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Source: The Inner Sea World Guide, pg(s). 138ff. (1E)
World Guide, pg(s). 43 (2E)

Nirmathas (pronounced NEAR-math-ehs)1 is a struggling country that only recently gained independence from the imperialistic nation of Molthune to the south, which continues to try to reclaim it. The people of Nirmathas are proud of their freedom, liberty, and self-sufficiency, and are continually on guard for incursions by their southern neighbor.2


Nirmathas lies on the western shores of Lake Encarthan, one of Avistan's largest bodies of fresh water, and west of the the nigh-impenetrable Mindspin Mountains. The largest and lowest pass through these mountains is the notorious Bloodsworn Vale, the best overland connection to Varisia from central Avistan. Most of eastern Nirmathas is dominated by the Southern Fangwood forest. Three major rivers run through the nation: the Tourondel River to the north, the Inkwater to the south, and the Marideth River along the southern border of the Southern Fangwood.34


Although Nirmathas is primarily a nation of small villages scattered about its plains and forests, it does have a number of larger cities. The biggest of these is the capital of Tamran on Lake Encarthan. Smaller settlements include Crossfen and Kassen located in the northern part of the Fangwood, and Skelt in the western plains. The independent dwarven city-states of Glimmerhold and Kraggodan in the Mindspin Mountains are not considered part of Nirmathas, nor is the druidic settlement of Crystalhurst in the Fangwood Forest.35


The history of Nirmathas as an independent nation goes back less than a century. Before that it was part of the province and later the nation of Molthune. Before gaining independence, Nirmathas was seen as just another resource-heavy province ripe for harvesting, first by Taldor, then later Cheliax, and finally Molthune.26

Second Army of Exploration

Taldor's Second Army of Exploration attempted to explore the regions west of Lake Encarthan in 492 AR, including the lands of modern-day Nirmathas, but was forced out after brief encounters with orc and fey-allied Kellid tribes.7

Early history

First founded as a province of Taldor, Molthune was lost to ascending Cheliax during the Even-Tongued Conquest of 4081 AR.8 The grip of Imperial Cheliax loosened in 4606 AR with the death of Aroden and the ensuing Chelish Civil War, which offered the region a brief respite from distant, autocratic rule. In 4632 AR, Molthune, which at that time included all of current-day Nirmathas, declared independence from Cheliax. It did not take long for the independently-minded people in the north to realize that they had only traded one distant, imperious master for another. It soon became clear to the people living in the southern Fangwood that nothing was going to change. The excitement soon faded to disappointment, which gave way to a deep, festering resentment. The embers of rebellion were lit and began as small, petty acts of sabotage, little more than vented frustration. Soon this petty resentment was stoked into the fire of full-blown rebellion.26

Freedom War

A Molthuni soldier and a Nirmathi ranger confront each other.

In the early years (starting in 4648 AR), the rebellion known as the Freedom War in the north (and Northern Rebellion in the south) was a chaotic series of separate, ineffective skirmishes until Irgal Nirmath, a half-elf trapper, managed to achieve a number of victories as the leader of a small group of woodsmen. As his successes mounted, his reputation—and his army—grew, and within seven years (4655 AR) Nirmath had lead his forces to victory. Unfortunately, he did not live long enough to see the fruits of his labour, for he was felled by an assassin's blade on the night of the rebellion's final battle. The new country was named in his honour, and since that day Nirmathas has been a free nation.29

Recent history

Over the past decade, Nirmathas has endured numerous hardships, ranging from the relentless military offensives launched by Molthune to the devastating Ironfang Invasion led by General Azaersi. While both nations suffered from the conquests of the Ironfang Legion, Nirmathas bore the brunt of the hobgoblins' brutalities. Presently, the destruction of Lastwall and the encroachment of the undead forces commanded by the Whispering Tyrant have placed Nirmathas in an extremely precarious position. However, the nation manages to persevere through a combination of factors. Firstly, it benefits from a resilient and seasoned militia that was forged during the Ironfang Invasion. Secondly, there has been an influx of well-trained refugee knights from Lastwall. Furthermore, the war between Nirmathas and Molthune has somewhat cooled off due to external threats. Discussions of diplomacy with Molthune and Oprak have even emerged, although opposition to proposals for alliances with these nations remains due to lingering resentment from previous wars and justified fears of potential military reprisals.5


