Pathfinder Campaign Setting: Lost Cities of Golarion (PFRPG)

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Pathfinder Campaign Setting: Lost Cities of Golarion (PFRPG)
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Golarion is an old world, and even its oldest civilizations stand atop the ruins of more ancient nations, long lost to the ravages of time. Each of the six cities presented in this book offers enough new challenges and treasures to support an entire campaign of any level. Take your game into the great unknown and make history at your table!

    Lost cities in this 64-page book include:
  • Ilvarandin, a teeming metropolis hidden deep in the treacherous Darklands, ruled by sinister creatures who supply the surface with a strange drug, through which they plan to enslave the entire world’s dreams
  • Kho, the crashed flying city of the ancient Shory, whose still-sputtering magical engines lure explorers to the verdant Mwangi Expanse—and into the clutches of its resident marids, plague-bearing daemons, and winged ape-men
  • Storasta, the once-verdant jewel of Sarkorian civilization now enveloped by the Worldwound, where the corrupted forces of nature battle the hordes of the Abyss for control
  • The Sun Temple Colony, where humanity struggles against a twisted godling and a fire-spewing orbital lens in an attempt to establish civilization on the ruined continent of Azlant
  • Tumen, the ancient Osirian cliff-city, where cultists, golems, and desert elementals guard the greatest works of long-forgotten pharaohs
  • Xin-Shalast, City of Greed, in which gold-paved streets and crumbling mountainside monoliths lead to ultimate wealth and the strange otherworld of the Plateau of Leng

Lost Cities of Golarion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Tim Hitchcock, Michael Kortes, and Jason Nelson

ISBN-13: 978-1-60125-272-2

Other Resources: This product is also available on the following platforms:

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Great Settings for a GM to Build a Campaign Around

4/5

Lost Cities of Golarion is a little bit like the brilliant combination of Cities of Golarion and Lost Kingdoms of Golarion, two other books in the Campaign Setting line. Whereas Cities of Golarion presented six (mostly) safe cities for PCs to use as their home base, and Lost Kingdoms of Golarion detailed the rise and fall of the civilisations that gave birth to the crumbling monuments that now dot the landscape, Lost Cities of Golarion offers six ruined cities full of danger and intrigue that incorporate detailed setting lore while providing an exciting campaign’s worth of plot for PCs in the “modern” era. That’s a really long-winded way of saying that each of the six cities detailed in this book are intended for exploration and adventure. As you’ll see below, some of these sites can serve as the basis for a full campaign, while others may be better suited to a shorter story-arc. Anyway, the takeaway from this review is that GMs will find a lot of great adventure ideas in this book, and it’s well-worth the purchase.

The six cities covered are Ilvarandin (a city in the Underdark), Kho (one of the ancient Shory flying cities, now crashed), Storasta (the last city to fall before the Worldwound), the Sun Temple Colony (an ancient Azlanti city across the ocean), Tumen (a city of ancient Osirion), and Xin-Shalast (golden capital of one part of ancient Thassilon). Each entry, which is about ten pages long, includes a full-page map, descriptions of various locations within the city, random encounter tables (thankfully broken up into low level, medium level, and high level, addressing one of the critiques I often make of tables like this), the full stat-block of a major new NPC or monster, and, perhaps most valuable, a section detailing adventure hooks and plot ideas for low, medium, and high-level campaigns in the city.

First up is Ilvarandin, a city deep in the Darklands (Golarion’s version of the Underdark). Ilvarandin is a vast city, hundreds of miles wide, but seemingly deserted. As one spends time exploring, however, small enclaves of inhabitants can be found—refugees from other parts of the Darklands, like mongrelfolk, exiled drow, morlocks, and more. But the secret of Ilvarandin is in its core: it’s a city of intellect devourers, terrible creatures capable of taking over the bodies and minds of others! The devourers have been in a centuries-long war with another Darklands race, the neothelids. Why would anyone come here? Because the intellect devourers have carefully used the bodies of explorers and others to seed legends that Ilvarandin is some kind of utopia, so that travellers from elsewhere in the Darklands (and even the surface) arrive, presenting fresh prey. The entry includes two useful maps (one of the various sections of the city, one of the city’s core), a stat block for one of the most powerful rulers of the city (a CR 15 Intelllect devourer sorcerer), and a detailed description of a new drug called Midnight Milk—which allows intellect devourers to exercise their body thief abilities on addicts even at tremendous distances. The hooks to an entire campaign involving Ilvarandin are natural and intriguing—the PCs can start on the surface investigating the devastating spread of this new drug in one city, eventually start to trace it back to the Darklands, and, at higher levels, visit Ilvarandin itself and get caught up in the politics and war of a strange, exotic place. It’s a cool, well-realised location with several good plot hooks.

