In the grand sweep of Golarion’s history, nothing quite like
Andoran has ever existed before. Though old Azlant may have seen the first
stirrings of democracy among a few privileged members of society, this radical
government was neither widespread nor widely accepted, and it died when Azlant
was shattered among the waves. Born again in the dreams of the poet Darl
Jubannich and the philosopher Hosetter, the idea of equality before the law
found a fuller expression in the tide of darkness that threatened to shadow
Golarion after the death of Aroden.
Faced with the choice of servility under the lash or the
terrors of freedom, Andorens chose to follow their impossible dreams – and
succeeded. They chose to shape a future free of infernal taint, of tyrants
dictating the course of their lives, and to greet their destiny with open eyes.
Against the armies of Hell and the machinations of princes, against the words
of those who were too faint of heart to continue the fight, they gambled with
their lives and were victorious. They chose to assert their beliefs for
themselves and for their children, neighbors, and countrymen – and in so doing,
lit a fire in the spirits of the oppressed across Golarion.
Their descendants still carry this torch, and its light
fills the hearts of the citizens of Andoran. They are neither pure nor
innocent, but nearly all of them subscribe to the dreams of their ancestors,
and believe passionately in the vision of freedom and equality that was born
decades ago.
The Chelish skeptics say (and are encouraged by their
government to continue in this vein) that the Andoren experiment is a false
front for a shadowy cabal that manipulates the citizens. They insist that the
government runs on self-serving interest, that greed and selfishness are human
nature, and that the people of Andoran are not truly free. They say that in a
crisis, the Andorens will revert to form and prove their animal nature.
Andorens are determined to prove them wrong.
The people of Andoran are fiercely independent. Having freed
themselves first from Taldor’s influence, and then from the boot of Cheliax,
they now insist on charting their country’s destiny without the influence of
foreign dictators, and on allowing each and every citizen his or her say on the
matter. They are egalitarian, and look beyond what a person says to what a
person does.
The history of Andoran prior to its independence is one of
existence with greater powers – not exactly subservience, but neither with
willful steps toward self-rule. The country had always existed slightly apart
from the centers of power, acting primarily as a resource for the rulers who
drew their necessities from its forests, rivers, and people. Andorens have
lived for centuries with others siphoning away their most precious resources;
thus it was that when they were asked to submit to Hell itself, on top of the
other indignities, they revolted at last. They discovered their power, and have
decided they will assert it, both for themselves and for others across
Golarion.
Andorens are generally good, though their convictions range
from a firm belief in the rule of law to upholding an individual’s rights above
that of the group. They believe in examining an argument on its merits, rather
than listening to gossip, slander, innuendo, and half-truths – as Chelish
agents have discovered, to their great regret. Andorens are passionate about
their country, about their history, and about their future. They are not so
proud that they are blind to the potential pitfalls and dangers of their
ideology, and they do not share a collective mindset, but they are truly
engaged and informed citizens, believe strongly in Andoran’s rightness, and
will fight to the death to protect their land. They believe in everyone’s right
to speak his mind, and believe equally in their right to disagree – sometimes
with a thrown fist.
The greatest schism in the country is between those who
believe in Andoran without question and without fail, and those who believe
that it is best and healthiest to point out flaws and shortcomings in the
country and government so they can work to fix those flaws. Factions do exist in
the land, but given their neighbors, they take care to ensure that their own
arguments are clean from foreign taint: no one wants their argument likened to
Chelish positions.
Government
The Republic of Andoran is both driven and solidified by one
underlying force: the fear of a return to tyranny. Within the republic, the
more influential one becomes, the greater the public scrutiny, as there is an
inherent distrust among Andorens for those with too much power and authority.
As such, the higher one climbs in the democratic government or the more wealth
one accumulates, the greater the social pressure to be charitable and promote
good works. Any less draws derision, ridicule, or worse – suspicion.
Upon the overthrow of the old nobility, the newly formed government
moved quickly to redistribute the land, allowing those nobles who wisely
capitulated to keep a modest amount of property and wealth but returning the
rest to the people. In keeping with millennia of convention, traditional lands
were kept intact, divided as they already were into municipalities, each
represented in the central government by a duly elected councilor who sat on
the People’s Council. The council then, as a whole, appointed mayors for each
individual municipality. Thus far, this system has worked to ensure a lack of
corruption in local governments, as local politicians cannot bribe, threaten,
or otherwise manipulate the local populace into electing them as mayor, and the
council bases its decisions solely on a mayor’s credentials and merits.
In addition to the hundreds of municipalities, each major
guild of Andoran has a representative on the People’s Council; from the
merchants’ and bankers’ guild to the fishmongers’ and drovers’ guild, every
trade has a voice on the council. The current number of seats on the council is
350, though this can increase or decrease through special legislation, such as
would be required if the country acquired or lost territory.
The People’s Council meets in Almas once every 6 months, on
the 15th of Erastus and Abadius, though any minister, consul,
councilor, or the Supreme Elect can call a special session. All meetings are
open to the public, though for a citizen to speak while a session is underway
is cause for removal from the building.
Such meetings are presided over by the Supreme Elect. The
current Supreme Elect, Codwin I of Augustana, has proven to be a wise, fair,
and capable leader, and one who seems determined not to show any favoritism
toward his home city. His term ends in 4709.
