primarch, enjoys a wide range of powers.
Languages
Common, Osiriani, Kelish
Religion
Abadar, Iomedae, Aroden, Norgorber, Cayden
Cailean, Nethys, Sarenrae, Calistria, Shelyn, Irori
NOTES
Absalom is the most famous of all
cities, and takes pride in being one of the largest and wealthiest cities in
the known world. According to myth, Absalom was founded by Aroden himself when
the Last of the First Humans raised the Starstone from the ocean
depths and left it in its current resting place at the heart of the city. It is
thus a living part of mythology.
Absalom sits in the largest natural
harbor on the Isle of Kortos in the eye of the Inner Sea. This allows the city to
control dozens of major shipping lanes and makes it a critical stop on any
voyage across that sea. The confluence of mercantile, strategic, and religious
influence in Absalom earns its title: “City at the Center of the World.” Of
course, it also attracts would-be conquerors, many of whom have unsuccessfully
assaulted the city throughout history. The ruins of dozens of siege castles
litter the grounds outside Absalom’s walls, and its harbor is so choked with
the masts and moldering hulls of sunken warships that safely reaching the
city’s docks requires the steady eye of a paid pilot.
When Aroden dredged the Isle of
Kortos from the depths of the Inner Sea and founded Absalom, he called the wise
and brave from nearby lands to inhabit the new land and bade them protect the Starstone
from all who would relocate it. Nobles, merchants, and adventurers particularly
those from Osirion, Thuvia, Cheliax, Andoran, Taldor, and Qadira, settled in
the city. The city’s culture draws heavily from all these lands, and many of
its noble houses identify themselves closely with elements from those nations.
The common folk represent an even wider array of cultural influences, from
Mordant Spire elves to Tian traders to travelers from other planes. As a
result, food, song, and clothing from nearly every corner of Golarion can be
found here if the visitor knows where to look. It is said with some seriousness
that it is impossible to look out of place on the streets of Absalom.
For additional information on
Absalom, consult the Inner Sea Primer hardcover.
Where Are You From?
People from Andoran are known as
Andorens, use Andoren items, and speak Common.
People from Cheliax are known as
Chelaxians, use Chelish items, and speak Common.
People from Osirion are known as
Osirians, use Osirian items, and speak Osiriani.
People from Qadira are known as
Qadirans, use Qadiran items, and speak Kelish.
People from Taldor are known as
Taldans, use Taldan items, and speak Common.
Factions and Your Homeland
Though a big chunk of faction affiliates
originate from their countries, you are by no means required to be from the
same country as the faction you are loyal to. Ulfen barbarians in service to
Qadira, Vudrani monks in service to Andoran, Mwangi Wizards in service to
Cheliax, and so on are all possibilities. Don’t let these factions shorten the
list of locales you could call home.
The Pathfinder Society
On Golarion, the Pathfinder
Society is an organization of explorers, vagabonds, sages, and treasure hunters
determined to plumb the depths of the darkest tombs and collect relics and lore
from bygone ages. They travel the world braving traps, monsters, assassins, dangerous
natives, and worse, all in order to discover the secrets of the past and to
advance understanding of Golarion’s many cultures. Some Pathfinders are
dedicated explorers who risk life and limb in the pursuit of ancient lore or
lost relics. Just as many Pathfinders are little more than feckless
mercenaries, glory hound adventurers, and gold-hungry tomb raiders. Regardless
of their intentions, every member shares one common dream: to contribute to the
Pathfinder Chronicles, printed editions of lore coveted by the Society
wherein only the most impressive finds and bravest exploits of the Pathfinders
are immortalized. Pathfinders also follow a loose code that governs their actions:
Explore, Report, and Cooperate (more
on this later).
Pathfinders are a diverse bunch
of scoundrels and wanderers. Beyond their adventures as Pathfinders, they often
find themselves mixed up in the murky politics of Absalom and the five nations
who seek to control the City at the Center of the World from behind the scenes.
The Pathfinder Society on Golarion
The Pathfinder Society has
existed since the founding of Absalom 400 years ago. Its history, fraught with
the daring exploits of brave heroes, has long enchanted the populace of the
Inner Sea. Members include treasure hunters, explorers, tomb raiders,
historians, and vagabonds who roam the farthest reaches of the world seeking
lost relics of world-shattering power and answers to riddles older than the
gods. These heroes brave vine-choked jungle ruins, ascend snow-capped peaks,
and comb sun-seared desert sands in search of buried tombs and monuments of
bygone ages.
