Common Knowledge of the Inner Sea

The World at a Glance

 

Golarion

Golarion is an ancient world, over 50 million years old, once dominated by prehistoric beasts and Dragons. From about 1 million years ago to -10,000 AR, serpentfolk and other non-human civilizations thrived. The rise of Human societies, including the great empire of Azlant, marked the end of the Age of Legend and the start of the Age of Darkness, triggered by Earthfall in -5293 AR.
  The world consists of eight continents:
  Arcadia – A lush land far west of Avistan and Garund.
Avistan – A continent rich in history, built upon the ruins of ancient empires like Thassilon and Azlant’s colonies. It is home to rising powers such as Taldor, Cheliax, Andoran, and Qadira, as well as the great city of Absalom.
Azlant – The birthplace of Human civilization, now mostly sunken beneath the Arcadian Ocean after Earthfall, leaving only scattered islands.
Casmaron – The largest continent, spanning much of the northern hemisphere and home to the mighty empires of Kelesh and Vudra.
Crown of the World – A vast, frozen desert at the northern pole, serving as a vital trade route between Avistan and Tian Xia despite its harsh conditions.
Garund – A land of ancient relics and perilous jungles, from the Osiriani deserts to the Mwangi Expanse, offering endless adventure and danger.
Sarusan – The most mysterious and least-explored continent, located in remote seas.
Tian Xia – A massive supercontinent east of Casmaron, home to powerful empires like Minkai and the Successor States of Lung Wa, with merchants who travel the world.
Golarion’s continents hold a rich history of lost civilizations, rising empires, and boundless exploration, shaping the ever-evolving world.
 

History - The Ages of Golarion

An uncounted era of myth, the Age of Creation saw Golarion's formation and the active presence of its deities. This age included the great battle that led to Rovagug’s imprisonment and ended with the emergence of mortal beings, marking the transition to the Age of Serpents.
Before humanity’s rise, serpentfolk ruled vast territories, possibly spanning continents and even nearby planetoids. This age, primarily referenced in Inner Sea histories, preceded the Age of Legend, during which other civilizations eclipsed serpentfolk dominance.
A prehistoric era defined by the rise of humanity, this period saw the flourishing of Azlant, the Thassilonian Empire in Avistan, dragon rulers in Tian Xia, and the cyclops nation of Koloran in Casmaron. The Age of Legend ended with the catastrophic Earthfall in -5293 AR, ushering in the Age of Darkness.
(-5293 AR to -4294 AR)
A thousand-year period following Earthfall, when the sun was shrouded in ash, leading to the collapse of major civilizations and widespread anarchy.
(-4294 AR to -3470 AR)
As the skies cleared, primitive survivors struggled to rebuild in a shattered world. This era ended with the founding of Osirion and the gradual re-establishment of Human civilizations, marking the start of the Age of Destiny.
(-3470 AR to 1 AR)
A time of Human resurgence, beginning with the rise of Osirion and leading to the founding of major nations like Taldor, Qadira, and the Lands of the Linnorm Kings. This period also saw Kelesh’s imperial expansion, the Nex–Geb War, and the tarrasque invasion. It culminated in 1 AR when Aroden raised the Starstone and founded Absalom, beginning the Age of Enthronement.
(1 AR to 4606 AR)
Marked by the ascension of several mortals to godhood via the Test of the Starstone—Aroden (1 AR), Norgorber (1983 AR), Cayden Cailean (2765 AR), and Iomedae (3832 AR). This age saw the rise of Andoran and Cheliax, the Oath Wars (2498–2560 AR), the Whispering Tyrant’s reign and the Shining Crusade (3754 AR), and Cheliax’s expansion during the Everwar (4305 AR). It ended abruptly in 4606 AR with Aroden’s unexpected death.
(Prophesied, but never occurred)
Predicted to begin in 4606 AR with Aroden’s triumphant return, this golden era of Human prosperity never came to pass. Instead, the god’s sudden disappearance plunged the world into chaos, leading to the Age of Lost Omens.
(4606 AR – Present)
The current age, characterized by uncertainty and the failure of prophecy. Aroden’s death triggered political upheaval, natural disasters, and planar rifts, shattering the belief in destiny. Since then, no major prophecy has come true, leaving the world in a state of unpredictability.

