Difference between revisions of "Golarion"
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[[Golarion]] is the official setting for the [[Pathfinder]] Chronicles. This is a resource for local games in the setting. | [[Golarion]] is the official setting for the [[Pathfinder]] Chronicles. This is a resource for local games in the setting. | ||
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* The world follows '''high magic''' conventions – lots of wizards, spellcasting clerics, and of course monsters. Magical “technology” is confined to just a couple of areas, but there is a core assumption that magic items are common. | * The world follows '''high magic''' conventions – lots of wizards, spellcasting clerics, and of course monsters. Magical “technology” is confined to just a couple of areas, but there is a core assumption that magic items are common. | ||
* Golarion has a fairly '''moderate power level''': most “powerful” NPCs are levels 7-10. After a long campaign, the PCs will be amongst the most powerful beings on Golarion. | * Golarion has a fairly '''moderate power level''': most “powerful” NPCs are levels 7-10. After a long campaign, the PCs will be amongst the most powerful beings on Golarion. | ||
− | * The Inner Sea encompasses '''Europe and the Mediterranean''' – there are Egyptian and Arabic analogs on the edges, but for the most part it has a “traditional” western European feel. | + | * The Inner Sea encompasses '''Europe and the Mediterranean''' – there are Egyptian and Arabic analogs on the edges and East Asia has its own continent, but for the most part it has a “traditional” western European feel. |
* Many of the nations have clear '''real-world analogs'''. There’s Galt, based on the French Revolution, Brevoy, with Russian influences, Qadira, with Persian influences, etc. That makes it fairly easy to hook into those regions. There are also some more fantastical elements, both inside these analogs and in their own regions, but you’ll often find real-world knowledge helpful in understanding the setting. | * Many of the nations have clear '''real-world analogs'''. There’s Galt, based on the French Revolution, Brevoy, with Russian influences, Qadira, with Persian influences, etc. That makes it fairly easy to hook into those regions. There are also some more fantastical elements, both inside these analogs and in their own regions, but you’ll often find real-world knowledge helpful in understanding the setting. | ||
== Geography == | == Geography == | ||
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== See Also == | == See Also == | ||
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* [[Heresy of Lost Omens (Apath)|Heresy of Lost Omens]] | * [[Heresy of Lost Omens (Apath)|Heresy of Lost Omens]] | ||
Latest revision as of 09:44, 11 January 2022
Unofficial rules compendium | |
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Golarion is the official setting for the Pathfinder Chronicles. This is a resource for local games in the setting.
Setting
From a review of the Inner Sea Primer:
- Golarion is Paizo’s only official setting for the Pathfinder Roleplaying Game. Almost every Paizo product for Pathfinder will include some Golarion information (though it is very light in the official hardbacks). On the other hand, although other companies can support the Pathfinder RPG, they may not (except with special permission) use the Golarion setting.
- Golarion is very much a kitchen sink setting: it spans dozens of cultures and tones, from the magic-dead Alkenstar, home of elite gunslingers, to the Vikings of the Land of the Linnorm Kings to the monks of India. Nearly any fantasy character you can imagine will find a place here.
- It is built almost from the ground up as a platform for adventure. Yes, it’s a kitchen sink – but each of the diverse settings is built with conflict in mind, and threads and sites for adventure fill the history and geography of the place.
- Although it is a “kitchen sink,” Golarion is also modular. Most regions choose a theme or tone and stick fairly closely to it. So you can break off the horrors of Ustalav to run your undead-hunter game, without much intrusion from the magical technology of Numeria or the guns of Alkenstar – unless you want it. All the dishes are in that kitchen sink – but each in their own bin.
- Golarion is a wide-ranging and deep setting. There are a lot of connections to be made, secrets to be uncovered, and areas to explore. There is a ton of support and the river is only flowing faster! Of course one doesn’t need to follow all of this – just take the pieces that interest you – but this is one of Paizo’s goals with the setting.
- The world is strongly human-centric. Elves, dwarves, and orcs have their own nations – but only one each. Humans control the other 35 nations of the Inner Sea. While demi-humans are common, they setting focuses on humans.
- The world follows high magic conventions – lots of wizards, spellcasting clerics, and of course monsters. Magical “technology” is confined to just a couple of areas, but there is a core assumption that magic items are common.
- Golarion has a fairly moderate power level: most “powerful” NPCs are levels 7-10. After a long campaign, the PCs will be amongst the most powerful beings on Golarion.
- The Inner Sea encompasses Europe and the Mediterranean – there are Egyptian and Arabic analogs on the edges and East Asia has its own continent, but for the most part it has a “traditional” western European feel.
- Many of the nations have clear real-world analogs. There’s Galt, based on the French Revolution, Brevoy, with Russian influences, Qadira, with Persian influences, etc. That makes it fairly easy to hook into those regions. There are also some more fantastical elements, both inside these analogs and in their own regions, but you’ll often find real-world knowledge helpful in understanding the setting.
Geography
See Also
Notes
<references/>
External Links
- Pathfinder Adventure Paths
- Golarion on 1d4chan
- Golarion on Pathfinder Wiki
- Golarion on Golariopedia
- Golarion History Video at Youtube