Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG)

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Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG)
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The Best of All Possible Worlds

Discover the world of Golarion, the official campaign setting for the smash-hit Pathfinder Roleplaying Game! A time of lost prophecies grips the world, bringing with it an unending maelstrom, a tear in the fabric of reality, a surge of diabolism, and the endless threat of war. Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.

    Inside this exciting and informative 320-page tome you will find:
  • Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities
  • Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign
  • Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!
  • An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!
  • Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!
  • Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!
  • A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!

by James Jacobs with Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker

ISBN-13: 978-1-60125-269-2

Note: This product is part of the Pathfinder Lost Omens Subscription.

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Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG)

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The Kitchen Sink, and Everything But

5/5

To put it simply, the Inner Sea World Guide is *the* setting book for Pathfinder. There are several other books (softcovers) that provide more insight into particular areas, but this is the book that introduces the whole shebang. Weighing in at 318 pages, it provides an overview of everything that makes up Pathfinder's official campaign setting: the Inner Sea region of the planet Golarion. There are entries on each of the core races and human ethnicities, overviews of each of the nations of the region, a chapter on gods and religion, miscellaneous information like holidays and languages, an introduction to some major organisations that PCs might belong to (or fight against), player-facing material like new equipment and prestige classes, and finally a handful of new monsters for the GM. In short, there is a *lot* of information in the book and I've come to rely on it heavily.

In terms of overall production quality, a reader won't be disappointed. It's attractively laid out, with tons of maps, artwork (some of it recycled from earlier Paizo products), sidebars, etc. It's clear that a lot of love and attention to detail went into the book, which makes sense as it's one of the premier products in the Pathfinder line.

An Introduction (4 pages) kicks things off. One page is a map of the entire Inner Sea region. The theme of the setting is encapsulated nicely: against all prophecies, the God of Humanity, Aroden, has died suddenly, leading to a world "where nothing is foretold, and anything can happen." From another perspective, that's really what Golarion is: a kitchen-sink setting where no matter what kind of fantasy game-play your group wants, it can find a place for it--whether it's gothic tales of horror, swashbuckling tales of pirates, barbarians with laser-swords, steampunk gunslingers, or more traditional elves and wizards. The sum really is greater than the parts, and somehow it all works. The entire setting has a surprisingly rich and detailed history, which helps to tie everything together into a more coherent whole. The Introduction also contains a really nice in-game summary of the Pathfinder Society and a short sidebar explaining how the Inner Sea World Guide has expanded upon and updated the two previous overviews of the setting (the Gazetteer and Pathfinder Chronicles Campaign Setting, respectively).

Chapter 1 is Races (22 pages). It starts with a *very* brief overview (a sentence or two each) of where some of the uncommon humanoid races (like tieflings or kobolds) fit into the Inner Sea before devoting a single-page to each of the human ethnicities of Golarion (many with sensitively-handled analogues to real world cultures) and then the other core races like elves, dwarves, etc.. I'm not necessarily a fan of this way of handling things, as it gives the appearance that only humans have different ethnicities while all the other core races are homogeneous. Still, the chapter does succeed in adding a ton of Golarion-specific lore that is absent from the setting-neutral Core Rulebook.