The Inner Sea Region: The Beating Heart of Golarion

The Inner Sea region is where history, culture, and conflict collide in a never-ending dance of adventure. Spanning the continent of Avistan and the northern third of Garund, this vast and diverse land surrounds the mighty Inner Sea itself—a lifeline of trade, power, and intrigue. At its core lies Absalom, the legendary City at the Center of the World, where merchants, diplomats, and adventurers from all corners of Golarion converge. But venture too far from its bustling streets, and civilization starts to fray at the edges. The further north or south you go, the wilder and more unpredictable the world becomes—though, as with all great rules, exceptions abound.
The Inner Sea isn’t just the heart of commerce; it’s the backdrop for ten thousand years of war, conquest, and ambition. From the clash of empires to the rise and fall of kingdoms, its lands have been soaked in both wealth and blood. If power, danger, and discovery are what you seek, there’s no better place to begin the journey.
The Inner Sea region is often divided in the following fragments, each bearing their own nations:

A Land of Strife and Secrets


In the northeastern reaches of Avistan lies the Broken Lands, a region where survival is an accomplishment and power is fleeting. Composed of Brevoy, Mendev, Numeria, Razmiran, the River Kingdoms, and the Worldwound, this is a land of hardship, where war, inequality, and ancient evils shape the fate of those who call it home. Unlike the grand cities of The Inner Sea, the Broken Lands offer no great academies or artistic legacies—only the relentless struggle for dominance, faith, or mere existence. The Broken Lands are not for the faint of heart. They are a crucible where only the strongest, the cleverest, or the most ruthless can hope to thrive. For those seeking power, adventure, or a fresh start, there is no greater proving ground in all of Golarion. But be warned—here, the weak are devoured, and the bold are tested beyond their limits.
Nations of the Broken Lands

Struggle between noble houses

Once two warring states, Brevoy was forged into one under the rule of Choral the Conqueror. But when his bloodline mysteriously vanished, the cracks in the union began to widen. Now, Brevoy teeters on the edge of civil war, its noble houses vying for power in a land where loyalty is fleeting, and ambition is everything.

Crusader theocracy

Mendev has long been a battlefield between humanity and the demonic horrors of the Worldwound. Fueled by religious fervor, crusaders have waged holy war against the abyssal forces spilling into the land. Yet in their zeal, they may well doom the very nation and world they seek to defend, as corruption and fanaticism threaten to consume them from within.

Savage land of Super-Science

Harsh and unforgiving, Numeria is a land of brutal warriors and unknowable secrets. Once a rising power, its ambitions were shattered by the chaos of the Worldwound. Now, its people are ruled by the mysterious Technic League, a cabal of arcane scholars who wield alien artifacts from the sky—technology beyond mortal understanding, yet fraught with peril.

Theocracy of the Living God

For centuries, the northeastern shores of Lake Encarthan were a lawless battleground. That changed when Razmir, a self-proclaimed living god, arrived and carved out his own theocracy. Whether divine or a cunning pretender, his rule is absolute, and faith—whether real or forced—is the price of survival.

Independent realms of low character

A tangled web of waterways, the River Kingdoms are where the desperate and the damned seek refuge. Here, shifting alliances and ruthless ambition rule the land, as mercenaries, brigands, and exiles carve out their own fleeting domains. The only true law: trust no one, or die regretting it.


A Land Haunted by Tyranny

The Eye of Dread is a scar upon Avistan, a region forever shaped by the dark legacy of the Whispering Tyrant, Tar-Baphon. Encompassing Lake Encarthan, the Isle of Terror, the orc-infested Hold of Belkzen, militaristic Molthune, rebellious Nirmathas, haunted Ustalav, and the war-weary nation of Lastwall, this land is one of endless strife, ambition, and nightmares that refuse to fade.
Nations of the eye of dread

Savage Orc homeland

A savage wasteland of badlands and jagged peaks, Belkzen is the orcs' blood-soaked homeland. Scarce water and brutal conditions ensure that only the strongest survive. Though it may seem like a lawless expanse of warring clans, Belkzen hides ancient ruins and buried secrets—proof that orcs are not the first to stain this land with blood.

