Sidebar Nam scelerisque lacus vitae massa aliquet ullamcorper. Sed viverra convallis risus sed sollicitudin. Donec facilisis lectus ac orci ultricies malesuada a eget sem. Sed sit amet leo in felis volutpat convallis eget ut lacus. Quisque vulputate facilisis magna sed vestibulum. This list also includes 3. Dragon Empires Primer. Pirates of the Inner Sea.
Scott Amber Scott. Scott Amber E. Varisia, Birthplace of Legends. Schneider F. Wesley Schneider. Knights of the Inner Sea. Shaw Tork Shaw. Stephens , and Christina Stiles. Dungeoneer's Handbook. Smith Mat Smith. Hamon Amanda Hamon and David N. Dragonslayer's Handbook. Pathfinder Society Primer.
Compton John Compton and Mark Moreland. Demon Hunter's Handbook. Minchin Philip Minchin , F. Wesley Schneider , and Jerome Virnich. Akers Tim Akers , Neal F. Ross , and Tork Shaw. Bastards of Golarion. Bauer Judy Bauer , Neal F. Champions of Balance. Undead Slayer's Handbook. Blood of the Elements. Champions of Corruption. Advanced Class Origins. Ranged Tactics Toolbox. Ross David N. He developed many bad habits and was expelled from the family. Fortunately, he also has an engaged fiancee.
This kind girl did everything she could to help him, and his life began to improve. By chance, he obtained a secret of becoming a god and began to embark on the path of becoming a god. His novels have been welcomed by many people. Anatolia, AD The Roman outpost of Edessa is on its last legs after the Persian siege, and Roman Emperor Publius Licinius Valerianus agrees to meet his adversary to negotiate peace.
But the meeting is a trap and the Emperor ends up in enemy hands, along with the commander of his personal guard, Marcus Metellus Aquila, and ten of his most valiant and trusted men. Their destiny is sealed: they will rot away in a mine, forced into slavery. But Metellus - legate of the Second Augusta Legion, hero of the empire - and his men break free and find shelter at an oasis, where they meet a mysterious, exiled prince.
The Romans become the prince's private militia, agreeing to safeguard the prince's journey back to his homeland, Sera Maior, the mythical Kingdom of Silk - China. And so they begin an extraordinary and epic journey through the forests of India, the Himalayan mountains, the deserts of central Asia, all the way to the heart of China - as the very survival of the world's greatest two empires is at stake.
The third young master of the Divine Sword Villa had reincarnated into the useless third son of the Long family. Furthermore, he wanted to see how the Soaring Dragon had managed to survive in this foreign world. Thanks for everyone's support. We're cheering for you today.
The group number is Lin Yun was the hope and pride of their family, and everyone was looking forward to his glorious return and becoming a great person who can shelter the family from the disaster. The two fought disastrous wars over centuries, which largely ended when Nex vanished in the midst of a Gebbite attack that choked the air with poisonous fog.
The ancient war with Geb left an eternal stain upon Nex and its culture, but open warfare faded into reluctant trade centuries ago, and these days Nex imports most of its foodstuffs from Gebbite plantations worked by zombie slaves. Society in Nex centers around Quantium, as it has for countless centuries. The city attracts a wide assortment of inhabitants, from ambitious wizards to summoned outsiders to merchants from Druma, Jalmeray, Vudra, and even Tian Xia.
The city thrives upon its diversity of thought, trade, and influence and shows little tolerance for xenophobes. A creature considered a monster or worse in the ports of the Inner Sea is merely a citizen in Nex. Traits Traits The following are regional traits for the Mwangi Expanse. Artifact Hunter Regional : You know the legends of the Mwangi Expanse and the places where great treasures were rumored to have fallen.
Jungle Walker Regional : You have learned how to navigate the darkest jungles of the Mwangi Expanse, and how to avoid the most dangerous hazards of the land. The following are regional traits for Nex. Oenopion Alchemist Regional : You studied with the alchemists of Oenopion, perfecting your craft in the homunculus factories, golemworks, and ooze colony. When Earthfall rocked Golarion, the warrior clans of ancient Nidal cried out for the protection of their long-forgotten gods, but instead attracted the dubious attentions of the shadow god Zon-Kuthon.
