The Inner Sea

The Best of All Possible WorldsDiscover 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. Note:This product is part of the. Additional Product Images(click to enlarge)Product AvailabilityHardcover:Available nowShips from our warehouse in 11 to 20 business days.PDF:Fulfilled immediately.Non-Mint:Available nowShips from our warehouse in 11 to 20 business days.This product is non-mint.

Woman of the Inner Sea book. Read 34 reviews from the world's largest community for readers. Why would wealthy Kate Gaffney-Kozinsky flee her husband, lo. This video is unavailable. Watch Queue Queue. Watch Queue Queue Queue.

Refunds are not available for non-mint products.Are there errors or omissions in this product information? Got corrections? Let us know at.PZO9226See Also:.(3,261).(9,055). /(12,517). / /(104).(3,532). 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. 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.

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! This one will not obsolete the first printing; it'll expand on it. In some cases, material in the first printing might not appear in this new version, or might be less detailed. But my goal in preparing this book is to add and expand, not overwrite.It will advance the timeline by a couple of years, but won't assume any of the modules or Adventure Paths have taken place.

You'll still be able to use this book as your campaign book to start, say, Rise of the Runelords or Curse of the Crimson Throne. James Jacobs wrote:This one will not obsolete the first printing; it'll expand on it. In some cases, material in the first printing might not appear in this new version, or might be less detailed. But my goal in preparing this book is to add and expand, not overwrite.My precious, precious Alkenstar. I hardly knew ye.Alkenstar isn't going anywhere.

It's going to a section entitled 'Mana Wastes' and that section is getting 4 pages to cover the Mana Wastes and Alkenstar and everything else going on there. But it'll still be in the book.

The Inner Sea developed and published by the square is an Action, RPG, Strategy, and Single-player Simulation. It proposes a storyline that revolves around the XVII century in a mysterious archipelago. In the game, the player must build up his fleet with the help of a single ship, try to hire some new crews, and even remain engaged in naval battles against multiple enemies and monsters… read more

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Item Guide for Monsters' Den: Book of Dread Limit my search to this forum. Mundane Becomes Extraordinary, A Gift of Magic, Temporary Becomes Permanent ### Item Properties You can determine an item’s properties from its name. For information on item properties, mouse over them in the character screen. Properties that apply poison damage. Monsters' den: book of dread guide. 'TEMPORARY BECOMES PERMANENT' - Gives body enhancement elixir. 'MUNDANE BECOMES EXTRAORDINARY' - Transform one normal item in your inventory into a Unique item. Back to map screen. Monsters' Den Chronicles Wiki is a FANDOM Games Community. View Mobile Site.

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The Inner Sea

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More About The Inner Sea

The Inner Sea developed and published by the square is an Action, RPG, Strategy, and Single-player Simulation. It proposes a storyline that revolves around the XVII century in a mysterious archipelago. In the game, the player must build up his fleet with the help of a single ship, try to hire some new crews, and even remain engaged in naval battles against multiple enemies and monsters.

The player needs to embark on missions and jump into trading his heart’s content away to receive numerous rewards. The game requires the player to explore a randomly generated archipelago populated by lots of centuries worth of castaways.

The tactical combat is there that obliges the player to fight off and defeat opposing characters. While playing, the player must perform lucrative trade and even hunt for multiple valuable resources. Throughout the game, the player has to customize his fleet and capture several ships from different cultures.

Hedonism 2. It permits the player to create his faction, and make use of various equipment to establish settlements on uninhabited islands. The Inner Sea involves significant features, such as Move Settlers In, Build Improvements, Upgrade Equipment, Make Them Stronger, Face The Dangers, and more.