A Watery Gateway to Terror

One of Avistan’s most traveled lakes, Lake Encarthan connects the powerful nations of Druma, Kyonin, Lastwall, Molthune, Nirmathas, Razmiran, and Ustalav. Its shores are rich with commerce—and crawling with monsters. But none compare to the horrors that lurk at its heart: the Isle of Terror, where Aroden once struck down Tar-Baphon, leaving behind an accursed land wracked by violent storms and home to nightmarish Undead.

Watchful border nation

For generations, Lastwall has stood as a bulwark against the Orc hordes of Belkzen. Its people are warriors, dedicated to keeping evil at bay. But with their knights drawn away to fight the demonic plague of the Worldwound, Lastwall’s defenses grow weaker. If Watcher-Lord Ulthun II, young and ambitious, cannot rally his forces, the orcs may finally have their chance to crush this stalwart nation.

Territorial Expansionists

Ruled by nine General Lords, Molthune is a nation built for conquest. While diplomacy keeps its powerful neighbors at bay, the nation’s true ambitions lie in reclaiming Nirmathas, the rebellious state that once belonged to them. If they cannot rule it, they will burn it, tree by tree. Cunning and ruthless, Molthune’s leaders will not stop until their banners fly over all lands they believe rightfully theirs.

War-torn wilderness

Freedom is the heart of Nirmathas—a nation forged in defiance of Cheliax and Molthune. Its people are fiercely independent, valuing self-reliance above all else. But can a nation of rugged survivalists truly stand against the disciplined might of Molthune? Or will their dream of liberty fall to the march of an empire?

Fog-shrouded lands of Gothic Horror

Once a proud kingdom, Ustalav now clings to faded glory, forever haunted by its past. From mist-drenched cliffs to the cursed forests of the Shudderwood, its lands are home to whispered legends, restless spirits, and horrors that refuse to die. In this fractured land, power shifts like the fog, and the shadows hide more than just ghosts.

  The Eye of Dread: A Land Shaped by Darkness
From the scheming warlords of Molthune to the haunted ruins of Ustalav, the Eye of Dread is a place where ambition, fear, and defiance collide. The echoes of the Whispering Tyrant’s reign still linger, and new threats rise with each passing day. For those seeking glory, danger, or forbidden power, few places offer greater peril—or greater rewards.
The Golden Road: Where Fortune and Fate Collide
The Golden Road is the lifeblood of trade in northern Garund, a crossroads of riches, ambition, and ancient power. Stretching from the bustling markets of Qadira to the enigmatic ruins of Osirion, this region thrives on commerce, culture, and conflict. Rahadoum, Thuvia, and Katapesh each bring their own unique allure—be it the strict godless laws of Rahadoum, the alchemical wonders of Thuvia, or the lawless mercantile paradise of Katapesh. Here, scholars study the stars and the secrets of the past, while merchants amass fortunes. Yet beyond the gleaming cities, the deserts hold secrets older than time, monsters as ancient as the gods, and wonders that defy explanation.
Nations of the Golden Road

Land of the Pharaohs

Once the seat of untold power, Osirion was home to pharaohs who reshaped the world, wielding magic and might beyond comprehension. Even now, Osirionologists seek to uncover how this civilization rose from obscurity to empire so quickly—was it the work of gods, or visitors from the stars? Today, Osirion is a land of towering pyramids, shifting sands, and the mighty River Sphinx, which gives life to its people even as it brings danger in the form of monstrous crocodiles and sudden floods.

Bazaar of the bizarre

In Katapesh, only one law matters: do not interfere with trade. The city’s famed markets put even Absalom’s bazaars to shame, selling everything imaginable—and some things best left undiscovered. Here, merchants from across Golarion and beyond deal in rare spices, arcane artifacts, exotic slaves, and the powerful narcotic pesh. Behind the chaotic grandeur lies a city teeming with opportunity and peril, where a sharp mind—or a sharp blade—can make or break fortunes overnight.

Gateway to the east

The westernmost satrapy of the Padishah Empire of Kelesh, Qadira is a land of desert winds, opulent cities, and boundless ambition. Its ports hum with the trade of silks, spices, and enchanted wonders, while its streets teem with elemental mercenaries, mystical artisans, and political intrigue. Though not the wealthiest jewel in Kelesh’s crown, Qadira’s strategic position ensures that it remains a power to be reckoned with.