He offered them protection in exchange for their unquestioning obedience for eternity. Some of the most powerful members of the aristocracy include the Black Triune of Pangolais; the dark druid Eloiander of Ridwan; and the persuasive sorcerer Kholas, adviser to Queen Abrogail II in Cheliax.
As the diabolical majestrix relies more and more heavily upon the grim power of Nidal to maintain her rule, those who whisper in the shadows of the Uskwood quietly prepare to make slaves of their one-time masters. Worship of Desna is a hushed, illegal practice, carried out beneath the open stars.
If the humble priests and priestesses of the Song of the Spheres can somehow break the stranglehold of the Umbral Court, it is hoped that the Midnight Lord himself might be swept back into his prison in the Great Beyond. When Molthune broke away from Cheliax, it claimed all of the Fangwood as far as Lastwall, but the woodsmen, trappers, and fisherfolk soon realized that the new mandates from the regional capital at Canorate simply changed the flow of exploitation from one city to another.
Resentment flared as the promise of a new era collapsed, and a minor guerilla war erupted into revolution, led by the trapper Irgal Nirmath. When he fell to an assassin, his followers named the territory Nirmathas in his honor. Molthune has repeatedly invaded its wayward province, and every time, its armies have retreated after pyrrhic campaigns against foes who refuse to stand still or stay down.
Every Nirmathi considers herself an army of one, with every household and village an independent company. These bands often spend as much time feuding with rivals as stymieing Molthuni incursions.
Their efforts are like hacking at limbs without touching the root of the problem—amid these individual acts of heroism, the Nirmathi as a whole struggle to do more than survive.
Everything in Nirmathas is mediated by the ideals of freedom, self-sufficiency, and liberty above all else. Even the best ideas are ignored or rejected if there is the faintest hint of compulsion. To infringe upon individual rights and freedoms is to invite blood feud.
The partisans of Nirmathas have learned well how to survive. Whether they can succeed in forming a nation remains to be seen. Traits Traits The following are regional traits for Nidal. Nidalese Shadowcaster Regional : You have studied with the feared shadowcasters of Nidal.
Uskwood Hunter Regional : You have served the Umbral Court, discreetly following interlopers through the twilit city streets of Pangolais to pinpoint their locations for the authorities.
The following are regional traits for Nirmathas. Nirmathi Militia Regional : You have served in one of the militia bands of Nirmathas, and have learned valuable skills. Select one of the following skills: Profession soldier , Ride, or Survival. These secrets are not of this world, brought to Golarion with the dramatic crash of a colossal metal mountain from the sky, which scattered pieces of itself across the country. While its barren landscape leaves little for trade, Numeria is famous in more civilized southern lands as the primary source of skymetals, seven rare metallic alloys sheared from the metal mountain that fell from the sky.
These alloys are all useful in the creation of unique weapons and artifacts, and each has its own distinct properties. Here, the barbarian king known as the Black Sovereign reigns unchallenged, supported by the perverse sorcerers of the Technic League and their Gearsman servants.
Unable to respond effectively, Osirion soon experienced a series of empire-wide slave revolts, each clandestinely engineered by the Padishah Empire of Kelesh, who soon subsumed Osirion as a satrapy.
The river, however, brings many trials to test the people who live along its banks, including enormous, black crocodiles hetkoshu hippos, and seasonal flooding. Traits The following are regional traits for Numeria. Technic Tinkerer Regional : You managed to uncover some lesser secrets of the Technic League, and have mastered a minor bit of magic. Choose a 0-level spell.
You may cast that spell once per day as a spell-like ability. Touched by the Sky Regional : Somehow, you managed to retrieve a rare vial of fluid from a piece of crashed wreckage on the plains of Numeria. Before you could be caught with the contraband, you drank it. You now have the ability to stabilize a dying creature with a touch as a standard action.
Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. Osirionologist Regional : You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. In addition, you may choose Ancient Osiriani as one of your bonus languages. It thrives on trade but longs for war. Qadira is not the wealthiest of lands in the Keleshite empire, but even its frontier cities possess marvels that much of Avistan can only wonder at, from its peacocks and flowering trees to its animated siege engines and enchanted sandships—able to sail above the dunes and powered by elemental winds—that cross the desert sands.