History
Though Andoran is best known for its novel government, it
has a long and storied history behind it: the country has existed in one form
or another for over 3,000 years, longer than most of its neighbors, but has not
burned as brightly as others – until now. Its brilliance has been subsumed
under the hard-edged imperiums of Taldor and then Cheliax, though its people
have played instrumental parts in the history of the world: they were the first
of the region to sail past the Arch of Aroden, their people the finest commanders
in Old Taldor’s navy, and long the source of the lumber that made it possible
for Taldor to support itself across the broad reaches of Golarion. It was only
upon the rise of devil worshipers in Cheliax that Andoran discovered its true
purpose: to bring a light into this dark world.
Andoran’s History
-1700
|
The birth of Andoran Province, rising from the marchlands of imperial
Taldor.
|
1853
|
The Lumber Consortium forms, providing a steady supply of lumber to
its imperial masters from Darkmoon Vale.
|
1900-4000
|
Andoran consolidates its borders, pays tribute to Taldor, does battle
with its neighbors, puts down uprisings, fights monsters, and solidifies into
a concrete entity.
|
4081
|
Andoran renounces its ties with Taldor as part of Cheliax’s
Even-Tongued Conquest.
|
4600
|
The Eagle Knights form under the auspices of King Cullaim II, their
mission to provide an honor guard to Aroden when the god returns.
|
4606
|
Aroden dies. Chaos ensues. Trouble in Cheliax. Panic sweeps Andoran.
|
4660
|
The Thrune Ascendancy in Cheliax. Diabolists take control of the
houses of power in that country, and bring their cruel sensibility to bear on
Andoran. Two years later, Darl Jubannich writes On Government, his tract about the Chelish government’s terrible
betrayal of humanity. His words inspire the revolution of 4669.
|
4669
|
Andoran declares independence from Cheliax. Recognizing the danger to
its fledgling democracy, the government repurposes the Eagle Knights with the
cooperation of its military leaders. Cheliax begins its 20-year embargo of
Andoran, ending in 4689 when Andoran successfully sinks three Chelish
warships outside Westcrown, including the Chelish flagship.
|
4691
|
One of Taldor’s dukes mounts an expedition to take back its
“rebellious province”, and lays waste to one of the eastern counties before
Andoran gathers its armies. The Eagle Knights gain more importance; rumors
spread that they engineered the whole thing.
|
4697
|
The Goblinblood Wars threaten the stability of the region, but
Andoran perseveres.
|
4707
|
The current year.
|
Life in Andoran
As most Andoren citizens were originally common folk, a
visitor might expect their culture to be similarly common and unrefined, but it
is an old country and has its share of quirks and surprises.
Architecture
Since the revolution, the Andorens have taken to emulating
the styles of the Azlanti artisans in their official buildings. Great and
shallow stairs, tall columns, and wide entries are the hallmark of the style,
along with high cupolas, arching ceilings, and domes to draw the eye. It is
said that some of the trade guilds have drawn more than the architectural style
form the old Azlanti, and that some of the horrors of their history live on in
secret teachings and profane books hidden in the guildhalls. Most who hear this
scoff at these “Chelish rumors”, but others say that the Eagle Knights have
taken the matter seriously enough to investigate.
The smaller villages do not see the same sort of
ornamentation as the cities, of course, but even in the meanest rural village,
public works projects have begun to erect town halls that mimic those of Almas.
While most Andorens are excited to have such monuments within their humble
towns, some of the more paranoid citizens whisper that the elaborate frescoes
hide arcane symbols, an elaborate code designed to help undercover Eagle
Knights communicate, give the Great Council advance notice of unrest, or
organize local turncoats for a Chelish invasion.
Banks
Andoren banks are the grease that allows the wheels of the
country’s economy to turn. Not only do they provide funding for entrepreneurs,
insurance for ships weighed down with exports, and low-interest loans for
farmers, the banks of Andoran also serve as a national symbol of economic
freedom and self-determination.
The banking system developed slowly over a century,
beginning as wealthy merchant families acting as moneylenders and pawnbrokers.
By investing their profits from interest in further business ventures, these
merchant families expanded their fortunes and, consequently, their power. The old
nobility that rules Andoran at the time quickly moved to stifle the rise of
this new middle class by imposing harsh tariffs, thus ensuring that no matter
how successful the banking guilds were in their trade, their efforts were
always benefitting the nobles even more.
Chafing under such restrictive measures, the bankers
developed resentment for the ruling class long before the rise of House Thrune
in Cheliax. When the diabolists gained control of the throne and the people of
Andoran raised their fists in protest, the banking families encouraged the
dissension, funding the rebellious movement and smuggling arms and armor for
the rebels.
After the People’s Revolt, not all bankers took to the
burgeoning egalitarian government with the same sense of enthusiasm. A few felt
that they were merely trading one form of suppression with another, as the
newly formed People’s Council quickly moved to put a cap on interest rates,
declaring that anything above a flat six percent was usury, and thus a crime.
Voices of dissension were quickly drowned out in the thundering wave of
patriotism that followed the revolt, and such bankers either learned to adapt
or emigrated to more fertile ground.
Today, those who stayed operate in every major city in
Andoran, supplying short-term, low-interest loans to any citizen with decent
credit. Long-term loans are available for those who have acceptable assets as
collateral, or who have outstanding credit.
Most banks operate out of fortified, two-story buildings,
usually found right off the main market of whatever city in which they operate.