Second, we have Kho. I was intrigued by Kho ever since I read about it in Pathfinder Tales novel City of Sky. Kho was one of the ancient flying cities of the Shory Empire that filled the sky several millennia in Golarion’s past. Whereas the fate of most are unknown, Kho fell from the sky and smashed into the ground in what is now the Barrier Wall mountains northeast of the Mwangi Expanse (or in southwest Osirion, depending on how you look at it). In campaign terms, Kho serves as much more a site for open-ended exploration than Ilvarandin does. There are some inhabitants for the PCs to engage (probably violently) with, including marids (genies from the plane of water), derhii (gorillas with wings!), and leukodemons (disease demons). Overall though, I found this entry (and Kho) much blander than I had hoped. There’s something called the Well of Axuma, a place of great magical power, but not much backstory is presented. The hooks to get PCs to Kho (like investigating a disease spread by the leukodemons) are a little bit akin to that of Ilvarandin, but aren’t integrated organically well-enough to service an entire campaign. And although the entry gives us stats for the derhii, they’re really the sort of creature that demands a picture.

Third in line is Storasta, the last city in ancient Sarkoris to fall to the demonic hordes that now occupy what’s called the Worldwound. Unlike the other “lost cities” in the book, Storasta isn’t that old in an historical sense—it fell less than a century ago. It has an interesting backstory and theme, as a place where the last surviving druids, shamans, and fey of Sarkoris assembled and unleashed their most primal magics to hold back the demon armies, thus creating a blighted, twisted place that no one, not even demons, find hospitable. Not much now lives in Storasta beyond dark fey, mad treants, and particularly persistent demons, all fighting against each other for control of what little remains of the city. Storasta is one of those places that’s suicidal for low-level PCs to enter, but good be a good adventure site for higher-level groups in a Worldwound-themed campaign. And if you need a big boss, the CR 20 stat block for Carrock (a fiendish treant druid) would make a suitable challenge. The best part about Storasta is it allows for some adventures in the Worldwound that aren’t solely focussed on fighting demons.

Fourth is the Sun Temple Colony, probably my favourite entry in the book. This island location, far across the Arcadian Ocean, was once an Azlanti city. Now its jungle surface is home to the crumbling ruins of that civilization, but looming above everything is the imposing Sun Temple, home to a mysterious device capable of harnessing the sun’s energies to wreak destruction. The entire place has a fantastic, mysterious feel, and the backstory is equally intriguing: a lost colony, a trapped godling, and more! You could certainly build a mid-length campaign around the PCs’ quest to reach the island, their interactions with the locals (figuring who among them can be trusted and who’s an evil cultist), and their penetration into the secrets of the Sun Temple. One of the things that appeals to me the most as a GM is that it takes the PCs (and players) outside of their comfort zones: there are no magic stores, tavern common rooms, 2 gp/night inns to rest in safely, or other tempting places to teleport to. It’d be a bit more like the t.v. show Lost, and I can see the appeal of that.

Fifth is Tumen, a monument showing the amazing hubris of the Four Pharaohs of Ascension in ancient Osirion. Tumen is really four interconnected cities built in the middle of a vast, trackless desert on the top of a vertical cliff. Apparently, a hundred thousand slaves died to construct it, and the Four Pharaohs didn’t care a whit! Each of the four cities (or districts of Tumen, depending on how you think of it) holds something interesting for explorers, but I found it hard to envision what this place was like in a conceptual sense. I think better artwork and description would have helped, as everything’s a bit opaque. Interestingly, there are links to the storyline of the countdown clocks and the Dark Tapestry that was finished off in the Doomsday Dawn Playtest adventure, though I’m not convinced the information here matches up with what’s there. Anyway, there’s plenty of ancient Osirion ruins and pyramids available in Pathfinder, and I don’t think Tumen is a necessary addition.