The Qadiran fleets are well-armed and well-maintained. Its ogre raiders, flying carpet scouts, and camel cavalry are defenses in the north and east against Taldor and various desert giants, bandits, and night-prowling ghuls. Dozens of abandoned towers, fortresses, and even cities litter the northern border of Qadira, each the breeding ground of monsters and bandits. The capital of Katheer is a place like no other, full of every spice, race, and form of magic, and home to the largest population of camels beyond the Kelesh homelands to the east.
The palace of Xerbystes II stands here, as do dozens of academies of mathematics, philosophy, and history. The busiest places of all, though, are the camel pens and the port, where ships sail daily to Quantium, Katapesh, and Absalom. For thousands of years, Rahadoum has charted a resolutely secular path. No one denies the existence or power of the gods, but their aegis comes at too high a price for the people of Rahadoum.
While a lack of religion brought the region the peace it so desperately desired, it also brought its own costs. Plague has ravaged the cities of Azir and Botosani three times in the past years, and the prospect of famine hovers over the fragile land like a shroud.
A century ago, Manaket was among the most lush ports of the Inner Sea. Today, it is choked by encroaching desert sands, and its famous gardens are a memory of the distant past. While few dare speak it aloud, nervous whispers abound that the gods have finally decided to punish the people of Rahadoum for their insolence.
Still, they resolutely hold to their ancient laws. Foreigners must submit to a thorough search by the Pure Legion, a group of trained soldiers who watch for signs of religion. Possession of such contraband carries heavy fines and potential exile, while preaching religious doctrine leads to imprisonment or worse.
Narcotics, enthusiastically imported from Katapesh, are common in cities, although sloppy addicts are not tolerated. Slavery is commonplace. Traits Traits The following are regional traits for Qadira.
Genie-Caller Regional : Your exploration of the magic for calling genies has increased your overall aptitude for summoning. Once per day, you may cast one conjuration summoning spell as if your caster level were 2 higher than normal.
The horses are your kin. You must have the Mounted Combat feat to take this trait. The following are regional traits for Rahadoum. You have learned to hide your beliefs and how to identify others of your faith. Rahadoumi Disbeliever Regional : As a Rahadoumi who rejects covenants with gods, your belief is strong enough to repel divine spells.
He appeared first to the people of Xer, then part of the Arch-Duchy of Melcat, and told them of his power. Razmir claimed to have taken the Test of the Starstone in faraway Absalom, and through this test to have attained divinity. Using his powers, Razmir set about gathering a flock by ousting the local magistrate and the Trades Guild—a front for thieves and extortionists. Today, Razmiran is a society governed by force and intimidation. While the common folk toil at their fields or trades, the faithful take a portion of their work known as the Tithing Step.
The clergy, meanwhile, enjoy a life of comfort, as their station in the faith grants them a great deal of power and wealth. Those who dare to defy the faith face severe punishment—imprisonment, exile, or even execution.
This leads many to join the faith as a path to prosperity, regardless of their true beliefs. Such acolytes are sent to the Exalted Wood for training and come back changed, acting in league with the faith despite any previous misgivings. Traits The following are regional traits for Razmiran. Acolyte of Razmir Regional : You are an adherent of the Razmiri faith, or once were and have since renounced it.
The lords of the nearly two dozen River Kingdoms constantly fight among themselves, and small mercenary companies battle for ownership of each hamlet and bridge. One result of the frequent infighting is that food in the River Kingdoms is quite valuable. Few souls dare to farm or raise livestock for fear of banditry. Those who hide here and grow strong include hardened criminals, exiled nobles, firebrands, religious zealots, slavers, and necromancers, but even these treacherous folk tend to follow the strong code of River Freedoms.
Those who rule are strong, wily, and willing to do anything to keep their hold on power. The governments of the River Kingdoms range from brutal despotism to pure anarchy, and represent every step in between.
The only thing that can briefly unite the River Kingdoms is a threat from Galt, Numeria, or Razmiran, and even then, each princeling vies with his fellows to lead the resistance.
Larger realms find the River Kingdoms to be useful sources of mercenaries and a convenient place to exile undesirables. Traits The following are regional traits for the River Kingdoms.
