PZO9412 Sargava, The Lost Colony.pdf

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S A R G A V A
THE LOST COLONY
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COMPANION
SARGAVA, THE LOST COLONY
This Pathinder Companion book works best with the Pathinder Roleplaying Game Core Rulebook and the
Pathinder Roleplaying Game Bestiary . Although it is suitable for play in any fantasy world, it is optimized
for the Pathinder Chronicles campaign setting.
T A B L E O F C O N T E N T S
Sargava, the Lost Colony
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Settlements of Sargava
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Adventuring in Sargava
18
New Traits
23
Combat: Sargavan Fighting Styles
24
Faith: Religion in Sargava
26
Magic: Sargavan Magic
28
Social: Local Hazards
30
Author • JD Wiker
Additional Design • Sean K Reynolds
Cover Artist • Alex Aparin
Interior Artists • Jim Pavelec, Kyushik Shin, and Mac Smith
Cartography • Rob Lazzaretti
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Vice President of Operations • Jefrey Alvarez
Corporate Accountant • Dave Erickson
Director of Sales • Pierce Watters
Financial Analyst • Christopher Self
Technical Director Vic Wertz
Events Manager Joshua J. Frost
Creative Director • James Jacobs
Senior Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider
Editing and Development • Judy Bauer, Christopher Carey,
Rob McCreary, Sean K Reynolds, and James L. Sutter
Editorial Assistance • Jason Bulmahn
Production Specialist • Crystal Frasier
Editorial Intern • Patrick Renie
Special Thanks
The Paizo Customer Service, Website,
and Warehouse Teams
Product Identity : The following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, Section 1(e), and
are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters,
artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public
domain are not included in this declaration.)
Open Content : Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open
Game Content, as deined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
Pathinder Companion: Sargava, the Lost Colony is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
Paizo Publishing, LLC, the Paizo golem logo, Pathinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathinder Roleplaying
Game, Pathinder Society, Pathinder Chronicles, Pathinder Module, and Pathinder Companion are trademarks of Paizo Publishing, LLC. © 2010
Paizo Publishing, LLC.
Printed in China.
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COMPANION
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SARGAVA, THE LOST COLONY
We owe nearly everything we are to our Chelish forbearers, for they brought
us this far. Everything that we one day hope to be—a land strong and
independent—we owe to our Mwangi friends and servants. And everything
else is owed to the Free Captains of the Shackle Islands, for though their price
is high, they have bled to give us the freedom of choice.
To say that we face challenges, both social and inancial, is an understatement.
But remember this: We are Chelaxians. We are Mwangi. And we will persevere!
—Baron Utilinus, Grand Custodian of Sargava
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S A R G A V A , T H E L O S T C O L O N Y
B eset by devil-binding pilgrims and inescapable debts
its colonies stretched across Golarion, bringing industry,
commerce, and the worship of Aroden in exchange for
treaties, native labor, and the import of trade goods. The
Chelish empire grew strong by making its colonies strong,
forging bonds of friendship and mutual cooperation with
the natives of the lands they colonized.
But the death of Aroden in 4606 ar bega n a slow c h a n ge
within Chelish culture and society, and the simultaneous
formation of the Eye of Abendego all but severed
Sargava’s ties to its motherland. While Cheliax sufered
internecine warfare that would irrevocably alter the very
character of its people, Baron Grallus, then governor of
Sargava, declared his support for the wrong noble house.
When House Thrune took the throne of Cheliax against
his expectations, Grallus did the only thing he could: he
found a stronger ally to protect him from the wrath of his
own homeland.
The Free Captains of the Shackles had always been
enemies of Cheliax and Sargava, raiding the merchant
leets that carried trade goods from motherland to colony
and vice versa. But though they were criminals, the
Shackles pirates were still businessmen, and they agreed
to hire out their services, protecting the Sargavan colonials
from their former countrymen. When the Chelish armada
arrived, the pirates pounced, sending the entirety of the
attacking leet to the bottom of Desperation Bay. Though
their price has been high, the Free Captains have upheld
their part of the bargain ever since, allowing Sargava to
operate as an independent entity with no fear of Chelish
reprisal—though what happens when Sargava’s treasury
runs dry remains to be seen.
The pirates did not agree, however, to protect the
colonials from the Mwangi natives, who for generations
have served as the main workforce of the colonists—and
whom, frankly, many of the ethnocentric colonists have
always considered inferiors. Now that Sargava cannot
call upon the might of the Chelish armies to put down
the occasional insurrection, the Mwangi have come to
realize their own strength, fostering the sentiment that
the “genteel” colonials are essentially alien invaders
devoted to subjugating the local inhabitants. Older
generations remember how Chelish troops dispersed
previous uprisings, but the younger generations
bridle at the thought of their own children being born
into economic slavery, and it’s only a matter of time
before the Mwangi rise in their inal revolt against the
outsiders—ater which the colony of Sargava may be just
another half-forgotten ruin, slowly reclaimed by waves
and jungle.
Although the colonials are hardly indolent, they have
come to rely so heavily on the cheap labor of their native
“servants” that few could really survive on their own in the
to pirate lords, as well as generations of resentment
from the nation’s subjugated indigenous peoples,
the colony of Sargava remains a bastion of northern
culture and civilization in the heart of the southern
wilds. Once part of a vast and mighty empire long since
fallen to dust, as evidenced by the crumbling ruins still
lurking beneath the veneer of lush farmland and verdant
jungle, Sargava’s rich landscape is home to ierce Mwangi
natives and even iercer predators of the deep jungle, as
well as a dwindling population of northern colonials who
seek to uphold their ideals of culture and breeding at all
cost, straining against the tides of resentment that may
soon sweep them into the sea and return the land to its
original owners.
N A V I G A T I N G T H I S G U I D E
This book is divided into three major chapters, each
covering a diferent aspect of the colony of Sargava.
Chapter 1: Sargava, the Lost Colony presents an
overview of the nation, its lands, and its people. In
addition, Sargava plays host to numerous adventuring
expeditions every year, and despite a few tenacious
independents, most of these ventures are organized
by one of four major groups: the Ivory Cross or the
Pathinder Society (both operating out of Eleder), the
Gold Crown Shipping and Mining Company (out of
Kalabuto), or the Rivermen’s Guild (headquartered
in Port Freedom). Information about all four of these
expeditionary concerns, as well as their symbols, is
presented in sidebars throughout this chapter.
Chapter 2: Sargavan Settlements provides a more
detailed look at the two major cities of Sargava—the
“capital” of Eleder and outlying Kalabuto—as well as
Crown’s End, Port Freedom, and some of the other
settlements of Sargava.
Chapter 3: Adventuring in Sargava supplies information
on the legendary attractions of Sargava—from the gem
mines of the Bandu Hills and the mystical waters of
Barkskin Lake to the mysterious Stasis Fields, reported
to be full of ancient treasures (and ancient dangers). This
chapter also outlines the imports and exports of Sargava—
and how smugglers turn both to their advantage.
Along with these major chapters, several smaller
entries provide information on regional traits, combat,
faith, magic, and social aspects.
O V E R V I E W
Although founded hundreds of years ago as a colony of
the Chelish empire, Sargava established its independence
only in the last century. Before that, in a period when
Cheliax was nearly invincible (or at least claimed to be),
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