The Kingdom of Man

In Rahadoum, the gods are not welcome. This fiercely secular nation upholds the Laws of Man, banning all divine worship within its borders. The Pure Legion enforces this decree, rooting out any signs of faith with unwavering zeal. While its cities flourish through trade in fine cloth, exotic produce, and precious gemstones, its black markets deal in forbidden relics, divine magic, and whispered heresies. Travelers beware—one prayer could cost you your freedom.

Desert land of eternal youth

A land of haunted deserts and hidden dangers, Thuvia thrives for one reason: the sun orchid elixir, an alchemical marvel that halts aging itself. Rulers from across The Inner Sea and beyond pay exorbitant tributes for even a single dose. Yet the elixir’s creation remains Thuvia’s most closely guarded secret, for should the formula fall into the wrong hands, the nation’s wealth—and its very existence—could crumble overnight.

  The Golden Road: Riches, Power, and Mystery Await
The Golden Road is more than a trade route—it is a path to destiny. From the pyramids of Osirion to the shadowy alleys of Katapesh, from Qadiran opulence to Thuvia’s whispered secrets, this land offers wealth, wonder, and peril in equal measure. Will you seek fortune in the markets, knowledge in the ruins, or power beyond imagination? The road is open—but where it leads is up to you.

The High Seas – A Realm of Adventure and Peril
The oceans of Golarion are vast and untamed, hiding lost civilizations, legendary sea beasts, and lawless pirate strongholds. From the tropical isles of the Shackles to the storm-wracked Sodden Lands, the High Seas offer fortune and fame to those daring enough to brave their mysteries. But the waves hold more than just opportunity—they are home to secrets long thought buried, and dangers beyond mortal reckoning.
Nations o fthe High Seas

Treacherous pirate isles

A chain of tropical islands, the Shackles are ruled not by kings or emperors, but by the Free Captains, a ruthless council of pirates, buccaneers, and cutthroat privateers. Here, the strong thrive and the weak are cast to the depths, while hidden coves and secret harbors serve as sanctuaries for those fleeing the law—or seeking revenge.
Yet the Shackles are more than just a haven for piracy. The ruins of ancient empires rest beneath the waves, their sunken riches still untouched, and beneath the sea’s surface lurk creatures that do not take kindly to trespassers. In the Shackles, the ocean promises wealth—but it often delivers death.

Hurricane-ravaged wasteland

More than a century ago, the Eye of Abendego was born—a hurricane of unrelenting fury, summoned into existence at the moment of the god Aroden’s death. It obliterated the nations of Lirgen and Yamasa, drowning their lands and scattering their people. Today, the Sodden Lands are a place of endless storms, where the ruins of once-proud cities are half-submerged in churning waters.
Few dare to settle here, but the lawless and the desperate call it home, alongside the beasts and monsters that thrive in the chaos. Legends speak of hidden treasures within the storm-wracked ruins, but those who seek them must contend with the ever-raging tempest—and the horrors it conceals.

A Sea of Legends
The High Seas of Golarion are a realm of boundless adventure, where treasures lie buried beneath shifting sands, and where fortunes can be won or lost with the tides. But the ocean is fickle and cruel, and those who sail its waters must always remember: the sea is no one’s ally, and no one’s master.

Old Cheliax: The Empire That Was
Once the greatest Human empire in Avistan, Old Cheliax was a dominant force, its reach stretching across vast colonies and vassal states. But when the god Aroden died, everything unraveled. A 30-year civil war shattered the empire, leading to rebellions, lost territories, and the rise of House Thrune. The once-proud dominion fractured—some regions gained independence, while others, like Isger and Nidal, remained bound to the infernal yoke.
Though the empire fell, its legacy endures. Old Cheliax’s remnants still influence trade, politics, and warfare across The Inner Sea. Its former subjects either fight to reclaim their freedom or cling to their Chelish ties for survival. The question remains: can anything truly rise from the ashes of Old Cheliax, or has its golden age passed forever?
Nations of Old Cheliax