Choose one of the following skills: Escape Artist, Intimidate, or Stealth. Once dominated by Mwangi tribesmen, Sargava was first settled by Chelish colonials in ar, under the ambitious whims of the mad prince Haliad I. That all changed when Aroden died and the eternal hurricane called the Eye of Abendego formed, leaving the colony cut off from its motherland. Though the country is perilous—deadly, in fact— travelers from Cheliax and other parts of Avistan are frequent visitors to the colony, seeking the natural beauty and ruins of ancient civilizations that characterize Sargava.
Chelish agents are also common, seeking some way to reintegrate the rebellious colony with its infernal mother. The pirate lords of the Shackles sail from an assortment of outlaw ports, hiding their illicit activities behind the cover of the ravenous Eye of Abendego. Forgotten ruins of an ancient civilization dot the island chain, their crumbling stone walls carved with horrible depictions of cannibalism and blood sacrifice.
So disturbing are these images that years ago Chelish explorers marked the region cursed and haunted on their maps and continued south to found the colony of Sargava. Over the past 30 years, the corsairs of the Shackles have enjoyed unprecedented success. All of the Free Captains are skilled at skirting the dangerous fringes of the Eye of Abendego, giving them an easy way to evade less experienced pilots.
The Shackles today consist of a motley collection of bandit and slave ports, where freebooters find safe harbor and trade their ill-gotten plunder with unscrupulous merchants.
A powerful Free Captain rules each port, divvying the loot from recent raids and dispensing pirate justice as needed. The Shackles have only one true ally—the former Chelish colony of Sargava. In exchange for defending the colony from Cheliax, the Free Captains now receive regular tribute of lumber and slaves from Sargava. Traits Traits The following are regional traits for Sargava. One of these skills is a class skill for you. Sargavan Guard Regional : You served in the Sargavan Guard, either as a colonial sub-praetor or as a native Mwangi regular, and have grown accustomed to marching in hot temperatures while wearing armor.
When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0. The following are regional traits for the Shackles. Stormrunner Regional : You have sailed on some of the roughest seas on Golarion, and have skirted the Eye of Abendego. Within days, the Eye of Abendego had completely destroyed the coastline of the neighboring nations of Lirgen and Yamasa. From there, the pulsing flood waters pressed further and deeper inland, forcing a massive and unprecedented evacuation.
Today, a century later, the Eye continues to howl, and the remains of the nations it destroyed are known as the Sodden Lands, a perpetually storm-battered region, largely uninhabitable by the likes of humanity.
The Sodden Lands no longer possess large-scale, unifying leadership. Instead, the tiny pockets of civilization that remain bow to their own rulers, typically chieftains or small, despotic juntas. The fallen cities act as brief shelters for nomadic tribes or as lairs for monsters. The sky-reaching towers of the observatories of Hyrantam, for instance, are now interconnected by crude networks of rope bridges and pulleys built by the last of the Lirgeni who still remain behind, determined to survive.
Unfortunately, the same ancient observatories now act as a draw for forgotten aberrations from the depths of the Arcadian Ocean. Divers and undersea explorers spend massive amounts of money launching expeditions to retrieve the lost treasures of these kingdoms. Those who return with their sanity intact enrich themselves and their investors immensely, yet any who return alive are considered lucky. The Ironbound Archipelago is the largest group of islands in the Steaming Sea, over half of which is claimed by the clans of the Linnorm Kings.
The far western tip of this archipelago hosts the strange, masked denizens of the Mordant Spire. These unsettling gray elves seem cold and alien, and are among the few fluent Azlanti speakers in the Inner Sea region. Their legendary skimmers swoop swiftly and stealthily over the waves, guarding the ruins of lost Azlant from any who would seek to plunder them.
Immigration to Hermea is strictly controlled by Mengkare himself. Children born on the island are tested when they reach 16 years of age—those who succeed are offered citizenship, while those who fail are banished from Hermea forever. Traits Traits The following are regional traits for the Sodden Lands. Abendego Spellpiercer Regional : You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements.
Mordant Heritage Regional : You have lived among the Mordant Spire elves and know their strange ways. But Qadira invaded Taldor in ar, and though Taldor successfully repelled the Qadiri invasion, it lost most of its colonial holdings—including Andoran, Galt, and Isger—to the nascent Empire of Cheliax.