The government of Nirmathas is fairly informal: there is no strong, central government, and most decisions are handled at the local level. This local governance varies from town to town, creating a chaotic patchwork of laws, traditions, and procedures. The people of Nirmathas may not have much in common, but there is one trait they all share: their dislike of regimented bureaucracy like the one that was forced upon them first by the Empire of Cheliax and then by its successor, Molthune. Nirmathas's only national authority figure is the Forest Marshal, the commander of its military who also guides foreign relations, who is elected every four years by prominent leaders and soldiers.105


The nation's military suffers due to the Nirmathi people's love of independence and self-reliance, for it is hard to run an army of free spirits. While the Forest Marshal does an admirable job of coordination, his battle plans often go awry when different groups decide they have a "better" plan. Much of the army is made up of bands of Nirmathi who wander from town to town fighting injustice, and who view themselves as the embodiment of Nirmathas's free-spirited attitude.10 The military receives some logistical support from the Steel Falcons of Andoran, who hope to mold the new nation in their own image while combating the influence of authoritarian Molthune.11

Foreign relations

Nirmathas is surrounded by numerous enemies. To its south lies Molthune, its parent nation and the country that Nirmathas has unofficially been at war with since its inception. To its west lies the nation of Varisia and Nidal, the home of fell shadow beasts and the foul aristocracy that commands them. To the north lies the orc-infested Hold of Belkzen, whose inhabitants' warlike ways are a constant threat to lasting peace.12 The newly emergent hobgoblin nation of Oprak is located in the Mindspin Mountains directly to Nirmathas' southwest and, despite misgivings and mistrust on both sides, a non-aggression treaty has been agreed upon.13

Although the dwarven city-state of Kraggodan lies within the borders of Nirmathas, it is considered an independent state. Nirmathas remains uncertain whether Kraggodan will support them in their eventual war with the Whispering Tyrant, although more dwarves than usual have lately been seen outside the massive walls of the isolationist Sky Citadel.5

Nirmathas called the nation of Lastwall its ally until its collapse in 4719 AR. Both shared a common enemy in the orcs of Belkzen, although they did not give each other direct military aid (as Lastwall was also an ally of Molthune). The ruined lands, now called the Gravelands, are a new threat with undead horrors menacing Nirmathas' northern borders. Even so, Nirmathas' Chernasardo Rangers and Knights of Everflame hold the line and support the desperate resistance fighters of the Knights of Lastwall wherever they can.1214

Nirmathas derives its resources from the Fangwood Forest and the Mindspin Mountains, but the people understand the importance of taking only what the land can provide. As a result, they have fostered cordial relations and an implicit alliance with the forest's inhabitants. This bond is most pronounced in Crystalhurst, an ancient settlement situated within the Fangwood. The druids who reside there identify as residents of the Fangwood, rather than Nirmathas, but they are always eager to assist Nirmathas when the nation requires aid.5

One of the few allies Nirmathas can depend on is Andoran. Both nations are closely aligned politically and Andoran has been quietly shipping weapons, armor, and supplies through Druma and across Lake Encarthan to Nirmathas for some time. Molthune has long suspected this but cannot yet prove it.15


The inhabitants of Nirmathas are primarily humans of Chelaxian16 and Varisian stock,17 though they tend to judge a creature on its actions rather than its race or ethnicity. The people of Nirmathas are renowned for their love of individual freedom and hatred of bureaucratic meddling and repression, putting them at odds with the two nations that have previously ruled over them (see the History section above). Even within the cities, most people pride themselves on their independence and self-reliance, although such traits are less necessary. This attitude does have its drawbacks: Nirmathas effectively functions without a higher government, with each town and village running it own affairs.2 The ongoing war between Nirmathas and Molthune has drawn Grimspawn tieflings obsessed with death and destruction to witness the seemingly endless conflict.18


