Sargava the lost colony pdf




















Community Community Forum Discord chat. Support Donate. Wiki tools Meta Special pages Page values. From PathfinderWiki. Page Discussion Read View source View history. History The region was part of the Mwangi Expanse until AR , when the region was settled by Chelaxian colonists who imposed their rule on the native population. Rebellion and collapse The former colony continued to pay the pirates for protection, despite the high cost, [11] until AR, when Vidric rebels captured Sargava and broke the agreement.

Inhabitants The population of Sargava consisted mainly of Mwangi tribesmen, ruled over by the Chelaxian colonials. Culture The country's financial difficulties and the threat of retribution from Cheliax were blights on life in Sargava. Geography Sargava was unique in being a distant outpost of Avistani culture in the sweltering depths of Garund. Sites New Krane Smuggler's Shiv. References For additional resources, see the Meta page.

Campaign Setting , p. Though born in Sargava, most colonials consider themselves Chelaxians and cling to Chelish religion, culture, and even clothing styles, all of them decades out of date. While countless scruffy sailors and explorers parade through Eleder every year en route to adventures in the interior—or simply on their way to enjoy the brothels and other lowbrow entertainments Eleder maintains near the docks to keep pirates out of the city proper—the colonials maintain high personal standards of decorum and propriety.

Military service is highly prized among the colonials especially since their positions as commanders afford them both glory and relative personal safety , and many Mwangi are equally eager for the steady if low compared to colonial officers wage of an enlisted soldier, meaning the city never suffers for a lack of defenders.

Meanwhile, steel, flour, cotton, silk, parchment, and masterwork tools arrive in regular shipments from afar. And because of its status as a major shipyard, Eleder is also constantly in need of the finest woodworking tools money can buy. Adventurers Though Sargava relies on the influx of foreign money to pay its debts to the Shackles pirates, the Eleder colonials would much rather the seemingly constant stream of adventurers and explorers sail up the Korir River to their destinations incountry, bypassing Eleder completely.

Adding to the problem, adventurers rarely bother to learn the local customs, let alone observe the agreements 14 TM between the tribes and the colonials.

When the average Mwangi cannot tell the difference between a Chelish colonial and a Taldan explorer, a single incident can sour an entire tribe against all foreigners.

The grounds stretch over 2 acres, upon which can be found the Baronial Gardens, the horse stables, the Custodial Granaries, and the Custodial Armory.

Here, Baron Utilinus administers the day-to-day affairs of both Eleder and Sargava, attended by a small army of clerks and servants. The Sargava Club is one of the few places in the colony where Mwangi can expect to be treated as equals; the proprietor, a half-orc woman named Briga, is used to discrimination herself and has no patience for it.

She is also the only half-orc living in Eleder, and Lady Madrona makes it no secret that she would like to see Briga out of business—and out of the city. Sargava, The Lost Colony Kalabuto Mistakenly named after the natives whom Chelish colonists encountered when they discovered the crumbling city in ar, Kalabuto was built by an unknown tribe long ago, and was already in ruins when the Kalabuta migrated into the area uncounted generations ago.

It is now the largest city in Sargava, populated mainly by the partially assimilated Kalabuta and a tiny minority of colonists which rules the city.

This is because the city ruins are almost entirely covered with centuries of jungle growth. Closer up, visitors quickly notice the thousands of native Mwangi coming and going from the city in the hustle and bustle of commerce and daily life.

Almost all of these buildings are occupied by the natives, with only a handful—generally those on the highest perches and with the most commanding views of the countryside—occupied by lighter-skinned colonials.

With a ready-made if somewhat dilapidated settlement at hand, the colonials selected the newly christened Kalabuto as their new home, and with the help of a division of armored infantry, moved right in. The native Kalabuta objected strenuously and violently, but after countless losing battles with the colonial forces, the tribe eventually decided that they were better off embracing their conquerors.

The colonials have oppressed the local Mwangi time and again, and time and again the Mwangi have revolted and been beaten down. Although they have gradually come not only to accept their foreign overlords, but to emulate them, the natives still harbor great resentment, and when the forces of Mzali attack, many of the Kalabuta take up arms and join the attackers—though a surprising number still fight and die beside the colonials.