Chapter 2, "The Inner Sea" (184 pages) is clearly the heart (and, by page-count, a full half) of the book. It starts by explaining that the Inner Sea consists of the continents of Avistan and (northern) Garund, explaining that the planet of Golarion contains several other continents that are outside the scope of the book. There's a detailed timeline of the setting's in-game history, which makes for interesting reading once some additional context is provided. The bulk of the chapter consists of four-page entries on each of the major countries/regions of the Inner Sea. Each entry starts with a sidebar giving basic information (like notable settlements, rulers, population, etc.) and is then sub-divided by topics: history, government, and a gazetteer of notable locations. There are 41 of these entries in alphabetical order, so it's pretty hard to cover them adequately in a review like this. I think the best thing to do is repeat my earlier point that there's a place for almost everything somewhere: revolutionary America has an analogue in Andoran, revolutionary France is Galt, Osiron is ancient Egypt, etc. But there are also some very original countries, like Razmiran (a theocracy ruled by a con-man), Rahadoum (a country that has turned against the gods and where worship is illegal), the Worldwound (a wasteland devastated by the presence of an open portal to demonic planes), the Mana Wastes (where magic doesn't work, and technology has stepped in), and so much more. If nothing else, each entry serves as a nice overview to give the area some basic flavour, and then a GM who really wants more detail can look for the matching softcover campaign setting line book for more depth. I was particularly intrigued by the eight page "Beyond the Inner Sea" section, which is more detailed than I would have thought (and definitely worth expanding someday, Paizo!).

Chapter 3, "Religion" (32 pages), contains a half-page introduction to each of the "Core 20" deities of the setting. Other gods get a paragraph or two, but there's also space devoted to archdevils, demon lords, elemental lords, dead gods, and philosophies. It's enough to get started, though serious players and GMs will likely want more detailed information. In terms of game-play mechanics, two new clerical domains (Scalykind and Void) are introduced here.

Chapter 4, "Life" is sadly just ten pages long. This is the chapter that covers the calendar, holidays and festivals, languages, weather and climate, and distinctive flora and fauna, among other subjects. There are some nice samples of things that make Golarion distinctive, but it would be good to someday have an "Inner Sea Almanac" that expanded on the little things that don't seem exciting but help add a major degree of verisimilitude to the setting.

Chapter 5, "Factions" (14 pages) provides a two-page introduction to five different organisations: the Aspis Consortium (an unprincipled group of colonialists & merchants), the Eagle Knights (anti-slavery freedom-fighters), the Hellknights (extremely strict "law and order" types), the Pathfinder Society (explorers and treasure-hunters), and the Red Mantis (assassins). Several lesser groups also get a one-paragraph overview. Overall, the chapter again serves nicely as a brief introduction, though more detailed information on each of the groups is available elsewhere.

Chapter 6, "Adventuring" (30 pages) is for the players. It starts with suggestions on where in the Inner Sea various classes might hail from. It then introduces four new prestige classes: the Harrower (a cool fortune-teller with an interesting suite of special abilities), the Hellknight (an armored juggernaut), the Low Templar (a sort of cowardly knight; it's hard to envision this one appealing widely), and the Red Mantis Assassin (maybe more for GMs than players, but with some eye-raising abilities). The chapter introduces several new feats; most of them are forgettable but a couple (like Rapid Reload and Fey Foundling) have become crucial to some builds and are, frankly, probably overpowered. The chapter provides updated rules for several pieces of equipment introduced in earlier adventure paths, including goblin weapons like dogslicers, Shoanti weapons like the Earth breaker, and more. It also briefly covers firearms, which are suitably rare and problematic (until someone plays a Gunslinger). Finally, there are some new spells (the most famous of which is infernal healing) and magic items (many of which are essential to parts of the campaign setting, like the final blades for Galt, the sun orchid elixir for Thuvia, and wardstones for the Worldwound). On the whole, I don't think buying the book purely for the "crunch" would be a good idea; the material in this chapter is only a supplement to what's essentially a "flavour/fluff" book.

Chapter 7, "Monsters" (14 pages) starts off with a nice overview of the role that various traditional groups of monsters (like dragons, trolls, ogres, etc.) play in Golarion. It then goes on to introduce seven new monsters, each with a 1-page Bestiary-style entry. Potential players will be interested to see that two of them, Gillmen and Strix, are given rules to make them playable races. Rise of the Runelords GMs may be interested to see full stats for the Sandpoint Devil.

As I write this review, Pathfinder Second Edition is on the horizon and Paizo has said they plan to update the official setting with the "results" of all previous adventure paths. For now, however, the Inner Sea World Guide is the best one-stop resource to get started on anything involving the Inner Sea. Lots of books have more on a single given topic, but no book has so much on so many different topics when it comes to the Inner Sea.