Diabolic empire in decline

Where once stood a mighty empire, now only the diabolical nation of Cheliax remains, ruled with an iron fist by House Thrune. This oppressive, bureaucratic state thrives on fear, control, and infernal contracts, ensuring absolute order at any cost. The streets of Egorian run with whispered secrets, halflings live as slaves, and tieflings—evidence of past sins—walk in chains or shadows.
Despite its diminished power, Cheliax is still a force to be reckoned with. Its navy dominates The Inner Sea, its influence keeps vassals like Isger and Nidal in check, and its wealth ensures its survival. But rebellions simmer, and cracks in Thrune’s rule widen with each passing year. The Chelish people may endure their infernal overlords—for now—but how long before the nation follows its empire into ruin?

Thrall of Cheliax

To Isger’s people, Cheliax is the devil, and they are its servitors. Originally a Taldan conquest, Isger fell to Cheliax centuries ago and has never escaped its grasp. Ravaged by war and drained of resources, it remains a subjugated land, its government little more than a Chelish pawn. Yet in the forgotten hinterlands, away from the watchful eye of House Thrune, new alliances and quiet resistance begin to take shape.

Shadowy servitor state

Few places in the world are as terrifyingly unyielding as Nidal. Ruled by the Umbral Court, a cabal of nobles who pledged their souls to the god Zon-Kuthon in exchange for survival, Nidal is a land of eternal darkness, whispered secrets, and exquisite agony. Here, blasphemers vanish, Desna’s followers are hunted, and fear is as tangible as the night itself. Even Cheliax treads carefully in Nidal’s shadowy corridors, for the Umbral Court whispers that House Thrune is not yet cruel enough—but they can teach them how to be.
Infernal Cheliax: An Empire on the Brink
For all its might, House Thrune’s reign is no longer unchallenged. Rebellions shake its cities, its vassal states grow restless, and its infernal alliances come at a price. Will Cheliax tighten its iron grip and reclaim its lost glory, or will its own darkness consume it from within? The answer may shape the fate of the entire Inner Sea.
The Saga Lands – Where Legends Live and History Unfolds
In the northern reaches of Avistan, the Saga Lands are a wild and rugged frontier of ancient woods, towering mountains, and frozen tundras. This untamed land is home to proud kingdoms, fierce warrior clans, and rich histories, where legends come to life in the daily struggles of its people. The past’s echoes shape the present, and destiny is written in stone and ice.
Nations of the Saga Lands

Land of Eternal Winter

Ruling with icy power, the White Witches of Irrisen are feared throughout northern Avistan. From palaces of ice, they wield cold magic and steal wicked souls, while the legend of Baba Yaga, their mysterious queen, looms over the land. Wards against their dark powers are found everywhere, though few dare to test their strength.

Frigid Viking homeland

At the edge of the world, where winter never releases its grip, the Linnorm Kings rule their harsh lands. To claim the title of king, one must slay a linnorm, an ancient dragon. This fierce, warrior society thrives on trade and raiding, with their rugged halls nestled amid fjords, forests, and ancient glaciers.

Lost land of the distant north

To the east lies the Realm of the Mammoth Lords, a land where prehistoric beasts roam and mammoth herds Thunder across plains. Beneath the mountains lies a dark underworld, home to dinosaurs and primitive humans, a mystery that has eluded even the Pathfinder Society’s expeditions.

Wild frontier region

Once considered a backwater, Varisia is now a land where ancient ruins and forgotten magics stir. The remnants of the Thassilonian empire, with its powerful magic and dark secrets, still lie hidden. Whispers speak of the Runelords, the ancient tyrants, awakening from their long slumber, as something dark and ancient begins to rise again.