Upon the completion of a
particularly notable discovery or journey, society members send a record of
their exploits to their venture-captain superior, who in turn reviews it for
accuracy before forwarding the manuscript to the masked leaders of the
Pathfinder Society, the cryptic Decemvirate, an inner circle of 10 experienced Pathfinders
who guide the Society’s activities. This guidance is quite subtle, allowing
individual Pathfinder agents to believe they act of their own accord when they are
actually doing the bidding of the Ten.
The Society recognizes no formal
bylaws, but adherence to a general code of behavior is expected of all members,
and reports of activity in contrast to this code are grounds for removal from
the organization. The three most important member duties are as follows:
Explore: Pathfinders are
expected to further the knowledge and reputation of the Society by traveling to
distant lands, unearthing forbidden secrets, and piecing together the secret
history of the world. Agents are encouraged to travel uncharted lands in search
of ever-more-fantastic mysteries.
Report:
In the course of their adventures, Pathfinders are expected to keep
detailed journals, maps, and accounts of their exploits. At the conclusion of a
successful mission, the agent sends a copy of his notes to his immediate superior,
a regional venture-captain, who makes a full analysis (often involving
divination). Especially noteworthy exploits make their way to Absalom and the Decemvirate,
who compile the best tales into irregularly published editions of the Pathfinder
Chronicles, which make their way back to venture-captains for distribution to
Pathfinder agents in the field.
Cooperate:
The Society places no moral obligations upon its members, so agents
span all races, creeds, and motivations. At any given time, a Pathfinder lodge
might house a fiend-summoning Chelaxian, an Andoren freedom fighter, an
antiquities-obsessed Osirian necromancer, and a friendly Taldan raconteur.
Pathfinder agents are expected to respect one another’s claims and stay out of each
other’s affairs unless offering a helping hand.
The Pathfinder Lodge
Most Pathfinders wander the world
in search of riches and adventure, settling down only long enough to plan their
next caper or fully exploit an ancient ruin of its treasure and secrets.
But another class of Pathfinder
exists, a group unknown to the populace at large yet integral to the success of
the organization. These are the venture-captains who manage regional affairs
and their at-times-considerable cadres of cohorts, retainers, menials, and
guardians. Venture-captains generally station themselves in Pathfinder lodges, unassuming
locales meant to house the paperwork, plans, and infrastructure of the society
while also occasionally serving as temporary residences for wandering
Pathfinder agents. The Grand Lodge of Absalom stands alone among its fellows.
Unlike lesser chapter houses in towns throughout the continent, which often
mask their purpose behind facades of commerce or domesticity, the Grand Lodge
wears its affiliation proudly. The Glyph of the Open Road, so often hidden in a
map’s compass rose or a book’s embellishment to show the covert approval of the
Pathfinder Society, blazes above the gate of a sheer-walled redoubt at the
heart of Absalom. The wall circles seven sturdy fortresses that date back to
the city’s founding, perhaps the estate of a long-dormant noble house or the one-time
bastion of a forgotten government. For the last 400 years this has been the
stronghold of the Pathfinders, the seat of the Decemvirate, and the legendary
repository of the order’s treasures and legends.
The Pathfinder Chronicles
Lesser scholars and tomb-robbers unaffiliated with the Pathfinder Society are crass villains who contribute nothing to the greater understanding of the world, selling off their treasures without bothering to record the stories behind them or further understanding of lost races, cultures, and times. This is what sets the Pathfinders apart. The Chronicles, gathered over centuries of daring work, records the Society’s exploits and shares them with the entire organization. Most volumes come packed with maps, trap diagrams, and detailed explanations leading to highly profitable and extraordinarily fragile locales. Common treasure-hunters, bizarre cultists, and wealthy artifact collectors do their best to acquire copies of the journals, and a multi-volume set can often fetch thousands of gold pieces in the right markets. It is the burning dream of every Pathfinder to someday see their own exploits immortalized in the ultra-exclusive pages of the Pathfinder Chronicles.
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