Meetings with the clerks (called “factors”) for deposits, withdrawals, or loans
are by appointment only, though banks usually operate out of stalls in the
market during the mornings and mid-afternoon. Such open meetings are only to
determine one’s qualification for a loan, present a request for withdrawal, or
discuss terms of deposit. Once negotiations are set, an appointment at one of
the bank’s branches – usually but not always within the same city – is made,
generally 1 to 2 days after the meeting, though sometimes transactions can be
carried out the same day (though withdrawals of substantial amounts might take
weeks to gather). Once inside the branch, the customer is led to a small,
unadorned room furnished with a few desks where various factors perform their
duties, an abacus for figuring complex calculations, and a low table upon which
the transaction is carried out.
Because competition between the various banks is nullified
by nationalized interest rates, various institutions have learned to coexist by
establishing friendly loan monopolies – there is an unspoken agreement among
bankers that only a certain family will offer loans for certain trades. Grocers
and rovers seeking a loan apply to one bank, while millers and farmers seek
another, and so on. Any bank may grant a private loan to anyone, with the
competitive edge generally going to the bank that takes the highest risks.
These monopolistic divisions have their foundation with the merchant guilds,
from whence the banks originated, and thus far are seen as a healthy form of
diversity and competition by the People’s Council.
Though dozens of banks operate within Andoran, the three
most powerful banking families are detailed below.
House Goldfield: House
Goldfield had its start nearly a century ago as goldsmiths. The nobility in
Adnoran sought not only their expertise in crafting, but also their highly
protected vaults in which to store their vast hoards of wealth. With such
treasures at their disposal, the Goldfields founded a long family line as
successful moneylenders, using the riches of the nobility to pull themselves
into a position of power. They currently operate 19 branches throughout the
Inner Sea region and employ 117 factors. Its current head is Lusha Goldfield;
its primary trade goods are gold, silver, and alum.
House Naran: The
most successful bank in Andoran is Andoran’s first bank, called the Foresters’
Endowments, and is operated by House Naran, which got its start as loggers and
shipwrights. Based out of Augustana, House Naran enjoys the distinction of
being the government’s number one supplier of naval ships, their shipyards
outpacing the ones found in Almas in both quality of design and speed of manufacture.
The house currently owns 22 branches across the Inner Sea region and employs
132 factors. Its current head is Jerrik Naran; its primary trade goods are
lumber and ships.
House Vaylen: Beginning
as archaeologists and treasure hunters, House Vaylen blossomed into one of the
most successful banks in Andoran. They are currently the largest Andoren
supplier of the precious antiquities from distant lands that help fuel
Andoren’s impressive economy. They are well known for their funding of
large-scale expeditions into foreign realms and generous contributions to the
Pathfinder Society. They have 15 branches scattered across the Inner Sea region
and employ approximately 90 factors. Its current head is Mennen Vaylen; its
primary trade goods are antiquities, exotic artifacts, and luxury items.
Fey Influence
As Andoran’s forests dwindle and conflicts between fey,
druids, and woodsmen ensue, fey are often cast as the enemy of progress. In
some ways, they are – Andoren advances at the expense of nature are magnets for
fey violence and mischief. But an older thread of Andoren-fey relations
continues to work as a counterbalance. The Andoren folkloric tradition
generally portrays fey more favorably, as protectors of humans from attacks by
wild beasts or helping them survive natural disasters. This vision of fey is
propagated across Andoran, even as more sinister tales of fey dominate around
the campfires of logging camps. As a rule, the local fey tend to avoid human
settlements and evade human travelers, as long as their sacred places aren’t
threatened.
In the absence of direct conflict, a certain amount of
cultural exchange takes place between Andorens and fey, both sides curious
about the lifestyle of the other. The northeastern sport of prismati is a good
example of humans adopting fey cultural trapping. In some ways, with their
adventurous spirit and natural egalitarian tendencies, Andorens are the people
of Avistan with whom the fey have the most in common.
Fey Courts: Humans
who interact with fey sometimes notice that Andoren fey often wear emblems or
devices giving hints to their allegiance, attitude, or temperament. Every youth
who lives near the Arthfell Forest, for instance, knows that a sprite with two
winterberries pinned to his raiment means it’s time to run for home, as the fey
is in a violent mood. Some Andoren youths have emulated the fey, making up
their own “courts” for anything from fistfights at the old quarry to picking
sides in an election. These courts can cause town elders and parents no end of
trouble as the youths aggressively assert their identity outside of the
traditional bonds of family, religion, and profession.
Food
The food of Andoran is generally seen as plain, rustic, and
less than inspiring – but this is by the cosmopolitans of Egorian in Cheliax
and Oppara in Taldor, whose palates are exquisitely refined and who lead lives
of such luxury that their every meal is a delicacy. Though it is this judgement
that damns the culinary experience of Andoran, the truth is that artisans and
chefs across the nation provide a huge array of delicious foods.
With their exposure to the cultures of both Taldor and
Cheliax, their navy ranging far across the sea, and their merchant class the
envy of Avistan, Andorens have access to the foodstuffs of the world: their
meats, their fruits and vegetables, and their herbs and spices. Almas boasts
some of the finest food in western Avistan, if one knows where to look. In the
foothills near Droskar’s Crag, flocks of sheep and cows graze in the
sweet-grassed meadows. Something of that flavor makes it into their milk, and
the cheeses that come south are legendary for their quality.
