1. Locations

Golarion

Golarion header image

Ah, to speak of Golarion in the year of 4703... it is like trying to describe the song of a thousand birds all singing a different tune. I have seen many centuries come and go, but this particular moment, this turning of the year, feels like a deep breath before a great storm. Pour another cup and let me tell you of the world as it stands.

The great wound in the north, the Worldwound, still festers like an unhealing sore upon the land of Sarkoris. Though the Crusades have kept the demonic tide from engulfing the whole of the Inner Sea, the presence of that abyss poisons the land and the air. I have walked its borders, and the very ground seems to wail in agony. The brave souls of the Mendevian Crusade continue their tireless fight, and while the major battles are to come, the constant skirmishes and the daily peril are enough to test the resolve of even the most devout paladin. It is a grim business, but it is a necessary one. It is a good thing that the light of Desna shines a little brighter for those who face such darkness.

In the south, the shadow of Cheliax looms, but it is not the shadow of an army so much as a moral one. Queen Abrogail II, blessed by the archdevil Asmodeus, rules with an iron fist. Her infernal regime is a beacon of order and stability, but at a terrible price. I find it amusing, in a way, that some of the greatest evils in the world are committed under the guise of "law and order." One might find the streets of Egorian perfectly safe, but I would wager a coin that there is a devil looking over your shoulder to make sure you pay your taxes on time. It is a land of secrets and whispers, where one is more likely to be betrayed by a neighbor than by a beast in the woods.

Across the Sellen River, the River Kingdoms continue their grand chaos, as is their wont. You see, while the great powers of the world are busy with their own self-important wars and plots, the River Kingdoms simply... exist. They are a lawless, vibrant land of self-proclaimed kings, bandit lords, and free thinkers. In 4703, it's business as usual: a constant cycle of alliances made and broken, small wars fought over trading rights, and new "kingdoms" rising from the mud every spring. It’s a bit of a glorious mess, really. I once saw a goblin declare himself the King of the Mud Pits and hold his throne for nearly a fortnight. A rather impressive reign, all things considered.

In the heart of the Inner Sea, Absalom stands as a testament to the old ways. The great city of the Starstone, it remains a neutral hub for all races and creeds, a place where a knight from Taldor can have a drink with a spy from Daggermark without drawing a blade—so long as they are both respectful of the city's laws. The city is a microcosm of the world itself, with its ancient mysteries still buried beneath its foundations, waiting for an intrepid soul to uncover them. It is a place of endless possibility, where the only limit is your ambition.

As for the rest of the world, it is a land of great and terrible magic, of ancient dragons stirring from their slumber, and of forgotten gods beginning to whisper in the night. The great continent of Arcadia is still a mystery to most, and the icy wastes of the Crown of the World hold secrets that predate human memory.

So, as we move into 4704, know this: the world is not static. It is a living, breathing thing, full of stories waiting to be told. The great powers plot and scheme, the common folk struggle for their freedoms, and somewhere in a forgotten corner, a band of adventurers is about to stumble upon a secret that could change everything. It's a good time to be an adventurer. A very good time indeed.