Sixth is Xin-Shalast, a city from ancient Thassilon that first appears in the Rise of the Runelords adventure path. The entry here is written on the assumption that the events in that AP have concluded, though I think there’s some bits and pieces that would be useful for GMs who plan to run it. The theme here is “classic gold rush”. Expeditions from Riddleport, Magnimar, and Janderhoff are present, as are some factions of the locals, and everyone is clashing and vying to take advantage of an opportunity for untold wealth in the gold-paved streets of the city. Environmental factors alone (like the cold and altitude) make this a lethal place for low-level PCs, but I guess it could be interesting at higher-levels to see what factions the PCs ally themselves with and what further dangers they encounter in and around Xin-Shalast (like a CR 19 Rune Giant!). Still, I think this entry’s main value would be for groups that finish Rise of the Runelords and either want to keep playing the same characters or role up new characters to see what happens in the aftermath.

All in all, Lost Cities of Golarion is an excellent buy for GMs who want detailed, flavourful, and world-lore consistent locations to centre a homebrew campaign around. It has the maps, random encounter tables, adventure hooks, and more that can serve as the skeleton for a campaign, while not being nearly as prescriptive as an AP in terms of plots and encounters. As I said in my review of Lost Kingdoms of Golarion, one of the surprising strengths of the setting is its deep integration of history, and this book further showcases that aspect. If you’re looking to build a campaign, I’d strongly suggest starting with one of the entries in this book.


Usable for anyone instead of attractive for some

1/5

I bought this book because I am running a Dark Tapestry/Osirion campaign and thought I would get enough useful out of the Tumen section to make it worth it. I did not. I got almost nothing usable from that, and most of what was usable is available freely online, in the d20PFSRD or on Archives Of Nethys.

I also read through the other four cities described, and I wouldn’t say they’re any more useful. Some are much worse; Ilvarandin includes two near-epic factions gearing up for a war, where the defender builds a wall along their south side and leaves the north open protected by a river. Rivers, notably, do not block things that can fly or levitate, which, at the power level they’re operating at, is basically everything. They also do not block line of effect for spellcasting, which, again, most of their foes are capable of.

Every city described is given three “using this in your campaign” chunks: One for low levels (1-7), one for middle levels (8-14), and one for high levels (15+). It’s clear that making this possible was a priority well above making the cities make sense or feel like they had real personalities animating them. This resulted in them being mediocre-to-bad for any level instead of really good for one chunk of levels and mostly useless to the others.

Result: I got more useful adventure seeds out of skimming the free Wayfinder (fan-made, Paizo-distributed) magazine, and the crunch, such as it is, is all available online.

Style: 2/5
Substance: 3/5 (but all available online so effectively 1/5)


Interesting ideas, but eeeeeeeeeeeeeeeeh execution could be better

3/5

So I primarily bought this for my RotR campaign for extra info on Xin-Shalast, but I'd thought I'd read whole thing before reviewing it. So thats why I only now review this despite owning this for while. Wanted to get one of these "show developers my opinions" things done even though I'm not sure if this is too old product for that...

So uh, anyway, I'll go through my opinions on each of lost cities instead of overall feeling on the book. Because, well, locations are rather radically different and I don't have much of unified opinion on book on the whole besides "It was pretty alright for most parts" Overall, I do like templates and statblocks provided by the book.

Ilvarandin: So... This place is cool and stuff, though I'm bothered by little details. Like why are humans most common out of host bodies(drow and elves in total number more, but... Yeah)? I mean, even if they have azlanti bodies from ages ago, that still feels weird in darklands. Also, article seems to omit Midnight Dawn and Magnimar subplot completely, including alternate take no Tiluatchek(who is here sorcerer instead of wizard) who is mostly in Ilvarandin rather than Magnimar.. I also get weird impression that apparently its hidden truth that city is controlled by intellect devourers since there are non intellect devourer populations in small numbers in outskirts? Basically, cool ideas, but I feel little confused by small details and feel like execution could have been better. I don't think I got very good idea of what it is like living in city populated by Intellect Devourers. Maybe I missed something or its better explained in other campaign setting books, either way, lack of mention of Midnight Dawn and inconsistencies related to it are bit annoying.