Likewise, the cattle in the plains near Riverford produce
steaks of exceptional quality, and the farms of the rolling grasslands bring in
corn, alongside a wide array of other vegetables. The colder north sees apple,
cherry, and pear trees, while certain portions of the coastline of the Inner
Sea sport orchards of orange, lemon, and lime.
The cities of the coast are renowned for their seafood, with
fresh catches coming into harbor every day. Lavieton in particular is said to
offer the finest fish in all the Inner Sea at the Sign of the Blue Sail. The
slaughterhouses of the cities create succulent sausages and excellent cuts of
meat, and the bakers’ bread is both crusty and soft, leading to the Andoren
judgement that cuisine in their nation is often simple, but no less remarkable
for it.
Military
The military of Andoran occupies a special place in the
hearts of the people it serves, for the army and navy of Andoran are the people
themselves. Its soldiers and sailors are volunteers, rather than conscripts or
mercenaries; they do it for love of country and for the honor it brings them.
The military does not turn away recruits, but as this is primarily an agrarian
society, people need to work their farms, catch fish, cobble boots, shoe
horses, and mill grains. Thus, while many volunteer for the army during the
summer months after seeds have been planted and the pace of life slows, they
return to their lives during the harvest, possibly returning for additional
training during the winter when the land is locked in snow.
Some factions within Andoran believe that the government
should promote compulsory military service. With devil-haunted Cheliax on one
side and decadent, unpredictable Taldor on the other, surely a need exists for
a standing army. By and large, though, the people of Andoran have rejected this
idea, believing strongly in one’s right to choose. The farmer and the merchant,
they say, contribute as much (or more!) to the wellbeing of the country as does
the soldier, and each should be allowed his work.
The military of Andoran sees significant involvement from
all walks of life and from all character classes. Rangers are common,
especially along the borders, where they can track potential enemy movement and
scout dangerous troop movement before their enemies know of their presence.
Paladins are more common in the cavalry and the Eagle Knights, where they can
use their awesome power to inspire their companions to greater bravery.
Any citizen can enlist in the military, and can choose
whether to serve in the army or the navy. Once enlisted, soldiers are expected
to serve a set term, and to give up certain rights that would be accorded to
ordinary Andorens for the duration of their enlistment. Those who enlist full
time are expected to stay a minimum of 2 years. The military offers decent
wages, decent food, and the fellowship of like-minded citizens, and the wages
increase every time the soldier renews the enlistment. Both men and women may
serve.
The pinnacle of military achievement is membership in the
Eagle Knights. Most candidates make themselves known by demonstrating
exceptional achievement within the ordinary military: achieving near-impossible
tasks, saving one’s squad from certain death, uncovering and delivering
information vital to national security, and so forth. Non-Andorens may also
serve in the Eagle Knights, though their path requires that they show complete
devotion to the ideals of the People’s Revolt, and that they provide an
extraordinary service to the country, proving that they have both the skills
and the mindset necessary to serve Andoran. A contentious minority, rooted in
the old ways, suggests that the Eagle Knights should be descended from scions
of noble families; indeed, before the People’s Revolt, the Eagle Knights were
primarily of the nobility, and expected to provide their own gear. Their
activities then were more of a dilettante nature, inspired by dreams of
personal glory; now they are in deadly earnest, devoted to the spread of
Andoran’s philosophy.
Those who are selected for the Eagle Knights undergo
rigorous and secret testing to determine the branch for which they’d be most
suited, and are said to bear a small and stylized eagle figurine somewhere upon
their person: a golden eagle for the Golden Legion, a blue falcon for the Steel
Falcons, and a black hawk for the rumored Twilight Talons. The colors represent
the Andoren flag, and stand for honor, courage, and freedom. The Eagle Knights
need not identify themselves as such; when they do reveal themselves, they
frequently do so suddenly and with a display of prowess to let their foes know
that evil shall not prevail.
The Gray Corsairs are the navy’s branch of the Steel
Falcons. They are among the best sailors of the Inner Sea, and they fly no
flags. It’s said that they hide ships along the shores of the Inner Sea,
trading crews and markings overnight to prevent pursuit and identification by
their enemies. If they attack a flotilla, they save one or two ships for their
own use, and sink the rest. When they catch slavers, they annihilate the
slavers and teach the slaves to crew the vessels, bringing the freedmen home to
Andoran to learn the ways of freedom. The Corsairs cooperate with the rest of
the Steel Legion, transporting hardened veterans to hotspots and danger zones.
The ships of the Gray Corsairs travel faster than most others on the sea, and
it is said that even captured ships become faster under the guidance of the
Andorens. Certainly wizards play a huge role in the Gray Corsairs, and priests
of sky and sea are always welcome with them.
Music
Comedic opera is the order of the day, especially that
geared toward mockery of Cheliax. It is said that the enemy of fear is
laughter, and by making the Chelish menace risible, common Andorens can conquer
their terror of the great darkness that dwells in the west. Other popular forms
of music include stirring anthems and ballads of the Revolt: none wish to
forget the sacrifices made by their predecessors, and thus the bards ensure
that these stories live on. Already some of them are acquiring the patina of
legend, and some of the heroes of these stories have given up telling their
neighbors that the songs take liberties with the truth – it’s more important
that the belief in the People’s Revolt perseveres, and besides, the songs don’t
speak of the true horrors the revolutionaries faced…some of which still dwell
in the mountains on the border of Cheliax. As the saying goes: “The best among
us swallowed their fear and rose to the occasion”.
