PathfinderWiki
Log in

Towns of the Inner Sea

From PathfinderWiki
The subject of this article exists in or is relevant to the real world.
Towns of the Inner Sea
Towns of the Inner Sea
PZO9263
(Book)
Author(s) Judy Bauer, Logan Bonner, Nicolas Logue, and Matt Vancil
Publisher Paizo Publishing, LLC
Price Print: $19.99
PDF: $13.99
Released October 2013
Type Sourcebook
Binding Paperback
Pages 64 pages
isbn ISBN 978-1-60125-576-1
Rules set PFRPG
Series Pathfinder Campaign Setting
Follows Mythic Realms
Precedes Inner Sea NPC Codex
Artwork from Towns of the Inner Sea

Towns of the Inner Sea, a Pathfinder Campaign Setting accessory by Judy Bauer, Logan Bonner, Nicolas Logue, and Matt Vancil, was released in October 2013.

Hear Ye! Hear Ye!Whether they're the starting points of incredible campaigns, communities facing unfathomable dangers, or merely places for adventurers to rest and resupply, vibrantly detailed towns are vital to any fantasy adventure.

Towns of the Inner Sea explores six small but richly detailed settlements from the Pathfinder campaign setting. Each entry provides insights into the town's history, culture, and residents, as well as what dangers lurk in the shadows. Numerous adventure hooks, full-page maps, and stat blocks for key NPCs make these towns fully realized settings, ready for Game Masters to drop into campaigns whenever they're needed.

This book contains details on the following distinctive towns:

  • Diobel: What you can't get in Absalom, you can get in this notorious smuggler's port.
  • Falcon's Hollow: Were monsters and curses not enough, the ambitions of this town's greedy overseers would still trap its residents in mud and sawdust.
  • Ilsurian: Torn between rival city-states, this Varisian town bows to no master.
  • Pezzack: This sheltered port defies the rules of the devil-dominated nation of Cheliax, its rebel spirit burning strong despite its scheming overlords.
  • Solku: This pious fortress-town faces constant threats from nearby gnoll tribes, and while its walls stand unbreached, none can say for how much longer.
  • Trunau: Trapped on the wrong side of the border with the orcs of Belkzen, the citizens of this stronghold stand fast against savagery.