Kho: So uh, just to note, cover image for this article is pretty generic. I mean, they seem to be fighting bat creatures with background having a lot of crystals and stuff.

So I have to note that I have never heard of Shory before this and opening chapter of Lost Kingdoms' "other lost kingdoms" part. I guess it isn't commonly used because its floating kingdom that has fallen to ground and people would rather visit floating cities before they crash down. Anyway, so what does this ruin of aeromancers(I assume it refers to users of air magic instead of fortune tellers who use air to tell future :p yeah I know necromancy is used wrong too, but I still find it bit annoying these days) have? Uh, marids, crystal xorns, morlocks, leukodaemons spreading disease through objects oh and connection to shadow plane. So basically everything but connection to air. I guess Shory were more planar travelers after all? I don't know much about them so I don't know if this ruin would be "typical" for them, but for first time hearing of them, I feel like this ruin doesn't really feel like floating city that crashed down. Like, how to say it... I think Kho lacks unified theme. If I wanted to sell campaign based on Kho to players, how would I do it? "Hey guys, want to play campaign in Mwangi that has lots of connection to other planes on crashed down ruins of floating city?" I'm pretty sure everyone would assume connection to plane of air rather than water, shadow, earth. Only thin in Kho that feels like Mwangi or "air" is those winged ape people. So uh, I feel like Kho is mess of different themes that don't really ever come together, suggested campaign outline is basically "find source of plagueborn objects, get rid of daemons, suddenly shadowplane or crystal dragon problems". Basically this is my least favourite article out of these cities.

Storasta: So this "lost" city is less legendary lost archeological site and more literally lost to corrupted plants and demons. Not sure why demons don't just burn the whole place down, they seem pretty good at that. Anyway, I actually liked Storasta best before next part, mainly because I find corrupted treant bbeg cool and idea of corrupted overgrown city is pretty cool even though its not really an ancient city.

Sun Temple Colony: PRAISE THE FRICKING SUN

So basically my mind as I read this went from "Huh, pretty interesting to huh pretty good to HOLY CRAP to" etc it just got better and better as I read it further on. Like I when I got on parasitic oozes I was like "But Intellect Devourers did that couple of articles back with lens thing too" but I got sold by this sentence: "The presence of the parasitic oozes among the cultists means even innocent looking villagers may be capable of obliterating blasphemers with fiery rays." BURN THE HERETICS

Ahem, basically this article has tons of fire. I mean, firey ooze things possessing cultists of sun godling aspect of demonlord(?) who eventually turn possessed into fricking shining children. Thats fricking awesome amount of fiery death included in this chapter. As long players don't just make themselves immune to fire, actually I don't care, inflict fiery death on everyone either way. And fricking ancient Azlanti solar death ray artifact. Basically I'll probably want to do this campaign eventually or see module based on it :D 5/5 stars

Tumen: Eh, evil numerology cult(pity numerology magic system from occult mysteries wasn't created by time this article was made), super weapons, pretty cool evil water artifact. Its pretty cool I guess, but I just read Sun Temple Colony chapter so its hard to impress me after that, this feels pretty standard fare after that.

Xin-Shalast: So now to actual part of the book I bought this pdf for in first place.

So uh... How to say it? I want to like this section more I do, but I find problems with it..

So best part first: Its continuation from RotR and it details factions and npcs of the Xin-Shalast from aftermath of RotR. It also gives more flavorful details on how finding path to Xin-Shalast works and Ebonrunes is npc I might use in RotR. It does inspire me to wanna try sequel campaign to RotR.

Bad parts: The fact text doesn't actually give any more details on city itself than article on RotR does, lots of it is repeat or "this npc from RotR used to be there". Like I hoped this article would give me more details on what Hypogeum(the underground city) is like, but I don't have any better idea of it after reading it than what I had after reading RotR's article. Basically, this article is mainly about the factions rather than city itself and its bit problematic since city details themselves don't give me much of inspiration of what the players could find in the different parts of city. I also find it weird how despite spoiler warning about RotR, the text refuses to mention one certain entity in Mhar Massif by name, just giving it as possible campaign hook that Leng faction might try to wake it up. Factions themselves could be more detailed, I have no clue how Spared from RotR interacts with any of factions if at all for example.

