Golden Road

Pathfinder Lost Omens World Guide (Second Edition), page 48

TIMELINE

–4120 ar

Founding of the Jistka Imperium.

–3502 ar Old-Mage Jatembe and his Ten Magic Warriors reintroduce wizardry to the Inner Sea for the first time since Earthfall. –3490 ar The Jistka Imperium taps into lost magic to bind genies and enhance the empire’s power.

–3470 ar Founding of Ancient Osirion. –3250 ar Founding of the Tekritanin League.

–2764 ar Osirion and the Tekritanin League ally to overthrow the weakened Jistka Imperium. –1498 ar

The Four Pharaohs of Ascension join forces to rule Osirion, initiating the empire’s Second Age.

–1452 ar

The armies of the Four Pharaohs conquer the Tekritanin League.

–1431 ar

Bound by magic, the Four Pharaohs of Ascension die together. Osirion slips into decline.

–841 ar

Osirion fails to replace Thuvia’s assassinated governor, ceding the province to local control.

–43 ar

Soldiers of Kelesh claim Qadira for the Padishah Emperor.

1140 ar

Artokus Kirran formulates the sun orchid elixir.

1142 ar

Thuvia’s city-states band together as a nation.

1532 ar

Qadiran operatives topple Osirion’s pharaoh, establishing the first in a long line of Keleshite satraps.

2217 ar

Sarenrae’s church flourishes in Osirion, but militant members are banished and settle Katapesh.

2253 ar

Sarenrae worshippers replace Osirion’s Qadiran satrap, establishing an independent dynasty of Keleshite sultans. 2498 ar

The Oath Wars begin in northern Garund.

2555 ar

Azir enacts the Laws of Mortality, outlawing all religion. The vast deserts of Garund’s northern coast may look inhospitable, but it was here along their rugged shorelines and fertile rivers that human civilization first rebounded from the devastation of Earthfall.

For a thousand years, humanity huddled in small bands and villages, eking out a bare existence under an ash-clouded sky, rarely organizing beyond localized trade networks. Then came the Jistka Imperium, clever artificers who rose from the deserts of what is now Rahadoum. The Imperium conquered the neighboring peoples and forced the desert dwellers in north-central Garund to form a defensive federation called the Tekritanin League, matched also by the rise of powerful Ancient Osirion in the east. In the ensuing conflict between these three nations, Osirion eventually ended up victorious through a combination of astute politics, magic, and brute military force, its god-kings conquering both of the neighboring empires. But Ancient Osirion eventually met its end as well, finally collapsing under the weight of its own hubris. Keleshite agents from Qadira, a vassal of the vast Padishah Empire of Kelesh just across the Obari Ocean, took advantage of this decline. These agents destabilized the region until Qadira could sweep in and “rescue” Osirion from disaster, turning it into a Keleshite colony. This foreign rule in Osirion lasted for more than 3 millennia before Khemet I, dubbed the Forthbringer, drove the Keleshite government from its shores and returned Osirion to sovereign rule by a Garundi pharaoh.

While this chaos played out in the east, things were going equally poorly in the west. Spread by Keleshite immigration, the worship of Sarenrae hit the city of Azir and other major settlements like an avalanche, meeting violent resistance from local followers of Nethys and Norgorber. The resulting Oath Wars devastated the region for more than 60 years before Azir’s militia ended the conflict by burning all temples and establishing a fiercely secular nation, which they dubbed Rahadoum.

Meanwhile, south of Osirion, Sarenite refugees and bandits carved settlements out of arid and sparsely populated plains, guarded from marauding bands of gnolls by the legendary janni heroes called the Templars of the Five Winds. It was only with the arrival of the alien Pactmasters and their laissez-faire, plutocratic governance that this new nation of Katapesh came into its own as a hub of worldwide trade.

Today the nations collectively dubbed the Golden Road are a study in contrast. In their bustling, cosmopolitan cities, markets overflow with curiosities from across the world, while scholars advance the frontiers of magic and science in buildings older than many northern nations. Yet at the same time, settlements remain largely restricted to coasts and rivers, leaving huge stretches of land untouched, ceded to deadly monsters and those bold adventurers willing to brave them. In these sun-drenched dunes ruled by scorpions, genies, fiends, and sphinxes, heroes find their fortunes—or are swallowed forever.

In this section

  • The Barrier Wall The mountains of the Barrier Wall run laterally across northern Garund, separating the deserts of the northern coast from the lush jungles of the Mwangi Expanse.
  • Katapesh Katapesh is a nation dedicated to trade and little else. Its bazaars are known across Golarion not just for their size, but for their incredible (and sometimes immoral) variety of wares.
  • Osirion One of the oldest continuous human civilizations in the Inner Sea region, Osirion is steeped in the legacy of its past.
  • Qadira The easternmost nation of the Inner Sea region, Qadira is both a foothold and a gateway—the beginning or ending of the lucrative overland trade routes that cross vast Casmaron, and the farthest arm of a powerful empire…
  • Rahadoum The nation of Rahadoum was founded on a single principle: let no mortal be beholden to a god.
  • Thuvia When most people think of Thuvia, they think of the sun orchid elixir: the legendary potion capable of reversing the effects of aging.