|Titles||Land of the Pharaohs|
|Ruler||Ruby Prince Khemet III|
|Religions||Abadar, Irori, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae|
|New information exists on this topic which has not yet been included in this article.|
|Refer to the discussion page for details.|
Osirion (pronounced oh-SEER-ee-on) is not only one of the oldest human nations currently in existence in the Inner Sea region, but has been one of the most powerful and influential since Earthfall.
The founding of the nation of Osirion in -3470 AR occurred at the beginning of the Age of Destiny, marking humanity's re-emergence from the barbarism of the Age of Anguish. A follower of Nethys called Azghaad united the warring tribes along the Sphinx River and became the first pharaoh. Under the rule of successive God-Kings the land prospered and expanded, at its height ruling much of northern Garund.
A period of decline followed, which was halted when the country was re-unified under the Four Pharaohs of Ascension, marking the country’s Second Age. However, the decline continued when the reign of the Four Pharaohs came to an end.
Qadiran satrapy and Keleshite sultanate
After three thousand years, Osirian independence was restored in 4609 AR, when the Keleshite sultan was overthrown and replaced by Prince Khemet I, who traced his ancestry back to the ancient pharaohs.
Khemet I was succeeded by his son Khemet II, who in turn was followed by his son, the current ruler Khemet III. Under his rule, parts of the country have been opened to foreign treasure hunters and researchers.
The Ruby Prince Khemet III rules as the divine monarch of the re-emerging nation. His chief advisor is the invisible fire elemental Janhelia. Some fear that Khemet is becoming embroiled in the complex politics of the savage elemental clans that inhabit Osirion’s desert regions.
Khemet and his family are protected by an elite unit known as the Risen Guard.
While Khemet's rule is absolute, the day-to-day administration of Osirion is handled by the Council of Sun and Sky. In theory the Council is an independent body, but most Osirians realise the true power is held by the Ruby Prince.
This primarily desert nation occupies the northeastern corner of the continent of Garund. It is bordered on the north by the Inner Sea and the east by the Obari Ocean. Its western border (where it meets the nation of Thuvia) is established by the banks of the Junira, while the Barrier Wall and the Brazen Peaks provide a natural barrier to the south, where Osirion's former holding of Katapesh stretches into further expanses of desert. The two mountain ranges are separated by the Kho-Rarne Pass which leads to the Mwangi Expanse.
The desert interior dominates the country. The western desert has the Alamein Peninsula on the north coast. The coastal area west of the peninsular is known as the Cliffs of Kusha-ta-Pahk; to the east of the peninsular is the Coast of Graves.
The central desert has the Sahure Wastes to the north and the Parched Dunes to the south. Separating them are the mountain range known as the Pillars of the Sun. The desert is then bisected by the mighty Sphinx River. Most of the country’s major cities lie on the river or its tributaries, with the capital, Sothis, at the mouth where it reaches the Inner Sea.
The eastern desert has the impressive Underdunes to the north and the Salt Hills to the south, separated by the Shining Mountains. Features of the eastern coastline include the Burning Cape and the Scorpion Coast.
Osirion is a land of many ruins, which attract treasure hunters such as Her Majestrix's Expeditionary.
- Asuulek's Mouth
- Gardens of Shepeska
- Klarwa Fountain
- Labyrinth of Shiman-Sekh
- Lamashtu's Flower
- Lost Fortress of Mekshir
- Pyramid of Doom
- Ravenous Sphinx in the Parched Dunes
- Ruins of el-Amara
- Ruins of Tumen
- The Seven Stelae
- Slave Trenches of Hakotep
- Sokar's Boil
- The Sphinx Head
- Stepped Tower of Djedefar
- Tar Kuata
- Temple of An-Alak
- The Temples of Pharaoh Ahn
- Valley of the Pyramids
Osirians are wise people who look deep into the past for answers to present troubles. Their sense of history gives them a unique perspective on the ebb and flow of power in the political landscape of the modern Inner Sea. Many folk of Osirion are of old Garundi blood, bronze-skinned, and gifted with the noble bearing of the ancient pharaohs.
The most common religions are those of Abadar, Nethys, Pharasma, and the other major gods of Osirion, but the country has several unique faiths, including the twin serpent cults of Wadjet and Apep and the dung beetle Khepri, a cult for peasants. Despite the efforts of the Keleshite rulers, the worship of Osirion's native beast-headed gods has continued to the present. The shaven-headed Osirian priests usually wear white robes with fringed kirtles, and sometimes ornate pectorals or headscarves, veils, or metal or leather masks. The churches of Sarenrae, Nethys, and Pharasma have played a particularly prominent role in Osirian history. Osirian worshippers of Irori tend to cluster in isolated communities in valleys among the Barrier Wall and Brazen Peaks, including the Temple of An-Alak in the Salt Hills, the Stepped Tower of Djedefar on the Alamein Peninsula, and the ritual center of the Monastary of Tar Kuata beyond the Footprints of Rovagug.
Spellcasters in Osirion have access to some unique spells and abilities. Those practiced in metamagic can convert a spell into a thanatopic spell, which can pierce wards against negative energy or use negative energy effects to destroy undead, or a threnodic spell, which can convert mind-affecting spells into effects capable of influencing or controlling undead. The country's most infamous tome of necromancy are the papyrus scrolls known as the Aleh Almaktoum, the Book of the Dead, found in the collections of Osirian archmages. Several uncommon spells are familiar to Osiran magicians, including boneshatter, canopic conversion, sands of time, spectral saluqi, and tomb legion.
- ↑ Erik Mona et al. (2008). Campaign Setting, p. 247. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 34. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ 3.0 3.1 Erik Mona & Jason Bulmahn. (2008). Gazetteer, p. 47. Paizo Publishing, LLC. ISBN 978-1-60125-077-3
- ↑ 4.0 4.1 4.2 James Jacobs et al. (2011). The Inner Sea World Guide, p. 35. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ 5.0 5.1 James Jacobs et al. (2011). The Inner Sea World Guide, p. 147. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 149. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 147-148. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 148. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ Clinton Boomer. (January 2009). The Third Riddle, Paizo Publishing, LLC.
- ↑ Joshua J. Frost & Nicolas Logue. (Jume 12, 2008). Exploring Paizo's Pathfinder Society Organized Play, Part 3, Paizo Blog.
- ↑ Jason Eric Nelson & Todd Stewart. (2008). Osirion, Land of Pharaohs, p. 24-25. Paizo Publishing, LLC. ISBN 978-1-60125-144-2
- ↑ 12.0 12.1 Jason Eric Nelson & Todd Stewart. (2008). Osirion, Land of Pharaohs, p. 24. Paizo Publishing, LLC. ISBN 978-1-60125-144-2
- ↑ Jason Eric Nelson & Todd Stewart. (2008). Osirion, Land of Pharaohs, p. 8-9. Paizo Publishing, LLC. ISBN 978-1-60125-144-2
- ↑ Jason Eric Nelson & Todd Stewart. (2008). Osirion, Land of Pharaohs, p. 27. Paizo Publishing, LLC. ISBN 978-1-60125-144-2
- ↑ 15.0 15.1 Jason Eric Nelson & Todd Stewart. (2008). Osirion, Land of Pharaohs, p. 27-28. Paizo Publishing, LLC. ISBN 978-1-60125-144-2