Beyond the Inner Sea! It's time to leave familiar climes and tour the wider world! While most Pathfinder characters hail from the Inner Sea region, there are many other continents and societies out there just waiting to be explored. Within this book, you'll find detailed discussions of six major trade cities found on the distant corners of Golarion, complete with full-page maps and information on the resident cultures and traditions, adventure sites, new gods, magic and fighting styles, and more, plus rules to help you add local flavor and abilities to your characters. Face your destiny with a cyclopean myth-speaking, study the mysteries of the Iridian Fold, or hone your magic at the House of Green Mothers—there's a whole world at your fingertips! Cities detailed in this book include: Aelyosos, City of Tides and westernmost port in the archipelago of Iblydos, whose half-flooded streets are guarded by cyclops prophets and mighty hero-gods. Anuli, City of New Beginnings and ancient gateway between the Inner Sea and southern Garund, where divine matriarchs rule with the mandate of Heaven. Dhucharg, City of Conquest, whose militant hobgoblin generals won't be satisfied until their armies overrun all Tian Xia. Radripal, City of Arches in the Impossible Kingdoms of Vudra, where priests travel the holy Matra River and rakshasas rule through fear and silver. Segada, the fabled City of Keys in isolated Arcadia, whose mountaintop walls keep foreign colonists on the Grinding Coast from expanding into the continent's mysterious interior. Ular Kel, Caravan City and Jewel of the Steppe, where Water Lords and nomadic horse tribes rule over massive trade routes that cut through the Grass Sea of central Casmaron. Pathfinder Campaign Setting: Distant Shores is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.
Beyond the Inner Sea! It's time to leave familiar climes and tour the wider world! While most Pathfinder characters hail from the Inner Sea region, there are many other continents and societies out there just waiting to be explored. Within this book, you'll find detailed discussions of six major trade cities found on the distant corners of Golarion, complete with full-page maps and information on the resident cultures and traditions, adventure sites, new gods, magic and fighting styles, and more, plus rules to help you add local flavor and abilities to your characters. Face your destiny with a cyclopean myth-speaking, study the mysteries of the Iridian Fold, or hone your magic at the House of Green Mothers—there's a whole world at your fingertips! Cities detailed in this book include: Aelyosos, City of Tides and westernmost port in the archipelago of Iblydos, whose half-flooded streets are guarded by cyclops prophets and mighty hero-gods. Anuli, City of New Beginnings and ancient gateway between the Inner Sea and southern Garund, where divine matriarchs rule with the mandate of Heaven. Dhucharg, City of Conquest, whose militant hobgoblin generals won't be satisfied until their armies overrun all Tian Xia. Radripal, City of Arches in the Impossible Kingdoms of Vudra, where priests travel the holy Matra River and rakshasas rule through fear and silver. Segada, the fabled City of Keys in isolated Arcadia, whose mountaintop walls keep foreign colonists on the Grinding Coast from expanding into the continent's mysterious interior. Ular Kel, Caravan City and Jewel of the Steppe, where Water Lords and nomadic horse tribes rule over massive trade routes that cut through the Grass Sea of central Casmaron. Pathfinder Campaign Setting: Distant Shores is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.