I really love idea of articles on how certain locations change after APs and how it affects the world and this is only example of such article. Pity that this is only such article, the later articles could have improved on format making it more informative and less of repeating information :/


One of the best RPG supplements I've ever bought

5/5

Even after months I still feel a bit overwhelmed after reading it. If I could give this product more than five stars, I would; it's a textbook example of how to write a RPG guide to lost and ruined cities. Great maps by Rob Lazzaretti, well-written songs and poems and vignettes that work brilliantly as hand-outs, evocative language, inspiring adventure hooks and NPCs, very nice monsters, awesome flavour... and practically nothing to criticize. Nothing. Every city feels and looks very different from each other, and even though it's only 10 pages per city, you'll get more than enough juicy lore and game information to run a campaign in any (or all) of them! In fact, Lost Cities provides you with guidelines on how to use each city as an adventure site for all levels (low, medium, hight) of play. It’s just amazing how much useful information they’ve crammed into 60+ pages.

Perhaps it tells something if I say that this book made me feel almost as excited as watching the best torturers in Order of the Rack practise their craft on Taldorian dandies! ;)

I recommend this book for any GM, and I wish I had had something like this when I was a fledgling Dungeon Master so many years ago. In fact, as far as I'm concerned, this is a MUST-HAVE book, and not just for Pathfinder GMs; since there are not a lot of game mechanics in it, Lost Cities can actually be used as a sourcebook for any RPG!


Review

4/5

Ilvarandin, nearly everything I liked about the Underdark in one magnificent place. Despite not being a fan of underground adventures I could run this city for decades. Only would change the color of the phosphorescent fungi to blue.

4.5 stars

Kho, expected more from the place, the choice of monsters is not at all to my liking and doesn't suite for a place inspired by African mythology. Needed more unusual magical devices like the wonderful Well of Axuma. If this was an Azlanti city the rating would be higher.

3 stars

Storasta, nicely set up border city, excellent choice of monsters opposing the demons. Poor mechanical effects of the Carrock's How.

4 stars

Sun Temple Colony, lenses again, failed to awe with the Azlanti tech. A bit cliche lovecraftian monster. Light should be pure.

2.5 stars

Tumen, great idea about the city on four ledges and about the source of water. Not enough egyptian flavor. The nerd cult has too few details to be interesting.

3 stars

Xin-Shalast, great megalithic city, monsters, template, Leng. Conquering such a place would be the highest adventurer's prize and triumph.

5 stars


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Scarab Sages

James Jacobs wrote:

The poem is actually something I wrote for my "Shadows Under Sandpoint" campaign, which deals a LOT with Ilvarandin, the midnight milk, and an invasion of the intellect devourers of that sleepy coastal town. The PCs found a copy of the poem in a book on their first adventure; the poem was HEAVILY annotated with adventure hooks and intriguing concepts by a mysterious NPC, and it's been a great way to get the PCs into the whole plotline.

As for its actual inspiration, there's not really just one source, but Samuel Taylor Coolridge's "Kubla Khan" was definitely the major source of inspiration for me in writing the poem. William Butler Yeats, Shakespeare, and Lovecraft also had a bit of influence on it though.

It appears to have influenced my wife, too.

And just for you, James, in honour of Ilvarandin;

And all should cry, Beware! Beware!
Its wrinkled form, bereft of hair!
A magic circle may suffice,
And close your eyes with holy dread,
'Fore paws can sunder yonder head,
And drink the milk, in human guise.

Scarab Sages

Unfortunately, Rime of The Ancient Mariner isn't going to fly as an AP chapter, given PCs access to infinite Create Water,...

Day after day,
Day after day,
We stuck, nor breath nor motion.
My crewmates threw me in the brig,
And made me apply the lotion.

"Use your orisons!" they cried,
Til I broke down, swore "F***it!".
Now it's "Water, water, everywhere!"
Til we ran out of buckets.


are those the only lost cities listed in the book , sice it says include, I figured I'd ask .....


My physical copy arrived today, so I have good reading material for the next day or two!

The Exchange Contributor, RPG Superstar 2008 Top 6

Steelfiredragon wrote:
are those the only lost cities listed in the book , sice it says include, I figured I'd ask .....

