History


World Weep Opening History

Jalmeray, the island nation outside Nex, was perhaps one of the few stories that had a note of benefit from the disaster of the world weep. An island beset by invaders for a millennium before the birth of the alchemist Mathesis, the rajya lost several of its cornerstones in the failed First Hero's March; the noble families, and other corrupt masters of the Maurya-Rahm. In the years of the world's collapse between nations, Jalmeray's native people, the Sunghari, flooded back to their island and finally claimed the land they had been pleading for centuries.

Age of Collapse History — Era of Wishes

Like all nations in the thousand years of Mathesis's worldwide reign, Jalmeray was struck down by her alchemical wrath when it looked like it might stabilize enough to become a threat. Still, when the Alchemist's gaze wandered, and the island was allowed to grow, it birthed multiple turbulent mini-ages in the last thousand years. The genies that were trapped in the material universe due to the planar barrier that the World Weep created and maintains found that Jalmaray was unnaturally rich in the elemental magics. Due to the nature of their wishcraft not being able to be extended to their fellow jinn nor themselves, many turned to humans to create fortunate circumstances in this new age. This mutalism between ancestries created an unstable timeline of all forms of wild and fanciful accounts and tales passed in oral tradition to this day. Stories of great settlements and rulers were as short-lived as they were supposedly glorious, where one wish brought prosperity, and a jealous rival's wish brought calamity.

Age of Renewal History

In the decades after the fall of Mathesis, the temptation of using wish-craft to catapult the island of Jalmeray to the top of the international stage led many hopeful individuals to ruin. Thriving cities and cultures born on the back of wishes were just as quick to fall into the sands and jungles from which they came. As such, a number of meetings have taken place between the various settlements and their governments, and the jinn that call Jalmeray home. Various rules and codes for approaching wishcraft have cropped up all across the island, and some basic tenets have been discussed and disseminated on a national stage for all settlements to ratify in their individual constitutions. With this new era of more cautious proceeding, Jalmeray has begun thriving and developing settlements to the point of becoming internationally celebrated cities.

Government


The government of Jalmeray is in a period of consolidation as the nation has experienced an unexpected period of bustling growth and prosperity. The various townships and other major groups, like the Monasteries of the House of Perfection, have begun adopting a basic Representative Republic, where mayors and other leaders convene regularly to discuss foreign and domestic matters and make decisions on domestic and international affairs, such as the regulation of trade and other matters. The acting parliament leader, Tola of Mila City, represents the Progressive Party of Jalmeray and is the nominal face of Jalmeray in this current body of legislators. 

Points of Interest


  • Many of the cities of the past era have been destroyed by alchemical warfare and the unfortunate consequences of djinn wishes born from jealousy or malice. Settlements often contain a fusion of Vudrani, Sunghari, and various Garund nations' cultures and other influences.
  • The nominal capital where representatives of the country have agreed to meet is called Mila, located where the River Sald and the Obari Ocean meet. The city is run by a council of democratically elected representatives from the populace, many campaigning on stabilization of the city and nation in the wake of the turbulent era of wishes that had been plaguing the nation. The city has a strict policy towards wishes and other phenomena of that nature- scrutinizing internal and external wealth and fortune with multiple expert eyes to ensure prosperity is earned through hard work and effort.

  • The Three Houses of Perfection have been rebuilt, the temples all in the general vicinity of their previous iterations. While the standards of the testing process have lowered, aspirants of perfection find themselves against a rigorous gauntlet. However, due to the realities of traveling in this new era, the house finds fewer international applicants at its thresholds.

  • Many strange domes and temples have been spotted across the island. Some claim they sprout from the same phenomenon as the murmur dome that was untouched by Mathesis's destruction. Some claim they are abandoned wish constructs, the previous owners falling to the folly that claims many wishers' lives. What is noted is that alternating spiral and anti-spiral labyrinths have been reported, supposedly an increased number than even from the Era of Lost Omens. None has conquered these dungeons yet, all suffering from various curses and diseases that turn the body to various inert materials like stone or iron.