Incredible Product

5/5

So I had a few new players starting a session zero, but after making characters, they wanted to jump in to a game. I had nothing prepared because we were deciding what type of game we were going to play. After thirty minutes and this book, I had a strong beginning to a campaign. Every location, government and current events in this book is PERFECT for a campaign. So many starting points and storyline openings. Rich with interesting information and plot hooks. Easy five star and beautiful map. Thanks paizo


An Engaging Setting

5/5

This was the first Pathfinder Campaign Setting product I bought. That would have been early in 2013. I was curious about the references to Golarion in the Core Rule Book and wanted to know more. I got what I wanted in spades! This is an excellent resource for the Golarion setting.

I recently bought the PDF because I forgot where I had put my hard copy. It's excellent because I can just open the file on my computer, find what I'm looking for with a bookmark and I'm good to go.


The Inner Sea is Good for Me

5/5

This is a great resource book. The layout is great and even if you don't feel like using the various nations of The Inner Sea itself it the book gives you tons of ideas on how to build your own fantacy nations. The kinds of civilizations are diverse and all look like great places to have adventures in and make me want to read all of the Campaign Setting product line.

Add to that the feats, prestige classes, items, and the handful of monsters and you've got icing on what is already a great cake of a book.

All in all definitely worth the $9.99 asking price for the PDF!


Best RPG Product Ever

5/5

I can honestly say this is the best RPG product I've ever bought. There's so much reading in it, and I keep dipping back into it over and over again.

This book made me fall in love with Golarion, and each entry has made me dive off looking for more in the campaign setting and tales line.

If you haven't already hit the link to buy, then stop reading and do it now, you deserve it!


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

A question regarding the spells listed in this book: some of these spells (Gorum's armor, infernal healing, greater infernal healing, lover's vengeance, shield of the Dawnflower, vision of Lamashtu, waters of Lamashtu) were previously published in Gods & Magic or 3.5 era Pathfinder deity articles and tied to one specific deity each. Infernal healing and greater infernal healing were even reprinted as Pathfinder RPG versions in the Asmodeus article in Pathfinder #29.

The Inner Sea World Guide now omits these ties to specific deities. Do we assume that alle divine spellcasters can now get access to these spells or should they be kept restricted to the followers of their respective deities?

The Exchange

I am loving this book!
Will I ever need another campaign setting... probably not.
Is that going to stop me from wanting more... definitely not.
I want a Casmaron source book ASAP!
Will we see source books for the other worlds, such as Castrovel or Akiton, in the near future?

Paizo Employee Creative Director

Zaister wrote:

A question regarding the spells listed in this book: some of these spells (Gorum's armor, infernal healing, greater infernal healing, lover's vengeance, shield of the Dawnflower, vision of Lamashtu, waters of Lamashtu) were previously published in Gods & Magic or 3.5 era Pathfinder deity articles and tied to one specific deity each. Infernal healing and greater infernal healing were even reprinted as Pathfinder RPG versions in the Asmodeus article in Pathfinder #29.

The Inner Sea World Guide now omits these ties to specific deities. Do we assume that alle divine spellcasters can now get access to these spells or should they be kept restricted to the followers of their respective deities?

They still have those ties to specific deities, by virtue of their name. A properly roleplayed cleric of Sarenrae wouldn't cast Waters of Lamashtu, and vice-versa. How much you regulate or enforce these implied rules is up to the GM, though... and in the case of divine spellcasters who don't serve deities (such as oracles) that's not even a problem at all.


James Jacobs wrote:
Zaister wrote:

A question regarding the spells listed in this book: some of these spells (Gorum's armor, infernal healing, greater infernal healing, lover's vengeance, shield of the Dawnflower, vision of Lamashtu, waters of Lamashtu) were previously published in Gods & Magic or 3.5 era Pathfinder deity articles and tied to one specific deity each. Infernal healing and greater infernal healing were even reprinted as Pathfinder RPG versions in the Asmodeus article in Pathfinder #29.