Yes, six cities, at 10 pages per city, each one with a proposed campaign arc.


how many pages of those 10 pages each are actual fluff and not a campaign arc??

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Steelfiredragon wrote:
how many pages of those 10 pages each are actual fluff and not a campaign arc??

The campaign arc section is 1000-1500 words for each, out of around 6000-7000 words, so about 15-25% or so is suggested campaign use and the other 75-85% is fluff seasoned with crunch.

The Exchange Contributor, RPG Superstar 2008 Top 6

Jason Nelson wrote:
Steelfiredragon wrote:
how many pages of those 10 pages each are actual fluff and not a campaign arc??
The campaign arc section is 1000-1500 words for each, out of around 6000-7000 words, so about 15-25% or so is suggested campaign use and the other 75-85% is fluff seasoned with crunch.

In addition, the campaign notes should be useful for almost any game master wanting to use the cities, since they contain lots of plot hooks, ideas, and minor details.

Contributor

I would add that the campaign materials are also incredibly useful as a guide to level-appropriate adventuring, and have suggestions for what is and isn't appropriate for PCs of certain levels to face if you decide to take them to whatever lost city they'll be exploring. Very helpful in that it puts numbers and level ranges with the fluff.

Dark Archive

I finally got my copy today, and I'll echo Brandon's words: those sections are very, very helpful and useful for any GM.

Wow... I still feel a bit overwhelmed after reading it. If I could give this product more than five stars, I would; it's a textbook example of how to write a RPG guide to lost and ruined cities. Great maps, well-written songs and poems and vignettes in the form of letters, evocative language, inspiring adventure hooks and NPCs, very nice monsters, awesome flavour... and practically nothing to criticize. Nothing. Every city feels and looks very different from each other, and even though it's only 10 pages per city, you'll get more than enough juicy lore and game information to run a campaign in any (or all) of them!

Perhaps it tells something if I say that this book made me feel almost as excited as watching the best torturers in Order of the Rack practise their craft on Taldorian dandies! ;)

I'd recommend this book for any GM, and I wish I had had something like this when I was a fledgling Dungeon Master so many years ago.

Dark Archive

After looking at the credits I realized that Brandon and Jason (and Michael, too, but haven't seen him post in a while) are the twisted masterminds I should be thanking.

Really great work, guys! What's best is that I can't even pick a favorite out of the book, although Ilvarandin, Storasta and Sun Temple Colony are the ones I'm most likely to utilize in the near future.


Sold!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Asgetrion wrote:

After looking at the credits I realized that Brandon and Jason (and Michael, too, but haven't seen him post in a while) are the twisted masterminds I should be thanking.

Really great work, guys! What's best is that I can't even pick a favorite out of the book, although Ilvarandin, Storasta and Sun Temple Colony are the ones I'm most likely to utilize in the near future.

Glad you enjoyed it. I think the book came out great too and think folks should be able to get a lot of mileage out of it. Even if they aren't running Golarion, a lost city is something you can plunk down anywhere in your campaign world, and each of these has a cool schtick about it that would make it fun to run.


Thank you, Paizo, for publishing this masterwork. It is, in my honest opinion, at the very top of everything you have done so far, and it has rekindled my PF love after some of the recent books were just ho-hum.

Now, please do the right thing. It's easy. Get people to work on 'Lost Cities' II, III and IV - at the very least! :D You can never have enough ruined cities. Kidding aside, I would love to see more volumes in this vein.


Asgetrion wrote:

After looking at the credits I realized that Brandon and Jason (and Michael, too, but haven't seen him post in a while) are the twisted masterminds I should be thanking.

Really great work, guys! What's best is that I can't even pick a favorite out of the book, although Ilvarandin, Storasta and Sun Temple Colony are the ones I'm most likely to utilize in the near future.

Thanks Asgetrion!!!

(Though I should pull back the curtain and confess Sean Reynolds is the guy who really makes a book like this shine.)

It was a lot of fun to participate in this project. And now I get to read the other entries which I am loving.

Contributor

1 person marked this as a favorite.

Thanks for the props, you guys! I was especially thrilled to be able to return to lost Azlant so soon after From Shore to Sea and expand on some of the themes introduced there. Showing what those orbiting lenses are capable of was particularly satisfying!