In less formal settings, songs tend to be plain, lively, and
accompanied by lute or lyre. As with the architecture of Azlant, old and
antiquated instruments are making a comeback, and bards are eager to learn
these instruments to gain credibility.
Ongoing Problems
Though generally a safe and pleasant place to live, Andoran
is no paradise, and has its share of troubles.
The Darklands: The
Candlestone Caverns are the major point of contact between Andoran and the
Darklands, reason enough for most Andorens to avoid the area. While most
Darklands denizens shun the harsh light of the surface, a steady stream of
trade and cultural intercourse flows between the dark fey of the Court of Ether
and the neutral and evil fey on the surface. Desperate fey who see their
habitat being destroyed by logging are especially likely to make bargains with
dark fey to secure aid and magical items to protect their homes. Many of the
worst abuses of humans at fey hands are the result of dark fey “allies” taking
things too far despite efforts by local fey to moderate them. The Court of
Ether knows that bad relations between humans and fey on the surface mean
closer relations with their kin and more opportunity for the dark fey to
exploit their surface cousins.
Fell beasts frequently enter the Candlestone Caverns from
below, driven by some primal instinct to head ever upward. Rather than
attempting to stop these creatures, the Black Claw kobolds of the caverns have
created a series of one-way tunnels that herd destructive creatures up through
the caverns directly to the surface. Local rangers and druids thus spend an
inordinate amount of their time dealing with aberrations that should never have
seen the light of day. There is a silver lining, however: while the kobolds
change these routes to the surface often, would-be Darklands explorers with the
know-how to track the aberrations back to their source can often find a direct
and largely untrapped route into the depths of the caverns and the deeper
levels beyond.
Foreign Agents: While
Andorens are largely united in their ideology and love of common rule, foreign
powers more used to intrigue see Andoran’s open system as ripe for
exploitation. Foreign agents primarily focus their attention on displaced
nobles, trying to get the presumably disgruntled former nobles to work against
the Andoren government. For the most part, these blandishments fall on deaf
ears. With the example of bloody Galt on the one hand and infernal Cheliax on
the other, most of the former aristocrats of Andoran realize how good they have
it and are as immune to foreign persuasion as anyone else in the republic.
Andorens have some inkling of the high level of foreign
subversion that is being attempted and do not take kindly to it. In fact, the
greatest danger foreign agents in Andoran pose is to the Andorens that they try
to persuade. If the agent is exposed, they may well be able to flee, but the
target, even if they rebuffed the agent or exposed him personally, may fall
under a cloud of suspicion. Businesses have crumbled and good names been
sullied by supposed connections to foreign interests, and any respectable
Andoren will go to any lengths to avoid being tainted by such accusations.
Guilds and
Monopolists: Andoran’s patriotic mythology centers on the little man,
typified often by the yeoman farmer or the small business owner. Yet the
reality of Andoren mercantile life is often that of powerful guilds, large
banks, and monopolistic consortiums. Many representatives to the People’s
Council push hard to restrain the large guilds and monopolies from acquiring
more wealth and power, while the lobbyists and grandees of the Lumber
Consortium, the Foresters’ Endowments, and others work to persuade the
ministers that prosperity for them is prosperity for all.
Kobolds: Kobolds
haunt the forests and mountains of Andoran’s western and northern borders, from
the Aspodell Mountains to Emperor’s Peak. Large tribes exist in the Candlestone
Caverns, around Mount Kia, and until recently in Darkmoon Vale. Large or small,
tribes mostly keep to themselves, fortifying their territories with numerous
and deadly traps. Rangers and woodsmen in the area often become adept at
spotting and disarming traps, though smart humans don’t disarm a kobold trap
except at great need – disarming one trap guarantees that another will be set,
and you might not know where the new one is.
The most numerous and ferocious kobold tribe in Andoran is
the Black Claw tribe, centered on the Candlestone Caverns. Several smaller
tribes live in the area as well, serving as tributaries and vassals of the
Black Claws. The Black Claw tribe gets its name from a desperate combat tactic
it uses in times of great need. When threatened, the tribe has its best
warriors paint their talons with spider venom. This allows them to slay the
enemy more efficiently, though the berserkers who don’t die in the melee
eventually waste away from accidental contact with the poison, as it is
difficult to wash off effectively. The Black Claw tribe fills an important
niche in the Candlestone Caverns, serving as an occasional intermediary between
Darklands residents and the surface dwellers above. The tribe understands that
this lucrative position is based on trust, and those adventurers who know the
special signs to indicate that they’ve come to trade are generally safe from
the tribe’s depredations as long as they mind their manners and watch their
footing.
The Bonebrow kobolds of Mount Kia are less numerous than
many tribes but cover a much larger territory. Bonebrows are fanatically
territorial and believe that everything within 20 miles of Mount Kia belongs to
them. Legend has it that an extremely reclusive red dragon named Susturthys has
encouraged them in this belief just to keep other creatures away from her lair
on the mountain. This legend is supported by the comparative wealth and
sophistication of the tribe. The traps set by the Bonebrows are usually
numerous, and many have secondary traps that spring when the first trap is
disarmed. The territory around Mount Kia is so laden with traps that it remains
largely uncharted, despite the enticing ruined structures near the base of the
mountain.