The Saga Lands are a place where history is still being written, and heroes and conquerors carve their legacies amidst ruins, wild lands, and ancient threats.
The Impossible Lands
A realm where the impossible is not only possible—it is reality. The Impossible Lands are a land of wonders and horrors, where ancient magics still shape the world and the echoes of a thousand-year war have left scars upon reality itself. Here, the undying king of Geb rules over a nation of the dead, while the wizard-kings of Nex forge a future from their arcane legacy. Between them lie the Mana Wastes, a cursed land where magic falters and chaos reigns. Beyond, the gunpowder-fueled city of Alkenstar stands defiant against both magic and fate, and the island of Jalmeray, where genies and mortals live in gilded harmony, remains a beacon of mysticism and wonder.
  Nations of the Impossible Lands

The City of Smog and Gunfire

Perched atop the Hellfallen Cliffs, overlooking the roaring Alken Falls, Alkenstar is a city of brass, iron, and unceasing industry. Steam and smoke billow from its massive factories, where engineers forge impossible machines and refine the strongest alloys known to man. But it is Alkenstar’s Gunworks that make it infamous—a vast factory producing firearms, weapons that defy magic itself.
Despite the growing demand for these revolutionary arms, most remain in the city, wielded by gunfighters and clockwork guardians against the horrors of the Mana Wastes and the ever-present threat of invasion. In Alkenstar, innovation is survival, and survival is war.

Domain of the dead

For centuries, the land of Geb has belonged to the dead. Ruled by its namesake, the necromancer-king who embraced undeath rather than face defeat, Geb is a nation where ghosts whisper through ancient palaces and vampire lords rule from shadowed halls.
Here, the Undead are not feared—they are the aristocracy, their chilling dominion unquestioned. The living, bound by servitude or dark pacts, know that in Geb, death is not the end—it is only the beginning.

Kingdom of the impossible

A gift from Nex to the great Maharajah Khiben-Sald, Jalmeray is the westernmost of Vudra’s Impossible Kingdoms, a place where genies serve mortals in golden palaces, where fountains pour wine instead of water, and where monks of Irori perfect their bodies and minds in sprawling, symmetrical monasteries. This island, both a beacon of enlightenment and a stronghold of mystical power, is a testament to the harmony of magic and mortal ambition—but for those who seek its secrets, beware: Jalmeray’s wonders are matched only by its mysteries.

Magic-dead wasteland

The war between Nex and Geb was not merely a conflict of armies—it was a war of apocalyptic magic, fought with wish-fueled destruction and necromantic cataclysms. When the dust settled, Nex had vanished, Geb had retreated to his silent kingdom, and the land between them was left twisted, broken, and unstable.
Now, in the Mana Wastes, magic is erratic, unreliable, or outright dead. Ruins of war machines and shattered arcane constructs litter the wasteland, haunted by horrors that should not exist. Here, reality itself is fractured—and those who dare to venture into its depths may never return the same.

Monument to a lost Wizard-King

A nation of wizardry, invention, and grandeur, Nex stands as a monument to its legendary founder. The city of Quantium, its capital, rivals the splendor of The Inner Sea’s greatest cities, its streets lined with hanging gardens, floating palaces, and impossible spires.
Though Nex himself vanished centuries ago, his legacy endures. Sorcerers, artificers, and scholars of the arcane continue his work, pushing the boundaries of what magic can achieve. Yet whispers persist—that deep within the city’s ancient vaults, behind enchanted doors and timeless wards, Nex himself waits, preparing to return and finish what he started.

A Land of Legends
The Impossible Lands are a realm where history is still being written, where science challenges sorcery, and where immortals play games with the fate of nations. Here, the greatest powers of magic and invention collide—and those who dare to tread its dangerous paths may shape the destiny of the world itself.

The Mwangi Expanse Region – A Land of Untamed Wonders
The Mwangi Expanse Region is a vast and untamed land, stretching across central and western Garund. Bordered by Rahadoum, Osirion, and Nex to the north, the Arcadian Ocean and the Shackles to the west, and the unexplored south beyond The Inner Sea, this region is one of the last great frontiers. Towering jungles, winding rivers, and ancient ruins dominate the landscape, while its many independent city-states thrive in isolation, each with its own unique culture, history, and mystery.
Nations of the Mwangi Expanse

Unexplored jungle wilderness

Deep within the heart of Garund, the true Mwangi Expanse sprawls in an unmapped wilderness of dense jungle, hidden civilizations, and long-lost ruins. The mighty Lake Ocota and the Vanji River serve as the lifeblood of the land, while the Screaming Jungle and the Kaava Lands hide mysteries that have yet to be uncovered.
Legends whisper of forgotten kingdoms whose ruins lie buried beneath strangling vines, their secrets lost even to the tribes who now call the jungle home. Among the towering trees and labyrinthine undergrowth, spirits stir, sentient plants thrive, and juju cults weave their dark rituals, creating an ever-present danger for those who dare venture too far. Here, the jungle does not forgive the careless—it swallows them whole.