With the loss of military support from Cheliax, however, the task of defending Kalabuto from such attacks— and continuing to subjugate and assimilate the native population—has become a challenge for the colonials. Angry confrontations between colonial landowners and their native workers have become more common, and it is only a matter of time before the Kalabuto militia will be too small and weak to quell the next uprising or attack.

Consequently, even the best-regarded Mwangi still feel some degree of oppression, creating a source of constant friction. Meanwhile, Kalabuto is a militarized town. Dealing with frequent attacks by the more violent Mwangi to the east—particularly the armies of the city of Mzali, rumored to be ruled by an ancient, mummified tyrant—the citizens of Kalabuto, native and colonial alike, have had to band together to defend their city multiple times. Every ablebodied man, woman, and teenager takes part in weapons training and emergency drills on a regular basis, in addition to the efforts of the actual militia.

Unlike in Eleder, only a handful of the armed forces are Chelish colonials; even the officers are often integrated Kalabuta— including Commander Ursel, a Kalabuta who has risen through the ranks to the position of Praetor of Kalabuto. He is openly scornful of the natives, which only serves to inflame them even further. Outside the city, the most influential person is a Kalabuta foreman named Tabansi, who publicly decries acts of violence against the colonials but is also widely believed to be at the heart of the anti-colonial movement.

Resources Kalabuto is most famous for pineapples and dates, grown in fields outside the city, and cattle raised on ranches all over the surrounding countryside.

The Kalabuta natives also do a great deal of fishing in the River of Lost Tears, but natural hazards such as hippopotamuses and crocodiles make it difficult to provide more than a subsistence supply. Adventurers In contrast to the lackluster welcome they receive in Eleder, explorers and adventurers find that Kalabuto awaits them with open arms. Those who do not find work as soldiers in the Kalabuto militia usually find plenty of opportunities with expeditions setting out to explore the Bandu Hills, Mzali, and the Screaming Jungle.

The colonials look forward to the arrival of new adventurers, as many Mwangi flatly refuse to undertake the more dangerous or sacrilegious missions dreamed up by the many wealthy armchair explorers who make their homes in the city. The Kalabuta and other natives also generally welcome visitors from outside Sargava.

They readily hire out their services as guides, porters, and sometimes even mercenaries; adventurers usually treat them better than the colonials, and the tribesfolk themselves are not immune to the call of high adventure. Sites of Interest With broad plazas full of market stalls in the midst of crumbling buildings, Kalabuto is a fascinating place to visit, but two locations draw particular interest. Fort Kalabuto: When the colonists arrived, they quickly established their base camp in a decrepit temple.

Although the structure was sturdy, the colonials have reinforced it and introduced additional fortifications over the last few centuries, making it perhaps the most defensible building in all of Sargava. The Ruins: Although Kalabuto is almost completely settled, there are areas which were deemed uninhabitable and left to the jungle.

These derelict buildings are often only the tip of much larger underground complexes, inhabited by spiders, snakes, and far more dangerous things. Kalabuta living near the ruins speak of talking monkeys and skeletal lizard-men that emerge at night to stalk the streets. One unconfirmed story is that Kalabuto is built over a vast and bottomless pit—with something colossal sleeping somewhere in its inky depths. While many of these are ruins now, a few settlements remain.

Although they established friendly relations with the nearby Ijo, they suffered regular attacks from jungle predators and the less amiable natives from the Kaava Lands. Fort Bandu: Created to protect dwarf and gnome miners in the Bandu Hills from hostile Mwangi, Fort Bandu has suffered in the last hundred years—much to the consternation of its commander, Praetor Sylien male halfelf ranger. Though the aging Sylien rarely ventures outside anymore, he is a skilled commander of his soldier legion, and it is largely thanks to him that miners and explorers are able to operate in the area at all.

Fort Bandu nevertheless still has tremendous difficulties with local tribes, particularly the Bandu, who take every opportunity to attack the work crews Sylien has sent to build a bridge over the River of Tears. Part of why Freehold has thrived is the fact that Olgran was progressive for his generation; he always treated the Mwangi as equals—paying them the same wage he paid his Chelish ranch hands—and insisted his children do the same.