The Inner Sea World Guide now omits these ties to specific deities. Do we assume that alle divine spellcasters can now get access to these spells or should they be kept restricted to the followers of their respective deities?

They still have those ties to specific deities, by virtue of their name. A properly roleplayed cleric of Sarenrae wouldn't cast Waters of Lamashtu, and vice-versa. How much you regulate or enforce these implied rules is up to the GM, though... and in the case of divine spellcasters who don't serve deities (such as oracles) that's not even a problem at all.

Yeah, seems to me any God/Goddess could in theory grant any divine spell, the only thing would be if they would approve of the spell, and if other Gods/Goddess might get mad. A LG deity could IMO grant Animate Dead, he/she would just be like "OMFG No you can't have Animate Dead! In fact, just for asking you get no spells for a week!" Also, in your example, what would Lamashtu think of Sarenrae were to allow clerics to cast those spells? Being the creator of the spell, seems Lamashtu might be protective and only allow those Gods/Goddesses that are allies to cast/grant it.

Liberty's Edge

The 3.5 book had a map of areas where all the then current APs were taken place. Does this new version have that?

Paizo Employee Creative Director

CapeCodRPGer wrote:
The 3.5 book had a map of areas where all the then current APs were taken place. Does this new version have that?

Nope. We've done dozens and dozens of adventures and modules since that first map, so an updated version of it would be really too cluttered. Furthermore, we're a LOT more comfortable where Pathfinder is today than we were when we did the first hardcover, and so a stealth advertisement for our other adventures (which is honestly what that map was) wasn't nearly as compelling to include.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
James Jacobs wrote:
CapeCodRPGer wrote:
The 3.5 book had a map of areas where all the then current APs were taken place. Does this new version have that?
Nope. We've done dozens and dozens of adventures and modules since that first map, so an updated version of it would be really too cluttered. Furthermore, we're a LOT more comfortable where Pathfinder is today than we were when we did the first hardcover, and so a stealth advertisement for our other adventures (which is honestly what that map was) wasn't nearly as compelling to include.

On the other hand, it would be a perfect thing for someone to use the Community Use Policy to create. Perhaps using some google maps wizardry.

Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber

With the Gazetteer and the Campaign Setting having been previously published, are we likely to see one more incarnation of this material expanded upon for a future hardcover release? Maybe three years?

I currently own the previous 3.5 hardcover campaign setting and this newly expanded material and am merely concerned for the release of another guide to the Inner Sea. Please do not mistake my comments for disdain as I am truly a fan of the material Paizo has produced with the line of Pathfinder. My concerns reside for the image that would be attached to another release of the Inner Sea material/ product line in the future. Game on my friends!!

Silver Crusade

Pathfinder Adventure Path Subscriber
the Haunted Jester wrote:

With the Gazetteer and the Campaign Setting having been previously published, are we likely to see one more incarnation of this material expanded upon for a future hardcover release? Maybe three years?

I currently own the previous 3.5 hardcover campaign setting and this newly expanded material and am merely concerned for the release of another guide to the Inner Sea. Please do not mistake my comments for disdain as I am truly a fan of the material Paizo has produced with the line of Pathfinder. My concerns reside for the image that would be attached to another release of the Inner Sea material/ product line in the future. Game on my friends!!

Unlikely. Inner Sea Guide happened due to three reasons:

1. The previous CS went out of stock.

2. The game system changed, and Paizo wanted a Campaign Setting with PF rules.

3. The original CS had some elements which James and Erik didn't find all that fitting with their vision of Golarion, so they wanted that sorted out.

Paizo Employee Creative Director

the Haunted Jester wrote:
With the Gazetteer and the Campaign Setting having been previously published, are we likely to see one more incarnation of this material expanded upon for a future hardcover release? Maybe three years?