The lost colony

Once a jewel of Cheliax’s empire, the colony of Sargava carved its place along the western coast of the Mwangi Expanse. But when the god Aroden perished, chaos consumed Cheliax, and the colony found itself cut off and abandoned. Now ruled by Baron Utilinus, Sargava is a nation torn by competing forces—Chelish-descended elites, struggling to hold onto power, and the native Mwangi people, eager to reclaim their homeland.
Sargava is a land of hidden agendas, broken allegiances, and desperate gambles, where old ambitions clash with rising tides of revolution. Who will control its future? The colonists clinging to a fading past—or the people who have waited too long to reclaim their birthright?

The Shining Kingdoms – A Realm of Glory and Strife
In the heart of eastern Avistan, the Shining Kingdoms stand as a testament to power, ambition, and resilience. Once dominated by the imperial might of Taldor, this region is now a patchwork of idealists, opportunists, revolutionaries, and ancient legacies. From the militant democracy of Andoran to the wealth-obsessed Druma, the dwarven stronghold of the Five Kings Mountains, the blood-soaked streets of Galt, and the enigmatic elven realm of Kyonin, each kingdom fights to shape its own destiny.
Nations of the Shining Kingdoms

Decadent failing empire

Once stretching from ocean to desert, Taldor was the birthplace of empires, its legions and explorers carving history across Golarion. It was Taldor that led the charge in the Shining Crusade, standing against the Whispering Tyrant’s Undead hordes. But those days are long gone. Now, the once-mighty empire is a hollow echo of its past, its gilded capital, Oppara, filled with scheming nobles more concerned with their own ambitions than restoring their nation’s lost glory. Will Taldor rise again, or is it doomed to fade into irrelevance?

Birthplace of freedom

Born from revolution and fueled by a relentless belief in freedom, Andoran stands apart from the monarchies of The Inner Sea. Its leaders—merchants, radicals, and visionaries—seek not just to govern but to reshape the world. Their abolitionist zeal makes them heroes to the oppressed, but ideological imperialists to those who profit from slavery. With wealth stolen from ancient tombs and a secret war against slavers across Golarion, Andoran’s reach is ever-growing. But can a nation built on ideals endure the weight of its own ambition?

Merchant's religious paradise

In Druma, wealth isn’t just power—it’s faith. Ruled by the mysterious Kalistocrats, this nation’s leaders believe money is the purest path to enlightenment. Their vast gem and gold mines make them some of the most influential figures in The Inner Sea, able to buy armies, cities, and even kings. But with their wealth comes strict religious doctrine—white-gloved merchants bound by sacred prohibitions. In Druma, everything has a price... even the soul.

Fractured dwarven nation

Deep beneath the Five Kings Mountains, the largest dwarven nation of Golarion thrives in its endless halls and tunnels. This land, home to one of the fabled Sky Citadels, remains a beacon of dwarven culture and craftsmanship. While many dwarves have ventured to the surface, the true heart of their people still beats beneath the stone. But as the world above changes, so too do the struggles below—will the dwarves remain steadfast in their traditions, or forge a new future?

The eternal revolution

To outsiders, Galt is a deathtrap—a nation where the streets run red, and paranoia is law. The people once rose up to overthrow their corrupt rulers, but now they live under the Shadow of their own guillotines, where no revolution ever truly ends. Yet, hidden in the chaos are abandoned treasures, lost heirlooms, and long-buried secrets—tempting enough for any adventurer willing to risk their neck to claim them.

Kingdom of the elves

A land of otherworldly beauty and ancient mystery, Kyonin is the last great nation of the elves. Thousands of years ago, they vanished through a portal, leaving behind only scattered remnants of their civilization. Now, they have returned—but they are not the same. Withdrawn and secretive, the elves guard their borders fiercely, allowing only a chosen few to set foot in their realm. What happened during their long exile? And why do they seem so reluctant to share the truth?

  The Shining Kingdoms are lands of glory and ruin, ambition and decay—where heroes rise, tyrants fall, and the next great age is waiting to be written

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