Pathfinder.Chronicles.[PZO1111].-.Campaign.Setting.ENG.OCR.pdf

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PZO1111E.pdf
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CAMPAIGN SETTING
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Table of Contents
Foreword
3
Flora
214
Chapter1:Characters
4
GeneralFeats
216
Races
6
Languages
218
Classes
41
LostNations
220
Chapter2:TheInnerSea
52
PrestigeClasses
222
OverviewoftheInnerSea
52
Harrower
222
NationsoftheInnerSea
54
LowTemplar
224
BeyondtheInnerSea
152
PathfinderChronicler
226
Chapter3:Religion
158
RedMantisAssassin
228
MajorGods
160
ShacklesPirate
230
OtherGods
170
Psionics
232
TheGreatBeyond
178
Technology
234
Chapter4:Organizations
186
TimeandSpace
236
MajorOrganizations
187
Trade
238
SmallerOrganizations
196
WeatherandClimate
240
Chapter5:TheWorld
198
Appendices
242
A:PathfinderChroniclesLocations 242
B:PronunciationGuide
HistoryandTimeline
198
TheDarklands
202
244
DomainSpells
204
C:Rogue’sGallery
246
Equipment
206
D:WanderingMonsters
252
Fauna
212
Index
254
Based on the Pathfinder Chronicles Gazetteer
by Erik Mona and Jason Bulmahn
Credits
Paizo CEO • Lisa Stevens
Vice President of Operations • Jeff Alvarez
Director of Sales & Marketing • Joshua J. Frost
Corporate Accountant • Dave Erickson
Staff Accountant • Christopher Self
Technical Director • Vic Wertz
Online Retail Coordinator • Jacob Burgess
Project Lead • Mike McArtor
Art Director • Sarah E. Robinson
Editor-in-Chief • James Jacobs
Editors • Christopher Carey, Erik Mona,
F. Wesley Schneider, James L. Sutter
Editorial Intern • Claudia Golden
Development • Jason Bulmahn, James Jacobs, Mike McArtor
Graphic Design Assistance • Drew Pocza
Managing Art Director • James Davis
Publisher • Erik Mona
In Memory of E. Gary Gygax
Special Thanks • The Paizo Customer Service and Warehouse Teams
Product Identity: The following items are hereby identified as Product Identity, as defined in
the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue,
plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents
of this Paizo Publishing game product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written
permission. To learn more about the Open Game License and the d20 System License,
please visit wizards.com/d20.
The Pathf inder Chronicles Campaign Setting hardcover is published by Paizo Publishing,
LLC under the Open Game License (OGL) and is suitable for use with the world’s most
popular fantasy roleplaying game. The OGL can be found on page 256 of this product.
Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing,
LLC. Pathfinder, Pathfinder Chronicles, and GameMastery are trademarks of Paizo
Publishing, LLC. Use of other names without mention of trademark status should not
be construed as a challenge to such status.
© 2008, Paizo Publishing, LLC
All Rights Reserved. Printed in China.
Paizo Publishing, LLC
2700 Richards Road, Suite 201
Bellevue, WA 98005
Contributing Authors • Keith Baker, Wolfgang Baur, Clinton
J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood,
Stephen S. Greer, Jeff Grubb, James Jacobs, 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, JD Wiker
Cover Artist • Wayne Reynolds
Cartographer • Rob Lazzaretti
Contributing Artists • Jeff Carlisle, Concept Art House,
Julie Dillon, Eric Dechamps, Andrew Hou, Warren Mahy,
Drew Pocza, UDON, Ben Wootten, Eva Widermann,
Ilker Serdar Yildiz
paizo.com
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PATHFINDER CHRONICLES CAMPAIGN SETTING
NEW WORLD
that in many ways it feels like an old
world—comfortable,familiar,understood.
Not only did we f ind inspiration for Golarion
from such classic authors of fantasy as Robert
E. Howard, Jack Vance, and—yes—Professor
Tolkien, we also continue to f ind inspiration in the
ancient tales and legends of our own planet Earth.
The campaign setting is a new old world in other ways as
well. Many of us here at Paizo who laid out the foundations
of Golarion drew from material we created many years ago.
More than a little of Golarion (like almost all the gods, for
example) is imported directly from the homebrew campaign
setting James Jacobs has been working on since 1984. A few
chunks (like Shelyn and the Odeber family) come from an
epic fantasy novel I’ve tried (and failed) to write f ive times
in the past 15 years. Erik Mona invented Cheliax nearly two
decades ago on a family vacation. All of these ideas and
more have bubbled up from the past and are given new lives
in Golarion, the home world of the Pathfinder Chronicles
Campaign Setting .
So what can you expect to f ind? Immediately after this
introduction, Chapter 1 launches into creating characters for
Golarion and gives detailed looks at all the races and human
ethnicities, as well as the 11 standard classes. Chapter 2 gives
an overview of the entire world and in-depth looks at more
than three dozen nations of the Inner Sea region (including
three never seen before!). Following that, Chapter 3 looks
at the 20 major gods of Golarion, plus a number of lesser
deities and philosophies. It ends with an overview of the
Great Beyond—Golarion’s planar cosmology. Some of the
most important organizations in the Inner Sea region get
detailed descriptions in Chapter 4. The topics that do not
f it well within those chapters end up in Chapter 5, which
presents its many subjects in alphabetical order, after an
overview of Golarion’s history, with topics ranging from the
Darklands to Weather and Climate. Following all that are
several appendices of information that might prove useful
to GMs and players.