All the writers really showed up with their 'A' game for this one.

Of course we'll want to hear about any adventures you set in these lost cities!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Brandon Hodge wrote:

Thanks for the props, you guys! I was especially thrilled to be able to return to lost Azlant so soon after From Shore to Sea and expand on some of the themes introduced there. Showing what those orbiting lenses are capable of was particularly satisfying!

All the writers really showed up with their 'A' game for this one.

Of course we'll want to hear about any adventures you set in these lost cities!

Tru dat. I enjoy hearing stories about how people have used the stuff we write. Iz fun!


James Jacobs wrote:
Asgetrion wrote:
NSpicer wrote:
I gotta admit, I enjoyed Cities of Golarion and I'm looking forward to the Lost Cities now. Lots of cool product announcements, guys!

+1! I'm super-excited about these new products -- looks like another good year for all Paizo customers! :)

I wonder... will there be a map folio for 'Lost Cities', too?

Maybe. Would that be cool?

YES! I really liked the Map Folio for the Cities of Glorion. It was something really gave the players a feel for the city as it was map I could put out for them to see.

Contributor

Ask a Shoanti wrote:
(Though I should pull back the curtain and confess Sean Reynolds is the guy who really makes a book like this shine.)

And I'll be humble and point out that it was mainly James Jacobs and James Sutter who did the development work on this, not me! Yay, Jameses!


Er hem. It is exactly as I thought - pulling back the curtain keenly reveals that I have no real clue what happens behind the curtain.

(Thanks Jameses!)

Dark Archive

Ask a Shoanti wrote:
Asgetrion wrote:

After looking at the credits I realized that Brandon and Jason (and Michael, too, but haven't seen him post in a while) are the twisted masterminds I should be thanking.

Really great work, guys! What's best is that I can't even pick a favorite out of the book, although Ilvarandin, Storasta and Sun Temple Colony are the ones I'm most likely to utilize in the near future.

Thanks Asgetrion!!!

(Though I should pull back the curtain and confess Sean Reynolds is the guy who really makes a book like this shine.)

It was a lot of fun to participate in this project. And now I get to read the other entries which I am loving.

Well, you know that I could never compliment my archnemesis -- the dreaded SKR -- so I'm happy that it's actually Jameses whose stellar editing I should be thanking. ;)

Now that I've got your attention, I want to say that even though I won't probably be running adventures in Tumen (or Kho, for that matter) in the near future, it's full of goodness; Panthereons, the elemental clans, the Aqualinth, Cult of the Last Theorem... just amazing stuff! If I'll ever run a campaign in Osirion, some of it will definitely revolve around Tumen. :)

As far as I'm concerned, this is a MUST-HAVE book, and not just for Pathfinder GMs; it would a wonderful sourcebook for any RPG!


I heard a previous mention somewhere of a possible map folio to complement this (like the Cities of Golarion one).

I'd like to vote for that too (or propose it, if I'm imagining things).

This is one of Paizo's best sourcebooks, imo - it even rivals Kaer Maga (my favourite).

Sovereign Court

I got this book last week and have been skimming through it as fast as possible. This is an insanely useful book for me. Running a campaign in the ROTRL genre about the Runelord of Pride. The information about different ruins, specifically the Sun Temple,

Awesomeness:
Nurgal, the return of the Shining Children (of Thassilon?) and the Hounds of Tindalos.

I don't normally take the time to post about Pathfinder. I think it's all pretty great stuff, but this book in particular made me want to say something.


I'll throw in my two cents here: this is probably the most useful product to come out of the Pathfinder Campaign Setting line in a long time. Storasta and Tumen are worth the price of admission alone.

I hope hope hope that the upcoming Dungeons of Golarion is set up in a similar fashion.

Scarab Sages

I'm reading this product (finally!) and I've come across a rule question. On page 22, under the Crystal Creature template, under the dazzling form ability, after describing the dazzle effect, the description suddenly starts talking about a crystal xorn and being blinded every round as a gaze attack. Was this bad editing, or is text missing?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

William Sinclair wrote:
I'm reading this product (finally!) and I've come across a rule question. On page 22, under the Crystal Creature template, under the dazzling form ability, after describing the dazzle effect, the description suddenly starts talking about a crystal xorn and being blinded every round as a gaze attack. Was this bad editing, or is text missing?