Situated farther to the south, along the banks of the Korir River delta, Port Freedom may not be able to accommodate oceangoing vessels due to its extensive maze of sandbars, but neither can cargos of any significant size make their way upriver without enlisting the services of its rivermen and bargemasters.

While Port Freedom is technically ruled by the Grand Custodian, it also has its own local governors: a council of representatives from the various shipping concerns who do business along the river. Stark Point: Consisting of a large inn, stable, and general store surrounded by a mud-brick wall, Stark Point is a gathering point for explorers, adventurers, and soldiers from Fort Bandu. Stark Point was originally meant to be a mining community, but when mining dropped off in the area, most colonials moved to Kalabuto, and Stark Point became little more than a general store.

Two decades ago, the Sclerizi brothers—Arno, Carlo, Gudo, and Ikhaia—bought the dilapidated store and converted it into a trading post. The Bandu Hills: Beset by the Bandu tribes and underground monsters, the dwarf and gnome mining operations in the Bandu Hills are always looking for more tunnel guards—particularly guards with darkvision.

Goblins and kobolds are known to occupy some of the caverns where the miners work, and they are frequently drawn to the sound of dwarves and gnomes chipping away at the walls of nearby tunnels and caves. Raids are sporadic but sudden and brutal, occurring without warning and often leaving scores of miners dead, with no gold or gems left to show for their sacrifice.

Things are not much better on the surface. The Bandu resent the intrusions by the various mining companies, and in return, not all of the entrepreneurs in the hills are respectful of the native population—meaning that the foremen often hire mercenaries not just to protect the caves from the tribes, but to actively drive out or even slaughter troublesome natives.

With several companies operating this callously in an area already known for its hostility to outsiders, less aggressive mining concerns are forced to take more and more defensive measures, if only to weather the wrath of Mwangi who cannot tell one group of miners from another. Barkskin Lake: One curiosity of Sargavan commerce is that every spring, the price of canteens doubles, as adventurers set off by the score into the Bandu Hills in search of legendary Barkskin Lake.

While many of the potions supposedly hailing from that lake were actually crafted according to normal means—or never crafted at all, as many hucksters and traveling merchants are happy to sell fake potions to adventurers fresh off the boat from northern nations—the prevalence and lower price of these potions in late summer suggests that there may actually be something to the legend after all.

Slave-raiding is dangerous The Sargava Circuit A great number of the opportunities in Sargava are seasonal or short-term; that is, the actual job only covers part of the year, or only involves a one-way trip, with no guarantee of being paid to return.

For example, starting in Eleder, an adventurer might hire on as a caravan guard, bound for Kalabuto. At Kalabuto, the adventurer could take scouting work in Mzali territory for the Praetor or continue north to Stark Point or Fort Bandu. Once in the Bandu Hills, work is relatively easy to find for anyone willing to mine or guard miners, and once a large enough shipment is carted out of the tunnels, the adventurer could see it safely escorted back to Eleder.

While this is just one potential circuit—other adventurers might sign up as part of the merchant marine to accompany goods past the Eye of Abendego and on up to ports in Avistan or northern Garund, or else head off into the Laughing Jungle to help clear land or track down ancient legends—migrating from one pursuit to another is common in Sargava Eleder: Countless job opportunities await those who seek work in Eleder, but perhaps the two most lucrative are those of caravan guard and merchant marine—goods always need protecting, however they travel.

Fort Bandu: The military fort may be garrisoned entirely by Sargavan Guard soldiers, but they can ill afford to send troops to guard every mapping excursion or mining expedition that passes through the Bandu Hills—they can barely cover the wagons that keep them in supplies.

Independent explorers and miners are always looking to hire on the odd hand or two, though not necessarily as guards. Armed with only their wits and what items they take the time to craft along the way, such as fire-hardened spears, the contestants must run through trackless jungle, rolling plains, and treacherous mountain cliffs, drinking from streams and killing their food along the way. Though the race has seen several fatal accidents, more competitors arrive every year, vying for a chance to achieve fame and glory in the form of a large cash prize and the engraving of their names on the trophy cup.

The Sargavan Chalice is not a test undertaken lightly, and both the danger and the sizable entry fee most of which goes to the winner are a deterrent to all but the most ambitious woodsmen and athletes. Expeditions hiring at Fort Bandu usually do so because they have lost one or more members of their team, and they are usually looking for specific skill sets to replace them. The only reliable work here is as a member of the garrison, which involves a 2-year minimum term of service.