Because of the importance of the project, I was allowed
to pull out all the stops when it came to f inding writers
to work on this grand tome. A quick peek at the all-star
cast should give you an indication of the quality you’ll
f ind in the following pages. Working on this book gave me
the opportunity to contact many of my favorite designers,
some of whose works I grew up reading and who helped to
build the gaming infrastructure we all rely upon today. In
addition, I had the privilege of providing the f irst RPG-
industry assignments for a few of 2007’s inaugural RPG
Superstar Top 4 f inishers. Finally, I drew upon Paizo’s
stable of excellent writers built up over the last 6 years,
including some names you’ll likely recognize from other
Paizo products as well as a couple whose potential we’re
only beginning to tap. As if that weren’t enough, check out
who I got to write guest forewords on the facing page.
All of the hard work involved in this project, all the long
hours and occasional weekends spent in the off ice—all of
it—was worth every moment of stress and anxiety in order to
bring you this book, this magnum opus of my career. I hope
you enjoy it.
Mike McArtor
Editor
Project Lead
2
AN OLD
G olarion is a new world. We hope, however,
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INTRODUCTION
have created this for you to use and, not only that, to expand upon. But this is no ordinary world. It is
one like no other. It is a fantasy world. Aha! We already knew that, so this is old news, but aside from
that, this fantasy world is new. And it’s all yours to do with as you wish, for unlike our own Earthly realm
we can have only limited experiences within, this new world has no fathomable limits.
World design is a fascinating subject. It’s no easy task for designers to present all the information and
backdrop needed for gamers to depart upon, the many kernels and slices of fantasy-world-life that inspires
its participants to reach into these for direction as well as to reach beyond them for additional substance.
Worlds require participating in them in order to be fully appreciated and realized. They need you as much as
you need them. While designing parts of the World of Greyhawk and my World of Kalibruhn one thing was
always apparent: I was the one “True God” in charge of it all. I chose those areas to make come to life; I created
supplementary information that went above and beyond what was presented; I brought continents, cities and
villages to life; I placed many dungeons upon (or under) their surfaces; and I animated beings, including gods,
which in turn took their stabs at moving about and inf luencing world affairs. In short, I was always in creative
control, a world master if you will. Through that process I became intimate with each setting and in doing so
came to understand their needs. I fed them even as they were feeding me. It is a bond like no other in fantasy
RPGs; and it is one that every participant in this new world presented by Paizo’s authors can in turn emulate,
and even in some cases, exceed.
Every adventure starts with but a single step. You have taken the first step by purchasing a book like no other.
The exciting path to exploration is now before you. May enchantment guide you in your travels!
Robert J. Kuntz
Author of Maure Castle, Co-DM of the Original Lake Geneva Campaign
Discovery channels every Saturday. Building a world that makes sense to a reader means building in
the logical constructs of society in ways that are familiar. Human history is varied, or is it? The truth
is, when you get below the names and the rituals, there is an underlying commonality from ancient Egypt
to the Romans to the Turks to the Brits to America.
When I sat down to create the world of Corona for the Demon War Saga, I started with the idea that
I would be in the Middle Ages of these societies, pre-Renaissance. As I wanted the Abellican Church to
dominate, I preferred to stay away from Corona’s “enlightenment.” And since there was magic in use,
the technological advancements could be slowed considerably. Necessity is the mother of invention, and
if magic sources mitigate that necessity, invention will be a slower process. So here’s my “truism” in the
world of Corona, here’s what makes it different: the gemstones really do have magic in them, which can be
accessed. That was the keystone of the world-building. Now, go from there: what societal structure would
then seek to control the gemstones? It would either be the ruling lords or the religious class, logically, and if
the only group who understood how to make permanent and how to best access the magic within the stones
was the church, we now have a powerful societal force on our hands, one that will no doubt rub the wrong
way the churches that were in place before the stones were found, and one that would no doubt use this
magic as soft blackmail to the political powers that be to increase its own inf luence. And with this absolute
power comes, as history teaches us, corruption.
So that’s how Corona was built. From the gemstones to the church to the lords to the countries, and
underlying every step of the construction were the lessons I learned from watching the History Channel.
Because those themes of human folly—greed, power, coveting thy neighbor’s goods—are the eternal
paradigm of our own familiar history.
So how did I build the society of Menzoberranzan and the drow in the Forgotten Realms? From the work
of Gary Gygax and Ed Greenwood for some details, to be sure, but the real secret can be found in the pages of
Mario Puzo’s The Godfather . Hey, I’m an Italian kid from Massachusetts! What can I say?
R.A. Salvatore
New York Times Best-Selling Author
3
W hat you have in your eager hands is a World. Think about that for a minute. A whole world. Its authors
T he simplest tip I can give anyone who wishes to do some world-building is to watch the History and
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