The Padishah Empire of Kelesh sprawls across south central Casmaron, along the Obari Ocean’s vast Kardaji Bay. Kelesh flourished in the midst of the Age of Destiny, finally swelling into an empire in the early days of Taldor. Its unbroken line of emperors has remained dominant for millennia, drawing upon the potent wish-magic of bound genies and the arcane might of the empire’s elementalists and esoteric mathematicians. The influence of Kelesh spreads even into Avistan, where its puppet-state of Qadira keeps watch on the Inner Sea. A half-dozen loosely held satrapy states extend between the heartland and Qadira, each with its own brusque character, obscure customs, and ancient legends. The satrapies further north more lightly feel the yoke of civilization, with horse nomads dominating the vast central steppes of the Windswept Wastes on the empire’s frontier.

Keleshite exports, such as silks, philosophy, hashish, and bronzework, flow steadily into the markets of Garund and Avistan. Clerics and dervishes in service of the empire’s patron deity, the sun goddess Sarenrae, spread into the Inner Sea in the early years of the Age of Enthronement, zealously spreading the message of the Dawnflower and touching off a series of struggles that cast much of Garund into political chaos. Nonetheless, the righteous message of truth and redemption took hold, and many pilgrims of Chelaxian, Taldan, Kellid, and Ulfen descent join their Keleshite brethren on journeys to holy shrines and temples in the Keleshite heartland.

Perhaps the most notable of these sites is the Everlight Oasis, a sanctuary the natives call Ourzid-Mah. Situated near the heart of the satrap state of Zelshabbar on the border of the imperial lands, the oasis attracts tens of thousands of adherents to the Dawnflower. The zealots come to praise the deeds and words of their patron deity, to commune with fellow members of the faith from distant lands, and to bathe in the rejuvenating waters that form the centerpiece of the swelling, largely nomadic community. Such traffic brings with it a great deal of trade and skullduggery, of course, and despite its healing properties and importance to one of the most stridently good faiths on the planet, Ourzid-Mah possesses a well-earned reputation as the very last place western pilgrims reach on their voyage before being robbed of their possessions, savagely beaten, or worse.

Sources: Pathfinder Chronicles Campaign Setting


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