Freehold: Of all the places in Sargava run by descendants of the original Chelish colonists, Freehold is the most racially integrated; Mwangi are just as welcome to work here as colonials and are treated just the same.

While Mindra Macini is hands down the boss of the ranch, she not only recognizes when someone knows more about a given subject than she does, but she goes out of her way to get such people working for her. Kalabuto: If Sargava has a primary hot spot for adventure, it is Kalabuto.

In addition to its problem with Mzali, Kalabuto is the jumping-off point for countless 20 TM expeditions into Yemba territory and points eastward, and the Praetor is always interested in hiring more troops for the border patrols.

Subterranean chambers are unearthed on a regular basis, some exposing ancient mysteries and long-lost treasures—and others providing an easy route by which underground horrors can invade the city and threaten its citizenry. Everything from ancient undead to titanic anacondas have risen up from the unknown depths under Kalabuto, and General Alban regularly posts respectable rewards for anyone able to deal with the latest underground menace.

Rumored to be in league with derros or duergar, the company keeps the exact location of its mines a closely guarded secret—leading other Sargavan mining companies to offer huge rewards to anyone who can locate them. These rewards being no real secret, employment with Deeptreasure has become even harder to obtain, and applicants are expected to conduct their interviews while under the effects of the discern lies spell; the ones who fail the interrogation are rumored to be bound, blindfolded, and escorted through the mines, only to be deposited, without their gear, on the northern side of the Bandu Hills—in the heart of Bandu territory.

The handful of honest applicants or well-warded spies who convince the Deeptreasure foremen of their impeccable credentials can expect to be paid well for doing much the same work as any other mining company guard: protecting the tunnels from subterranean menaces as well as the occasional Bandu raid.

While getting a position with Deeptreasure is arduous and potentially hazardous, the pay is extremely good, and job openings appear with perhaps a bit more frequency than is comforting to hopeful applicants. Although the Kalabuto Regulars guard the city and patrol the river—keeping an eye out for Mzali incursions, inspecting merchant vessels, and arresting the occasional smuggler—it is not in their job description to venture beyond the borders of Sargava, particularly when it comes to infiltrating a city in the heart of enemy territory.

At the very least, those who wish to venture into Mzali for missions of espionage and sabotage should be prepared to demonstrate that they are capable of either blending in with the locals by either magical or conventional disguises, if they are not themselves Mwangi , or of remaining undetected during the journey there, the duration of the mission in Mzali, and the journey back.

Rogues, rangers, and sorcerers are preferred, and, unless their magical disguises are particularly good, nonhumans—especially dwarves, gnomes, and halflings— need not apply. Stark Point: An outpost far from any other significant settlement or supply depot, Stark Point caters almost exclusively to adventurers and other bold risk-takers, and as a result its common spaces are hotbeds of potential adventure.

Two main groups are currently hiring for missions to the Stasis Fields, and unsurprisingly, they exist in direct competition with one another. The Pathfinder Society in Sargava is backing a Taldan scholar named Tritian Senyx, while the Ivory Cross has been hired by a Chelish nobleman named Othor Vibius see pages 4 and 8 for additional details. Common items such as wool, cotton, wheat, flour, spices, and many types of livestock must be imported from Avistan or northern Garund, while various parts of Sargava produce gold, silver, gems, ivory, salt, figs, and pineapples.

Anything that enters Sargava is taxed, and anything that leaves Sargava is taxed. Consequently, merchants have a vested interest in keeping their goods safe until they have been delivered and paid for, ensuring that there are always merchant ships and caravans hiring professional brawlers and guides to see them through to their destination. Smuggling Unsurprisingly, because of all the factors previously mentioned, smuggling is big business in Sargava.

For most ships coming into Sargava from points north, the safest route is to take the normal shipping lanes far west around the Mediogalti Islands, the Eye of Abendego, and the Shackles, only approaching land again near Senghor, then crossing straight across treacherous Desperation Bay to Eleder, keeping to the known shipping lanes in order to avoid the countless half-hidden shoals and rocky outcroppings that regularly send ships to their doom.