Piracy and Slave
Raids: The Inner Sea is a dangerous place, and the Andoren coast is no
exception. Andoran’s ardent abolitionism is no protection from slavers – in
fact, most slavers relish the opportunity to enslave citizens of the nation
that makes their livelihoods so much more difficult. Consequently the small
towns of Andoran’s coast have to be constantly on alert for slave ships. Pirates
pose a similar problem, though the coast towns have developed several ways of
defending themselves, usually including young men employed as lookouts. If a
ship is confirmed to be a slaver or pirate, or simply heads toward town when no
ship is expected, the town evacuates into the local “badger den”, usually an
old redoubt or cave system, ready to wait out the invaders. The town militia
stays outside to pepper invaders with arrows, until such time as they are
forced to seek shelter with the rest of the town. Most towns have booby traps
in major buildings, set up in such a way that they can be activated by the
fleeing militia, posing no danger to townsfolk in the meantime. Usually the
militia’s harrying, the booby traps, and the lack of easy plunder keep the
towns secure. Additionally, the merchant marine often keeps its convoy routes
close to the coast, and many slavers have finished their raid only to find an
Andoren merchant convoy bearing down on them.
Verduran Defenders: One
of Andoran’s most persistent problems is the friction between Andorens and the
druids and fey that live in Andoran’s forests. Logging is a major industry in
Andoran, fueling shipbuilding and many other important aspects of the economy.
Andorens are generally comfortable allowing the wholesale logging of forests to
reach its logical conclusion, as it has in the Arthfell Forest, which is now a
small fraction of its original size. While Taldor has an agreement with the
Verduran druids, Andoran has no such agreement, and the druids tasked with the
preservation of the forest are often willing to fight to hold back the tide of
civilization. Fey who live in the remaining forests generally do not think so
long term, but when they find themselves suddenly living on the edge of the
forest instead of in its depths, they may take violent defensive measures.
Loggers and woodsmen die under suspicious circumstances as ordinarily peaceful
fey lure them into bogs and under widow makers. Mill operators lose life and
limb in strange equipment accidents. All the while, lumber camp life is made
practically unlivable by minor inconveniences and hassles that start cropping
up every day.
These aggressive tactics on the part of the fey occasionally
work to drive the humans to another part of the forest, but often the loggers
just deal with the danger and continue cutting. Sometimes, however, anger and
resentment at the deaths and indignities reach a fever pitch. In some
circumstances anti-fey pogroms can erupt. Whole camps head out to the
surrounding woodlands, axes and torches in hand, looking for any sign of fey
residence and destroying it. Circles of toadstools get kicked apart, rivers get
dammed to destroy waterfalls, and ancient trees may be chopped down before
their time just for spite. Any fey who show themselves under these
circumstances are likely to be killed on the spot. In the wake of these
pogroms, the surviving fey often flee in search of deeper places, but sometimes
the remaining fey are so embittered that they escalate the situation, launching
a new assault on the camp, the loggers, and their families. Such “forest wars”,
once ignited, do not end until the last fey have fled into the heard of the
forest of the last logger’s wife convinces him that the money isn’t worth the
danger.
Technology
Andoran is as technologically advanced as the other
prosperous Inner Sea nations, but there are some noteworthy differences around
the use and prevalence of high technology. In Taldor, Cheliax, and Qadira,
conveniences such as clocks or running water are the prerogative of nobility
and symbols of great status. Even if a humble merchant could afford such
things, owning them might be seen as above his station. In Andoran, people can
buy anything they can afford without fear of seeming uppity, and prices for technological
items are not driven up by overzealous guilds or government price-setting.
The egalitarian nature of Andoran has another effect as
well. While useful items are much more widespread here than elsewhere, luxury
items that serve little useful purpose are rare. The courts of Taldor and
Qadira are full of ingenious clockwork contraptions that, while extremely
expensive, serve only to entertain the idle courtiers and royals. Such
ostentatious displays of wealth are frowned upon in Andoran, where those of
great resources are expected to invest them in furthering the creation of
wealth rather than squandering it.
Eyeglasses are a technology that is more widespread in
Andoran than elsewhere. Not only are there a comparatively high number of
lensmakers, but in some cities there is government funding to subsidize eyewear
for those in important occupations that require superior eyesight. Where a
Chelish clerc with old eyes might be forcibly retired, Andoran gives such
people a new chance at their livelihoods, at least if their skill gives their
work greater value.
Andorens have taken to paper with great excitement, and a
small but substantial share of Andoran’s timber goes into the paper mills.
Paper has supplanted parchment for much of private enterprise, and while the
government still uses parchment for official decrees, the many volumes of
regulations that run the country are printed on paper for uniformity and ease
of storage.
Printing presses are another example of Andoren government
providing high technology for the use of the less wealthy. Government-owned
printing presses which are used during most of the year to print government
documents are made available during election season to allow candidates to
print campaign literature for a nominal fee. This ensures that those candidates
without deep pockets can have their voices heard. Andorens see furthering
democracy and freedom as the highest use of any technology, and the government
often gives grants or loans to natural philosophers and inventors who claim to
be on the cusp of a new discovery, in hopes that it can be harnessed to further
the goals of the republic.
Wildlife
Those interested in Andoran’s wild animals quickly realize
why the elite military organization here is called the Eagle Knights – birds of
prey are common in Andoran, whether they are eagles, falcons, hawks, or owls.