Nope; the Inner Sea World Guide is pretty much were we want the campaign setting to be.


Is anyone else having an issue downloading the World Guide? Since the update, I cannot download the updated file with the map. I emailed customer service. I don't have an issue with any other files, including Ultimate Magic which was purchased/downloaded today.

Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber
James Jacobs wrote:
the Haunted Jester wrote:
With the Gazetteer and the Campaign Setting having been previously published, are we likely to see one more incarnation of this material expanded upon for a future hardcover release? Maybe three years?
Nope; the Inner Sea World Guide is pretty much were we want the campaign setting to be.

Thanks for the clarification Gorbacz and Mr. Jacobs. I do want to commend the forum framework of Paizo as I love the professional and community interaction of the designers and fans alike!! Game on Pathfinder friends!!


Am I the only person who got a book with missing and extra pages?

Mine is fine to page 32; the next page is 65, where it continues to page 96. Then the next page is 65, and from there the book continues normally until the end. I'm missing pages 33-64. Is this a known issue, or is my copy special?


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
secher_nbiw wrote:

Am I the only person who got a book with missing and extra pages?

Mine is fine to page 32; the next page is 65, where it continues to page 96. Then the next page is 65, and from there the book continues normally until the end. I'm missing pages 33-64. Is this a known issue, or is my copy special?

It is a not uncommon occurrence in the printing world. Take the book back to where ever you got it and exchange it.

Paizo Employee Creative Director

secher_nbiw wrote:

Am I the only person who got a book with missing and extra pages?

Mine is fine to page 32; the next page is 65, where it continues to page 96. Then the next page is 65, and from there the book continues normally until the end. I'm missing pages 33-64. Is this a known issue, or is my copy special?

Yeah; this happens now and then to books. It's a printer error. If the store where you bought it won't replace it, drop a line to our customer service and they might be able to help you out.


James Jacobs wrote:
secher_nbiw wrote:

Am I the only person who got a book with missing and extra pages?

Mine is fine to page 32; the next page is 65, where it continues to page 96. Then the next page is 65, and from there the book continues normally until the end. I'm missing pages 33-64. Is this a known issue, or is my copy special?

Yeah; this happens now and then to books. It's a printer error. If the store where you bought it won't replace it, drop a line to our customer service and they might be able to help you out.

Thanks for the reply. The store won't replace it, so I will try contacting customer service to see if there is something they can do :)

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
secher_nbiw wrote:

Thanks for the reply. The store won't replace it, so I will try contacting customer service to see if there is something they can do :)

Wow, that would be a store that would go on my never shop at again list.


Dragnmoon wrote:
secher_nbiw wrote:

Thanks for the reply. The store won't replace it, so I will try contacting customer service to see if there is something they can do :)

Wow, that would be a store that would go on my never shop at again list.

I wasn't thrilled either, but I kind of understand. My wife bought the book for me as an anniversary gift last month, and in the weeks between her purchasing it and me opening it, the receipt was lost. It probably didn't help that the first thing I did was pull out the map in the back.

Liberty's Edge

I have to ask. How come Hyannis was taken out of the new map of Ulstav in this version? Its in the 3.5 version. I live in the real Hyannis and it was cool seeing my town there.


The Storm-lashed feat on page 289 has the following text:

Storm-Lashed wrote:

A life spent enduring gales and storms has hardened your body to the elements.

Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.

What are considered high winds? The Wind Effects Table and accompanying descriptions mentions Perception penalties starting at Strong Winds, but I can see some arguing that you need to have Severe Winds before they can be counted as High Winds. The terminology used does not match. Also, does this eliminate all Perception penalties caused by wind? Does it go all the way up to Tornado or is it limited to a range on the wind table?


Caedwyr wrote:

The Storm-lashed feat on page 289 has the following text:

Storm-Lashed wrote:

A life spent enduring gales and storms has hardened your body to the elements.

Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.
What are considered high winds? The Wind Effects Table and accompanying descriptions mentions Perception penalties starting at Strong Winds, but I can see some arguing that you need to have Severe Winds before they can be counted as High Winds. The terminology used does not match. Also, does this eliminate all Perception penalties caused by wind? Does it go all the way up to Tornado or is it limited to a range on the wind table?

*poke*

Contributor

"High winds" isn't a game term, the feat is using generic language so it doesn't limit you to just the categories in the book. If any wind effect gives you a penalty to Perception checks (such as strong, severe, and windstorm, or from specific wind effects such as gust of wind), the feat reduces the penalty by half.


Sean K Reynolds wrote:
"High winds" isn't a game term, the feat is using generic language so it doesn't limit you to just the categories in the book. If any wind effect gives you a penalty to Perception checks (such as strong, severe, and windstorm, or from specific wind effects such as gust of wind), the feat reduces the penalty by half.

Cool, thanks for the response.


This thread is super long so I couldnt find any of my questions. I have been scanning through it and I dont think there is anything that would be bad for PCs to read in the entire book. Im wanting my Players to read more about the world so they know more and have more buy in. So is there any info that the players really shouldnt know in this book? Most things seem like a Knowledge check would figure out.


Joey Virtue wrote:
This thread is super long so I couldnt find any of my questions. I have been scanning through it and I dont think there is anything that would be bad for PCs to read in the entire book. Im wanting my Players to read more about the world so they know more and have more buy in. So is there any info that the players really shouldnt know in this book? Most things seem like a Knowledge check would figure out.

Sure.. for one

Inner Sea World Guide:

The World Guide clearly states that Razmir is a fraud and his cult is, essentially, a huge thieves' guild. Compare this with the hints and suspicions mentioned in the Inner Sea primer. There, the actions of Razmir's faithful are described as having aroused some suspicion.. which could mean suspicions that the cult is evil, or any number of other things.

That fact sort of trumps the point of the Masks of the Living God adventure, in which a party of PCs investigates a temple of Razmir and discovers that the whole is an elaborate fraud. Even then, while they know that the local temple is a fraud, there's still enough "plausible deniability" in the whole for Razmir to claim it was an isolated case.

If you have not run Rise of the Runelords yet, the map of Varisia shows you the location of Xin-Shalast.

I am sure there are others.. those are just two that come to mind immediately. If you plan to run your own adventures and not use any of Paizo's published ones, some of them will not matter as much.

Dark Archive

I've had the PDF for almost a year now, but the Inner Sea World Guide Chapter is too big to run smoothly. There is a considerable amount of lag when loading each page. Is there any chance to get that chapter broken down to a more manageable size? Maybe one file per nation?


Hiya folks,

I just received the Inner Sea World Guide for my birthday, and I have to say it's awesome. Golarion is definitely a place I'm going to be visiting a lot!

I have 2 questions from a casual read-through, that I hope someone can help me with:

1. Is there a master list somewhere of the different sites that official Pathfinder adventures take place in? I'm thinking purely of down the road, I wouldn't want to blow up Ustalav and then decide to run Carrion Crown, for example.

2. Has anything ever been said about *why* Aroden died? What killed him?

Thanks!


Pathfinder Adventure Subscriber

1. Not really. But you can probably piece one together yourself by reading the product descriptions here. And since Paizo continues to sell pdfs even after the print-run is sold out, they won't go away.

2. We've been told the in-house Paizo-designers know, but it's not something that's ever intended to be revealed since that question is one of the cornerstones in the setting's metaplot(s).


Kajehase wrote:

1. Not really. But you can probably piece one together yourself by reading the product descriptions here. And since Paizo continues to sell pdfs even after the print-run is sold out, they won't go away.

2. We've been told the in-house Paizo-designers know, but it's not something that's ever intended to be revealed since that question is one of the cornerstones in the setting's metaplot(s).