Rumors hold that hundreds of ships eager to avoid inspection from Sargava's navy—pirates, adventurers, and the eponymous smugglers—have dashed themselves to splinters after being caught by the deadly currents that surround the island, and that the hateful spirits of dead sailors haunt its shores. Additional tales of cannibals, man-eating lizards, sea scorpions, shark-infested waters, and disease-ridden insects further bolster the island's fearsome reputation, to the point that rumors of buried pirate treasure and mysterious ancient ruins have drawn remarkably few curious thrillseekers.

Lordships vary in price based on the location of the holdings the would-be noble desires. After paying for the land and the title, the newly ennobled individual—whose new title carries little governmental power and is often a grandiloquent invention of the Baron, with no defined place in the hierarchy—is entitled to collect taxes from anyone living on his land. For more information on how to integrate them into your game, go to paizo.

Combat Traits These traits are available to all Sargavan characters. You may run or charge downhill on a steep slope moving up to your base speed without making an Acrobatics check to avoid stumbling—but if you travel farther than this distance, the normal rules for steep slopes apply. Jungle Fighter: You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity.

River Fighter: You are used to fighting while swimming. You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more. Savanna Hunter: You have been trained to hunt and fight on the open plains since birth.

The city of Westcrown, once the capital of Cheliax, is now but a shadow of its former glory. Pauper nobles and self-made princes vie for control in a metropolis perched on the edge of self-destruction. With entire districts abandoned and left to bandits and monsters, Westcrown is a city in need of heroes. This city and its environs are the setting for Pathfinder's new Council of Thieves Adventure Path, and the first to be compatible with both the innovative new Pathfinder RPG rules and the original 3.

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The adventurers wake up in the hold of a ship at sea, only to discover they''ve been press-ganged into a crew of scoundrels, thieves, and buccaneers from the pirate isles of the Shackles.

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This volume of Pathfinder Adventure Path also features details on the faith of Besmara, goddess of piracy, as well as details on the life of pirates adding new rules and insights useable throughout this high-seas campaign.

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The Inner Sea Primer makes a perfect hand-out for GMs who need to get players up to speed on the campaign world and a perfect introduction to the world of the Pathfinder RPG! Countless centuries ago the gnomes emerged into the world of the Pathfinder Chronicles from the First World, a mysterious other-realm of half-finished possibilities and relentless natural dangers.

Scions of the immortal fey, the gnomes left their strange homeland behind and rooted themselves to the world of mortals - even if those roots have never been particularly strong. Gnomes of Golarion offers Pathfinder players more information than ever before about what many gamers consider the most unique and interesting of the standard player character races. From details on gnomish culture, equipment, and names to rules for the bizarre process known as the Bleaching, when a gnome's color begins to fade as he loses connection to the ephemeral world that spawned his kind, Gnomes of Golarion has everything you want to know about gnomes and how to play them effectively.

South of a forbidding range of mountain peaks lies a land of boundless resources and untold opportunity. The Mwangi Expanse has been home to an untold diversity of cultures and peoples since time immemorial, hosting powerful, isolated city states that have often paid little attention to their neighbors.

Yet the turning tides of fortune have begun to usher in changes that are rippling across the world. As a band of scholars from an ancient university venture north to aid a disaster-torn Avistan. Profusely illustrated throughout with photos and memorabilia, the book shows how a poorly equipped, disparate group was forged into one of the most effective fighting forces ever created.

What did they do? What risks did they face? And what contribution did they make to the air war and the ultimate defeat of Germany? By drawing on hundreds of hours of interviews with surviving veterans — many speaking for the first time — and combining these with official records and exclusive access to contemporary documents and exhibits at the Pathfinder Museum at RAF Wyton, Sean Feast looks to answer these questions and more, seeking to put these men's achievements in the context of the time.

The Pathfinder Companion, launched to coincide with the 70th anniversary of the foundation of Pathfinder Force in , highlights the raids and the losses, the successes and failures, the terror and the turmoil these men endured, as well as the inevitable humor in the face of tremendous adversity.

Profusely illustrated throughout with photos and memorabilia, the book shows how a poorly equipped, disparate group was forged over time into one of the most effective and devastatingly efficient fighting forces ever created.



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