In the woods to the east and the west, one might find badgers, black bears,
raccoons, or wolves. In the middle plains, the easiest animal to find is a
sheep or a cow, with badgers less common; someone looking for a suitable
familiar of animal companion there is best advised to seek other terrain,
though birds, cats, lizards, and rats can be found almost anywhere.
Relations with Neighbors
Among the ruling classes of other countries, Andoran suffers
from a poor international image. Foreigners’ desire to retain unfettered
control over their subjects faces a serious threat from the Andoren ideals of
freedom and democracy, and though these foreign rulers may insist that they
want better lives for their subjects, their actions betray their true
motivations.
Cheliax: Cheliax
still does not recognize Andoran as a separate country, but prefers to look at
its neighbor as a breakaway, rebellious province. The nobles of the House of
Thrune are said to realize that the chances of reunion with Andoran are slim,
but officially restrain themselves from commenting on the matter. The two
countries share a tense border, dotted with garrisons and keeps, and rumor has
it that Chelish agents move back and forth across this border on “repatriation”
raids, in which they kidnap Andorens and drag them back for intensive
questioning and realignment of their patriotic duties.
Druma: Druma
regards Andoran as little more than a potential market; its leaders have no
time for the democratic shenanigans of the Andorens, and deal with them as
infrequently as possible. They are allies only in economic terms, and any
military alliance would have to be paid for before Druma would bestir its
forces.
Isger: As one of
Cheliax’s few remaining holdings, Isger’s outlook toward Andoran is one of
outright hostility. Fortunately for Andoran, Isger’s forces stand on guard
against a resurgence of goblinoids from the Chitterwood, and must defend the
vital trade routes through their country. They have no time, energy, or
resources to devote to causing trouble in Andoran.
Kyonin: Kyonin
keeps largely to itself, and the Andorens return the favor. Though the elves
have their noble houses and commoners, they see the core of the Andoren philosophy
as a close cousin to that of their own, which respects life in nearly all its
forms. The two countries have recognized no formal alliance, but if asked,
Andoran would likely send troops to defend the elves, and the elves might help
Andoran in other, subtler ways. Commerce between these two countries is either
infrequent or covert.
Taldor: The
introspection and decadence of Taldor dooms its relationship with Andoran to a
minor irritant, at best. The Taldan nobles spend their time plotting against
each other, against Qadira, against Cheliax – in short, against nearly everyone
on Golarion. They are in no danger of uniting to face Andoran, and until they
do, the worst they can offer is a series of raids and border skirmishes, which
the Andoren militia guards against with fervor and dedication. Andorens can
trade in Taldor and travel freely, though of late more Andorens have been
disappearing in the cities and villages of their ancient mother country.
Colonies
Colonies of Andoran survive far from the shores of Avistan.
Founded back before Andoran renounced Cheliax or Taldor, they have grown and
changed in the intervening years to become their own entities. Though magic and
the enduring spirit of Andorens serve to unite them under a common thread, in
some places that thread has become taut and threatens to snap altogether.
Arcadian Colonies: Settlements
such as Elesomare dot the eastern coast of the Arcadian continent, providing
ships full of lumber and agricultural goods to the homeland. Since few of
Andoran’s pre-revolution nobles had decamped to Arcadia in the first place, and
since the colonists had largely left Avistan to escape the nobles’ reach, the
notes of the revolution sounded sweet to the colonists’ ears. They have
embraced the government’s change wholeheartedly and have begun the dangerous
work of dismantling the power of the Lumber Consortium in Arcadia. Back in
Avistan, the Eagle Knights and the government do not officially approve of
these efforts, but seem strangely slow to send reinforcements to aid the
beleaguered Lumber Consortium camps in Arcadia. The colonists of Arcadia hold
to an idealized view of the People’s Revolt, and some of the sailors returning
from a voyage across the sea suggest that they might be approaching Galtan
levels of idealism.
The Sun Temple
Colony: This place on Old Azlant’s rocky shores is one of the most notable
and terrible of Andoran’s colonial efforts. Though the colonists have largely
disappeared from human knowledge and the daylight world, they have left certain
clues that they still survive. Rumored to be religious fanatics hidden away
from the sun behind ivory doors that bear fantastically carved friezes of
disported horrors, they still contrive to reach out to mystics and seekers
after higher truth in Almas. It is said that a special house on a poorly lit
street in the capital is an anchor, a new and magical gateway to their commune,
but the investigators who seek the truth of this knowledge have either found
nothing or have disappeared. What the Dwellers in the Temple now desire is
beyond the knowledge of men.
Other Colonies: Andorens
are an adventurous, nomadic people, and now they have the fervor of their new
patriotism to light their way. Groups of hundreds strike out across the world
every year, intent on discovery and revelation, and who knows which of them may
flourish? Seed colonies have sprung up on every continent across Golarion; some
of them have made close allies and others have created mortal enemies. Still
others have disappeared altogether. Whether any bear fruit for Andoran as a
whole remains to be seen.
Resources
While much of Andoran’s wealth can be attributed to House
Vaylen’s efforts to acquire rare and precious antiquities abroad, the land
itself is quite bountiful, and merchant vessels – their bulky hulls weighed
down with goods – constantly set out from the ports of Augustana and Almas to
the various nations of the Inner Sea and beyond. The three greatest exporters
in Andoran happen to also be the three greatest banks: House Vaylen, House Goldfield,
and House Naran.