Thanks for the info.

So the death of Aroden is a cornerstone mystery, eh? Makes me even more curious now... :)

How have other DMs handled it in games it's come up? I mean, one high level wizard casting "I *wish* I knew the details about how Aroden died" might open things up a bit.

Also, are there any other metaplot mysteries/things that we're aware of in Golarion?

Scarab Sages

Not a mystery, but the history of the Whispering Tyrant who, as the premier (formerly mortal) BBE, exists in the Gallowspire in Ustalav, probably influences the whole of Avistans history.

The Cycle of Baba Yagas visits to Golarion, during each of her stays she enthrones a new daughter in Irrisen.

The Eye of Abendendego, an eternal hurrican probably connected to the death of Aroden.

The vaults of orv in the darklands, created by a mysterious ancient race for even more mysterious reasons.

A crashed starship in the heart of Numeria.

The Starstone, a strange otherwordly artifact now enclosed in a cathedral in Absalom, known to have the power to turn mortals into gods if they pass a mysterious test - only three mortals have since aroden lifted the stone from the bottom of the sea almost 5000 years ago.

Golarion is connected via gates to other planets in its system (unknown to most). There exists a network that ultimatly connects most or even all of the systems worlds.

edit: edited for screwing up orthography even worse then usual.

Silver Crusade

Pathfinder Adventure Path Subscriber

The Great Beyond and Distant Worlds are both literally riddled with mysteries, metaplot hints, ominous references, signs and portents. It's what makes both books awesome.


I'm sure the info is somewhere in this thread, but scanning the last few pages and some of the reviews I didn't see it addressed. Can anyone tell me how much more info and the sort of info is in this iteration as compared to the original version of this book? I'm trying to decide if it's worth to buy the new version and I really don't feel like paying full price for a complete re-tread w/ tiny additions.

Is it worth a second go around? And if so, why?

Any info appreciated.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber

See here

and

here.


Lanx wrote:

See here

and

here.

Thank you!

Web Product Manager

This product now has a Lite pdf download option available. Learn more about it here!


I just bought the PDF, and downloaded the "Lite–One File per Chapter" version.

I know that this is a very minor point, but are you aware that one of the files is titled "PZO9226 078-101 Ch2 Irrisen-Eastwall"? I'm sure you meant "Lastwall".

I could just rename the file myself, right? I haven't noticed any interfile links.


Picked this up at Gencon. I wanted the Golarion setting book for quite some time (I have the Gazeteer), and am glad I waited for the updated version.

I am very happy with the book. I haven't been through the whole thing, but its definitely a quality product, and well worth it. It reminds me of both the Forgotten Realms and the Wilderlands of High Fantasy - two settings I have much love for, while at the same time standing on its own.

I was on a fairly tight budget at the con, so thank you for not disappointing - it was money well spent.


I love this book, and am wondering if there will be any more hardback world guides. That would make an awsome addition to my collection

Sovereign Court

So I have a question about the Harmonic Spell feat and Sound Striker Bard Archetype.

The Sound Striker Archetype from Ultimate Magic says

Ultimate Magic wrote:
A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

However the Harmonic Spell feat gives the Bard the ability to:

Inner Sea World Guide wrote:
... switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.

Does this mean I cannot use Harmonic Spell with the Sound Striker abilities? Until I found the Harmonic Spell feat I had assumed that the Sound Striker line quoted above referred to the Bard's ability to:

Core Rulebook wrote:
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

My thinking is that Harmonic Spell still effects the Sound Striker abilities and that the line in UM above is in reference to the Bard ability allowing Bardic performance to be cast faster over time. But maybe not. Anyone know of any rulings on this?

Owner - House of Books and Games LLC

I must be missing what the issue is.

The sound striker talks about the duration of a performance, i.e. the performance must be at least a standard action in duration.

ISWG's Harmonic Spell and the Core Rulebook both talk about starting performances (and switching is just stopping one and starting another).