Editing artifact. Originally the sample creature stat block in that entry was an advanced crystal xorn (Arzuu Mandilawi, mentioned on p. 19), but that was replaced with the updated PF stats for the derhii. However, the crystal creature template info was ported over as a sidebar and the bit about the crystal xorn was left in there.

Scarab Sages

Jason Nelson wrote:
William Sinclair wrote:
I'm reading this product (finally!) and I've come across a rule question. On page 22, under the Crystal Creature template, under the dazzling form ability, after describing the dazzle effect, the description suddenly starts talking about a crystal xorn and being blinded every round as a gaze attack. Was this bad editing, or is text missing?
Editing artifact. Originally the sample creature stat block in that entry was an advanced crystal xorn (Arzuu Mandilawi, mentioned on p. 19), but that was replaced with the updated PF stats for the derhii. However, the crystal creature template info was ported over as a sidebar and the bit about the crystal xorn was left in there.

So no blinding attack?


I believe there is a minor continuity error in the Storasta entry, likely due to turn of phrase. On page 29 it states:

Quote:
Lalizarzadeh led that assault and thereafter made it her base of operations overlooking the city for nearly a century.

This would likely place the fall of Storasta before the fall of Drezen in 4638 AR, which is contrary to previous statements about Storasta being the last of the Sarkorian cities to fall. Probably just me nit picking, but it complicates matters when attempting to establish a reasonable date for the cities loss.


Probably my favorite Golarion book! I wish I could read Kho but a Serpent's Skull game I'm playing in seems destined to make its way there.

Just noticed this:

Quote:

tribal witches and shamans

joined with druids of old Mendev and Numerian war-clans,
swearing blood oaths that if this was to be their end, they
would make such an end as to be worthy of remembrance.

What you did there. I see it.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So yay, finally did review for this. Dunno if doing review for this old products affect developers thoughts at all, but I really wanted to get my opinion on this out :'D I mean, its unlikely at this point that Paizo will ever do "let's detail location after AP's events" thing again, but I can hope...

Any of other people who has read the book, what did you think of the "After the RotR Xin-Shalast" section of the book? I'm curious to hear your guys' thought on it.

Paizo Employee Pathfinder Society Lead Developer

5 people marked this as a favorite.
CorvusMask wrote:

So yay, finally did review for this. Dunno if doing review for this old products affect developers thoughts at all, but I really wanted to get my opinion on this out :'D I mean, its unlikely at this point that Paizo will ever do "let's detail location after AP's events" thing again, but I can hope...

Any of other people who has read the book, what did you think of the "After the RotR Xin-Shalast" section of the book? I'm curious to hear your guys' thought on it.

Reviews are great, even if they're a while after the publication date. I know that I watch the recent reviews panel along the left-hand side of the page, and I often open up Paizo product reviews from there. Sometimes that's a reminder that a particular product exists (reminding me to look through that book again for adventure ideas), sometimes it inspires me (and no doubt others) to push that book's ideas and materials in an upcoming product, and sometimes it helps us refine how we organize material or present a concept.

Let us know what Pathfinder material excites you!

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
John Compton wrote:
CorvusMask wrote:

So yay, finally did review for this. Dunno if doing review for this old products affect developers thoughts at all, but I really wanted to get my opinion on this out :'D I mean, its unlikely at this point that Paizo will ever do "let's detail location after AP's events" thing again, but I can hope...

Any of other people who has read the book, what did you think of the "After the RotR Xin-Shalast" section of the book? I'm curious to hear your guys' thought on it.

Reviews are great, even if they're a while after the publication date. I know that I watch the recent reviews panel along the left-hand side of the page, and I often open up Paizo product reviews from there. Sometimes that's a reminder that a particular product exists (reminding me to look through that book again for adventure ideas), sometimes it inspires me (and no doubt others) to push that book's ideas and materials in an upcoming product, and sometimes it helps us refine how we organize material or present a concept.

Let us know what Pathfinder material excites you!

Yay! Glad to hear that

I'll be crossing fingers for Sun Temple Colony related stuff since its best location in the book imo :D

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