Now, clinging to a pretense of high society and avant-garde culture, Taldan society is shortsighted, degenerate, and moribund. Greed and distrust characterize Taldan politics, and betrayal and assassination are the preferred methods for the aristocracy to increase their stations. Without Taldor, they themselves would not have existed, and the proud Taldans know this. Nearly 5, years ago, an alchemist discovered the secret of the sun orchid elixir—a potion that temporarily halts the process of aging.
The tremendous demand for the elixir, and the impossibility of producing enough, led the alchemist to contact the other cities of the desert, offering them a share of the wealth to be made from selling the elixir. These city-states united under the name of Thuvia. By ancient pact, the right to sell the elixir rotates between each city-state on a monthly basis, and it is the duty of the host city to provide an escort for the six vials of elixir produced each month.
Thuvia has become tremendously wealthy from the sale of the meager production of the elixir, to the extent that the industry of Thuvia is based around the sun orchid elixir. Entertainers and merchants dealing in exotic services and luxuries migrate from city to city, catering to the foreigners in the month that the city hosts the elixir.
As a result, each of the cities has a massive open market that stands largely vacant in the 4 months that pass between the cycle—the fifth month is always a time of festivals and celebration. Aside from the Citadel of the Alchemist, the interior of Thuvia is a mysterious and unknown land.
Legends speak of Osirian tombs buried within the shifting sands, holding fantastic treasures and artifacts of the mighty God-Kings. Traits Traits The following are regional traits for Taldor. Select two non-harmful arcane cantrips.
You can cast these two cantrips once per day each caster level 1st. If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level. The following are regional traits for Thuvia. Thuvian Merchant Regional : You have traveled the great circular trade route around Thuvia, following the sale of the sun orchid elixir from city to city, and are used to haggling with foreigners. Today, Ustalav stagnates under the rule of an aging, impolitic leader, and the threat of royal infighting looms on the horizon.
Fearing rebellion, the counts of Ustalav draw inward to their decrepit provinces, coveting their remaining power and further fractionalizing the decaying nation.
And in the west, the voice of an ancient evil whispers once more. Thus, Ustalav teeters, as it has again and again through the centuries, on the precipice of ruin. In ar, Chelish soldiers drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians. It was at this time that the ancient frontier came to be known as Varisia.
Varisia remains a true wilderness. Along the coastal reaches, hundreds of goblin tribes dwell in sea caves and thistle-thick woodlands. Farther inland, ogres and trolls hold court on rugged mountaintops and in deep forest glens. Yet the true lords of the wildlands are the giants, descended from the slave castes of ancient Thassilon, and their periodic raids against humanity make for constant and brutal reminders that this realm is far from tame.
Traits The following are regional traits for Ustalav. You may cast disrupt undead once per day as a spell-like ability. Ustalavic Noble Regional : You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Shoanti Tribesman Regional : You were born or adopted into a Shoanti tribe. Choose one of the following skills: Climb, Survival, or Swim. Varisian Wanderer Regional : You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways.
Choose one of the following skills: Perform choose one type , Profession fortuneteller , or Sleight of Hand. Even those places that suffer under the gaze of Hell or the cruel caprices of the Witch Queen still offer hope, wit, art, and the other gifts of life.
But there are places in the Inner Sea where these sparks have flared and died, leaving behind nothing but evil. The Darklands: There is another world hidden below—a world that slumbers under city foundations, dreams below the deepest roots of the oldest forest, and plots in hidden places as far below the surface as the mountains are high. The endless caverns and twisting tunnels of this world are known by many names, but in the world above they are collectively known as the Darklands.
A brutal, deadly place, the Darklands have bred their hostility into those who dwell within—duergar, drow, svirfneblin, and monsters beyond imagination. The Darklands are even more horrific than the most outrageous tales.
Although most surface dwellers believe the Darklands to be one continuous region of danger, the underground realm in fact consists of three distinct regions, each deeper than the last: the isolated cave networks of Nar-Voth; the sprawling, seemingly endless caverns of Sekamina that hold rivers and even great underground lakes; and the mysterious, vast vaults of Orv. Mediogalti Island: Of the hundreds of islands off the coast of Garund, none is more storied than Mediogalti Island.
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