Now, in theory, I suppose a 13th-level bard could start one performance as a swift action, stop it, and start another as a move action, but unless the first performance was one with an instantaneous effect (which none of the ones in the Core Rulebook are) it would be rather pointless.

I guess I'm not sure what your question is :)

Dark Archive

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Society Subscriber

Just wanted to know something about the Hellknight Armor ability of the Hellknight prestige class. In the description, it says that the individual can move at full speed while wearing his armor. On the table, it indicates the same, but at eighth level. What is the correct level for being able to move at full speed in the armor? Thanks.


Sorry if I ask something already said, but I'm a bit upset. Paizo gentlemen, why in the world you'd tagget "answered in the FAQ" to the Dervish Dance with Buckler question, while I cannot find anything in the FAQ? I'd checked again and again, and didn'd found a FAQ about that. Maybe I'd missed it, so can you point me to the link where you answered this question? And if you didn'd answered, why do you flagged it as answered? It makes me feel a bit cheated. So, I'd like to see a link to the answer or know why you didn't answer to that. I really appreciate your work, sincerely. So, please, if you flag as "answered in the faq", make sure that you really answered this.

RPG Superstar 2008 Top 32

In setting up for my first Rise of the Runelords campaign - so long in the running I'm using then 3.5 version! - I ended up on the PF Wikia and was continually impressed reading around the stuff not covered in the adventure path. I was particualrly blown away by the fact it's *in a solar system* (frack, *yes!*) and a populated one no less.

The question is, then, given that I'm reading mostly for interest (and some advanture paths eventually), do I want this or the older book as the general guide? (I'm assuming the former, but it never hurts to ask!)

Scarab Sages

This! (IMHO). It has a better format, it is prettier and adds a little more detail to almost everything. You also do want the Magnimar sourcebook and Distant Worlds ;-)

RPG Superstar 2008 Top 32

feytharn wrote:
This! (IMHO). It has a better format, it is prettier and adds a little more detail to almost everything. You also do want the Magnimar sourcebook and Distant Worlds ;-)

Aha. The latter, very much so.

Am... I missing something with Magnimar? I mean, I only distantly remember reading the RoRL material on it and it had the same flair as the rest of the module, but not enough to especially stand out... I'm sort guessing from the comments that it got fleshed out a great deal or something later on...?

Scarab Sages

Yes, it was. I wrote a review that pretty much sums up my whole opinion of the book. If you wan't to add flair to the Magnimar chapter of RotRL (or spend a whole lot more time and adventure there as I did with my group), the book is a great addition to the AP.


Is anyone else having trouble reading the PDF on their iPad? I tried the Lite version, but it doesn't load either. I ended up loading the book up chapter by chapter, but that's a little annoying. Is there something I should do to the file before I upload it to the iPad? (First world problems, I know. Perhaps I should spring for the paper book...)

Webstore Gninja Minion

BossArcadelt wrote:
Is anyone else having trouble reading the PDF on their iPad? I tried the Lite version, but it doesn't load either. I ended up loading the book up chapter by chapter, but that's a little annoying. Is there something I should do to the file before I upload it to the iPad? (First world problems, I know. Perhaps I should spring for the paper book...)

What reader are you using on the iPad (and what version of the iPad)? I don't have an issue with Goodreader on the iPad Air. ISWG is a bit more image-intensive than some of our other PDFs, so that may be an issue.


Liz Courts wrote:
What reader are you using on the iPad (and what version of the iPad)? I don't have an issue with Goodreader on the iPad Air. ISWG is a bit more image-intensive than some of our other PDFs, so that may be an issue.

I'm using iBooks on a 2013 iPad (the one just before the Air came out). I'll try Goodreader. I find Adobe Reader to be really slow, but it seems to be the only one that reads map sets. I don't use Reader for the books because it's too slow.


Wow! Best $6.99 I've spent for a game aid. Thank you!

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