The Nirmathi prefer to worship gods of nature, such as Gozreh, Erastil, and the Green Faith, and those who champion noble causes, such as the goddess Iomedae.219 Forest Marshal Garvik recently outlawed the worship of Razmir in Nirmathas in order to deter the Living God's troublesome priests,20 even though temples of Razmir already exist.21


A number of hunters in the southern Fangwood have recently founded a group known as the Foxclaws, which conduct hit-and-run raids across the Marideth River on Molthuni military supply caravans.22


Paizo published a major sourcebook about Nirmathas in Lands of Conflict and a poster map of the country in Ironfang Invasion Poster Map Folio.

For additional as-yet unincorporated sources about this subject, see the Meta page.

  1. Erik Mona et al. (2008). "Appendices". Campaign Setting, p. 247. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  2. 2.0 2.1 2.2 2.3 2.4 2.5 James Jacobs et al. (2011). The Inner Sea World Guide, p. 138–139. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  3. 3.0 3.1 James Jacobs et al. (2011). "The Inner Sea". The Inner Sea World Guide, p. 140. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  4. Tim Hitchcock, et al. (2015). Forge of the Giant God, p. 65–66. Paizo Inc. ISBN 978-1-60125-727-7
  5. 5.0 5.1 5.2 5.3 5.4 Tanya DePass, James Jacobs, Lyz Liddell, et al. (2019). "Eye of Dread". World Guide, p. 43. Paizo Inc. ISBN 978-1-64078-172-6
  6. 6.0 6.1 James Jacobs et al. (2011). "The Inner Sea". The Inner Sea World Guide, p. 183. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  7. Lissa Guillet and Amber E. Scott. (2017). Lands of Conflict, p. 4. Paizo Inc. ISBN 978-1-60125-927-1
  8. James Jacobs et al. (2011). "The Inner Sea". The Inner Sea World Guide, p. 36. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  9. Lissa Guillet and Amber E. Scott. (2017). Lands of Conflict, p. 3. Paizo Inc. ISBN 978-1-60125-927-1
  10. 10.0 10.1 James Jacobs et al. (2011). "The Inner Sea". The Inner Sea World Guide, p. 139. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  11. James Jacobs et al. (2011). "Factions". The Inner Sea World Guide, p. 265. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  12. 12.0 12.1 Erik Mona et al. (2008). Campaign Setting, p. 112–113. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  13. Tanya DePass, James Jacobs, Lyz Liddell, et al. (2019). "Eye of Dread". World Guide, p. 37. Paizo Inc. ISBN 978-1-64078-172-6
  14. Jason Bulmahn, Jessica Catalan, et al. (2022). Book of the Dead, p. 181. Paizo Inc. ISBN 978-1-64078-401-7
  15. Lissa Guillet and Amber E. Scott. (2017). Lands of Conflict, p. 21. Paizo Inc. ISBN 978-1-60125-927-1
  16. James Jacobs et al. (2011). "Races". The Inner Sea World Guide, p. 13. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  17. James Jacobs et al. (2011). "Races". The Inner Sea World Guide, p. 22. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  18. Benjamin Bruck, et al. (2015). Inner Sea Races, p. 156-157. Paizo Inc. ISBN 978-1-60125-722-2
  19. James Jacobs et al. (2011). "Religion". The Inner Sea World Guide, p. 236. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  20. Ron Lundeen, Jason Nelson, David N. Ross, and David Schwartz. (2015). Black Markets, p. 22. Paizo Inc. ISBN 978-1-60125-789-5
  21. James Jacobs et al. (2011). "The Inner Sea". The Inner Sea World Guide, p. 159. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  22. Dennis Baker, et al. (2014). Advanced Class Origins, p. 12. Paizo Inc. ISBN 978-1-60125-674-4