Organizations Within


  • The United Settlements of Jalmeray operate several infrastructure groups that aid or supervise the various town factions and guilds across the island. An elite force of adventurer-level individuals sponsored by the parliament supports the various settlements in disaster relief and functions as a governmental rapid response unit.
  • The House of Perfection is still the largest and most powerful monastic order of Jalmeray Island and holds enough interest to warrant an elected official in the Island's parliament, although other smaller orders exist that practice other philosophies and practices of martial and spiritual arts.
  • Roving orders of less morally scrupulous martial artists inhabit the island. These groups often claim lofty ideals, like rebellion against the strict or outdated codes of the main orders, liberators of the corrupt settlements, etc., but often behave like bandits in their day-to-day activities. They claim many names- some gangs with colorful names, some demon or ghost clans modeled after fearsome legends, but the largest and most sinister of these groups call themselves the Div Sects, modeled after the genies that were corrupted into daemons of the plane of Abbadon.
  • A group of individuals not directly tied to any settlement or other established group called themselves the 'The Golden Route'. They have been spotted across the island, tempting the outcasts of society for basic tasks in exchange for a tailored wish. Those lucky, or perhaps, unlucky enough to survive these ordeals and tell settlement officials have made a scattered tale of a group of mortals and jinn who are attempting to narrow down the perfect wording to get the desired outcome for a particular wish, something they call 'The Golden Wish'. City officials have begun listing this group as a potential threat to the Island and are warning citizens against interacting with these individuals.

Major Conflicts


  • The largest conflict, raging in varied forms over the decade, has collectively been known as the "Wish Wars". Mortals and jinn utilize wish-craft to attempt to catapult themselves and their interests above others, or wish upon the downfall of rivals. These Wish Wars often escalate startlingly fast and have nearly threatened to destroy the island in its entirety many times due to ill-thought-out wording or intentional malice on the part of the wisher. These wars have petered out as the more extreme jinn have filtered out weather through having a turn of heart upon witnessing the destruction they wrought, or dying out due to these conflicts.
  • Various skirmishes regularly occur between settlements and the roving rogue martial arts factions. It has become part of the duties and responsibilities of the established orders and monasteries to bolster settlement militias as part of training. As the nation's prosperity has exponentially increased, so has the seedy underbelly of the nation, attracting its own citizens and outsiders like the Free Captains of the Shackles to attempt to siphon these riches into their own pockets. When the various monasteries cannot muster up the necessary resources to fend off these rogue factions, some settlements additionally hire mercenaries from various nations, particularly Katapesh, to bring the battle to nearby groups and eliminate these bandits.
  • Naval factions, often branches of the established rogue groups of Jalmeray bandits, but sometimes far-roving crews from North or Southern Garund, The Shackles, Avistan, or Casmaron, have been spotted raiding Jalmeray ports over the years. Settlements don't often house their own naval militia, and the Jalmeray Republic has only recently started building up its own state-run navy. This navy is still in its fledgling state, so many mercenary priveteers, often from the various other Garund nations, patrol the coasts in the interim.

Events in the Age of Renewal


  • After the ascension of the world weep, many would-be princes rose to power all across the island, boosted by genie wishes before inevitably falling to their own greed or the wish of a rival. The most successful of these was 'Pabri the Patient', who sparingly utilized wishes outside of his initial ascension, but was eventually targeted to ruin by his inpatient son, who was dethroned near instantaneously by one of his brothers, and so on and so forth. These events are part of the 'Wish Wars' that still run to this day, with some aspirants vowing to topple the Republic in favor of returning to a monarchy.
  • The founding of the United Settlments of Jalmeray Republic took place two decades before the founding of the Second Harbor of Hearts. It has been strained multiple times by conflicts, bandits, its own populace, and jealous wishcrafting would-be rulers, but has held itself together through multiple cycles of representative parties.
  • In recent years, the Jalmeray Republic celebrated its first ratification of trade treaties with the various national governments of the other nations of Garund for a variety of valuable exports and exciting imports into the nation. 

Other notable changes from the past Golarion


The general population and characteristics of inhabitants mirror the past Golarion, although there is a noted increase in the number of native Sunghari populace compared to the pre-world weep population numbers. Due to the rising tension between genie-bounders and those against the practice, there are several lavish palaces and other wonders in the wilderness outside the major town centers, although more often than not, those buildings find themselves empty as their original wisher found a grisly end at the end of their monkey paw wishing spree.