Nations

The intrigues and adventures the campaign take place in a diverse and dangerous region centered on the Inner Sea, the trading and cultural hub of two continents.

At the heart of the Inner Sea’s warm waters stands Absalom, the City at the Center of the World. This ancient island city state has survived nearly 5 millennia of toppled kingdoms to thrive as a haven of merchants and scoundrels.

In the west, the Inner Sea passes through the narrow Arch of Aroden, a tenaciously contested strait named for the monolithic ruined stone bridge connecting two continents at their closest point of approach. To the east, the Inner Sea opens into the vast Obari Ocean.

Two very different continents frame the Inner Sea.

Avistan, to the north, is the seat of once-mighty empires like Cheliax and Taldor, and site of the ruins of Lost Thassilon in Varisia. South, across the wide waterway of the Inner Sea, lie the secrets of Garund, a sprawling continent of arid deserts and fecund jungles, where the mighty pharaohs of Osirion emerged from the Age of Darkness to chart a new destiny for humanity.

Generally speaking, civilization centers on the Inner Sea, with barbarism and savagery taking hold where the sea’s refining influence wanes. Exceptions exist, of course, and the scattered lights of civilization stand out in the dark wildernesses and savage frontiers far to the north at the top of Avistan and well to the south in eastern Garund. Likewise, dark, wild areas exist within otherwise civilized lands close to the Inner Sea. Mercenaries and would-be heroes seek fortune and glory throughout the Inner Sea region, uncovering lost treasures, pacifying terrible dangers, and finding ignoble deaths in every unclaimed wilderness, kingdom, and empire of Avistan and Garund.

North of Avistan stretches the Crown of the World, a massive sheet of ice and snow that links the continent with others in the northern hemisphere. Where the two meet, hardy barbarism tends to dominate. Even in northern kingdoms that strive for advancements in civilization, the use and knowledge of arcane magic remains relatively unknown and certainly mistrusted in places such as the Lands of the Linnorm Kings and Realm of the Mammoth Lords. Even Mendev, a relatively advanced nation filled with pious (and not-so-pious) crusaders, tends to shy away from arcane magic.

Magic becomes more common in the southern nations of Avistan, particularly the devil-binding empire of Cheliax and its former colonies and vassal states. The ruling caste of shadow-haunted Nidal is suffused with forbidden magical forces, while the elves of Kyonin practice fey rites that date back millennia. On Avistan’s rocky northwest shore, the Varisian frontier boasts the mostly intact ruins and lost magics of ancient Thassilon—as well as the famed Acadamae wizarding school.

Use of magic and the appearance of the fantastic and bizarre are much more commonplace on the southern continent of Garund. In the deserts of Osirion stand countless monuments to near-forgotten pharaohs, godlike beings who raised their people from barbarism to the heights of ancient empire. Along the eastern coast stand the remnants of Nex and Geb, two kingdoms formed to serve opposing wizard-kings in the distant past. Today, Geb relies on animated corpses to harvest food for its living inhabitants. The courts of Nex boast the most advanced and least-understood schools of arcane learning on the planet. Between these former enemies lies a magic-dead stretch of desert known as the Mana Wastes, within which exists a city-state reliant on technology and advanced engineering in a world dependent on the supernatural. Deep in the heart of Garund, across the Shattered Range mountains, ancient ruins of unknown origin rise out of wild, wholly uncivilized jungles. Scattered throughout the mountains surrounding the vast jungles of the Mwangi Expanse lie the ruins of once-miraculous f lying cities of the Shory, long since crashed into the rocky slopes where they now rest.

Each of these fantastic locales makes a fitting backdrop for thrilling adventures. The world of Golarion and its myriad secrets stand ready for you and your players to explore.

Nations
Absalom
Alkenstar
Andoran
Hold of Belkzen
Brevoy
Cheliax
Druma
Galt
Geb
Hermea
Irrisen
Isger
Jalmeray
Katapesh
Kyonin
Lastwall
Linnorm Kings, Lands of the
Mammoth Lords, Realm of the
Mediogalti Island
Mendev
Molthune
Mwangi Expanse
Nex
Nidal
Nirmathas
Numeria
Osirion
Qadira
Rahadoum
Razmiran
River Kingdoms
Sargava
The Shackles
Sodden Lands
Taldor
Thuvia
Ustalav
Varisia
Worldwound
Beyond

Nations

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