House Goldfield deals primarily in gold, silver that it
acquires from dwarven miners in Darkmoon Vale, and alum. More so than the
precious metals, alum generates much wealth for the Goldfields, as it is used
all throughout the Inner Sea nations for the textile industries, glassworks,
tanning, the removal of grease and other impurities from wool, and as a mordant
for various dyes. Mined along the windswept shores of the Cape of Hope, alum is
perhaps Andoran’s most important and lucrative export next to antiquities.
Coastal raids from pirates for the precious commodity has led to increased
offshore patrolling by the Gray Corsairs.
House Naran, while dealing almost exclusively with timber,
is also the number one exporter of the dyes that are created from various types
of bark: deep blue and black dyes from willow, brown dyes from red oak; slate
dyes from pine, and purple dyes from maple, just to name a few. They also
export wax and bales upon bales of almonds.
House Vaylen’s main branch, found in Augustana near the
People’s Market, houses one of the largest catacombs in all of Andoran.
Stretching beneath the bank in a vast, labyrinthine network, the catacombs’
primary vaults are used to store the countless relics that constantly filter in
across from Golarion. There they are kept briefly in one of the many
well-protected rooms before being catalogued and sent to the docks for export.
The Depthless Vaults, as some have taken to calling the catacombs, have
captured the imaginations of many, with wild speculations and rumors passing
over the lips of the citizens who claim that there are all manner of ingenious
traps, magical constructs, and dangerous critters standing sentinels within its
shadowed halls. When the infamous Chelish rogue known as the Twilight Bandit
was caught attempting to break in, the vaults became a symbol of national
pride, and many patriots liken its impenetrability to Andoran’s spirit. But
relics are not the only trade item of House Vaylen; in addition to priceless
artifacts, it exports luxury items such as exotic furniture, ceramics,
perfumes, and spices.
Other Andoren exports include coal, cotton, fish, fruit,
furs, glassware, iron, limestone, olive oil, salt, silverware, wine, and worked
stone (both from quarries and polished riverstone).
The Lumber Consortium
The Lumber Consortium’s relationship with the free Peoples
of Andoran can be described as strained, at best. While the consortium’s shady
dealings and underhanded business practices chafe the moral sensibilities of the
People’s Council, they have little choice but to ignore the ethical
implications. This is largely due to the lobbying of House Naran, who points
out again and again to the People’s Council that without the lumber and
darkwood of Darkmoon Vale, the shipyards in both Augustana and Almas would fall
silent, endangering not only national security but also the economy of both
cities.
So the current relationship stands, and every spring the
Lumber Consortium floats the stripped, felled trees down the Darkmoon River,
onto the River Foam, and down the Andoshen until they reach Oregent, where they
are collected by a log boom, hauled ashore, and delivered to Oregent’s
sawmills. After they are cut, the lumber is loaded onto barges and delivered to
the shipyards in Almas and Augustana.
However, the journey from Darkmoon Vale to Oregent is a
costly and dangerous one, requiring dozens upon dozens of full-time log
drivers. House Naran, as well as the merchants and bankers who own and operate
the shipyards in Almas, pay for this expense every year, since the Lumbtr
Consortium refuses to deliver. During the month of Pharast, a call is put out
for log drivers, and since a skilled log driver can earn as much as 2 years of
common pay in just a couple of months, many answer, but each year brings
fatalities as men and women slip off the free-floating logs to be crushed and
drowned. Though many appeal to the People’s Council to stop the practice, for
the time being it is viewed as a necessary evil.
Slavery
Prior to the People’s Revolt, as much as 30 percent of
Andoran’s population consisted of slaves. Toiling away on nobles’ lands or in
other servile pursuits, Andoran’s slaves occupied a vast majority of the
nation’s jobs, contributing to a crippling unemployment rate and widespread
poverty. With no other choice, many out-of-work citizens turned to banditry.
The nobles responded harshly, erecting prison camps throughout the land where
countless people were sent to toil away in mines or quarries. After a time, the
prison camps became so profitable that the nobles began rounding up citizens
who had committed no crimes but were merely unemployed, stating that such
people would no doubt turn to banditry sooner or later.
After the People’s Revolt, one of the first acts of the new
republican government was to empty all of the nation’s prisons and free all of
the slaves, both of which had become powerful symbols of decadence, corruption,
and tyranny. Slaves were granted citizenship. Prisoners were granted
co-ownership of whatever mine or quarry they had been forced to work. Not only
did this fulfill a sense of justice, but it was also a wise move on the part of
the fledgling government, as it ensured that the resources would continue to
wield the same productivity, as those who knew the trade most intimately were
now in charge of running it.
While some were satisfied with abolishing slavery within
Andoran, many – particularly ex-slaves – raised their voices against the
practice of slavery everywhere. The People’s Council voted and decreed that it
was a criminal act for bankers to invest in foreign slave trades, including
lending foreign slavers money or accepting their deposits. As such, economic
ties with many nations were strained, and for a time those with Katapesh were
severed completely.
Upon his appointment to office in 4704 AR, Supreme Elect
Codwin I passed a motion in the People’s Council that made it legal for any
Andoren ship to seize or sink any Katapeshi slave galley sailing the Inner Sea.
The following year, the Gray Corsairs sunk three such ships, marking the
beginning of what some are calling the War Against Slavery.
No comments:
Post a Comment