The shattered remains of dead civilizations lie dormant throughout the Inner Sea. Whether such ruins are entombed under tons of rubble, sunk beneath white-capped oceans, or warped into blasted wastelands by otherworldly energies, the perils of these obliterated empires are equaled only by the unfathomable treasures locked within their crumbling temples, crypts, and citadels.
Lost Kingdoms provides a detailed overview of six of Golarion’s most famous and mysterious ancient nations, fallen empires that promise intrepid adventurers the opportunity to claim untold riches, explore fantastical realms of antiquity, and unravel mysteries thought long lost to the sands of time.
Ancient kingdoms explored in this 64-page book include:
Ancient Osirion, the pharaonic empire whose rulers constructed treasure-laden crypts, pyramids, and temples dedicated to their own honor.
Ghol-Gan, where cyclopes raised ziggurats to otherworldly deities, but whose works now serve as half-flooded temple-lairs for alien horrors.
The Jistka Imperium, the first true civilization to rise after the apocalypse of Earthfall, famed for its golem-crafting artificers and expansionist magistrates.
Lirgen and Yamasa, whose astrological divinations and ancestral spirits led their cultures to prosperity, but failed to warn them of the coming of the great hurricane destined to destroy their lands.
Sarkoris, where barbarian warlords and druids now raise spears against the demon-spawning rift in the center of their ancestral lands.
Thassilon, a divided empire ruled by the runelords, vile wizards whose sin magic enslaved entire tribes of giants and shackled them to building monuments to their glory.
Lost Kingdoms is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.
By Wolfgang Baur, Adam Daigle, Jeff Erwin,
and F. Wesley Schneider.
ISBN-13: 978-1-60125-415-3
Other Resources: This product is also available on the following platforms:
Golarion is often known as a "kitchen sink" setting, with areas (if not whole countries) effectively devoted to specific themes or genres. I remember, years ago, being turned off by the notion, thinking that it sounded very generic. But the more I've read about Golarion over the past few years, the more I've come to appreciate how much depth underlies the setting. Lost Kingdoms is a perfect example. The book, a 64-page entry in the Campaign Setting Line, provides an overview of six different ancient nations whose legacies continue to influence the "present." Adventurers always need mysterious ruins, long-buried threats, and fantastical ancient treasures to encounter, and this book does a great job grounding the "present" of Golarion into its "past."
To get the formalities out of the way, the inside front cover shows the geographical extent of each of the ancient lands overlaid on a map of the Inner Sea. The inside back cover reproduces the front cover sans text. There is a two-page introduction that gives a one-paragraph nod towards some of the other "lost kingdoms" not covered in the book (notably, Azlant and Shory), as well as a timeline to help organize some of the major dates mentioned later in the book.
Now to the heart of the book. Each of the ten-page-long country entries is divided into sections: how the area was historically, how it is today, its denizens and dangers (past and present), and the treasures and rewards that await exploration. Each entry also includes a map of the ancient realm, general descriptions of some adventuring sites, at least one new monster or NPC, and a much longer, two-page description of a major locale. The artwork throughout is impressive (in particular, look at the picture of Areelu Vorlesh on page 46--it just doesn't get any better!). Six ancient empires are covered: the Abendego Gulf, Ancient Osirion, Ghol-Gan, the Jistka Imperium, Sarkoris, and Thassilon.
The Abendego Gulf is one of those topics I never really thought about: what existed before the massive, permanent, and cataclysmic storm known as the Eye of Abendego formed? The answer is a nation called Lirgen, whose leaders and populace were devoted to astrology and fortune-telling, and its breakway region, Yamasa, whose residents had to eek out a much more practical life in a swampy land. There's a thematic irony that the Eye formed when Aroden died and prophecy failed, meaning that an entire nation of fortune-tellers couldn't predict the destruction of their own nation! Today, the region is littered with sunken cities in which great treasures can still be found (as 90% of the inhabitants of Lirgen and Yamasa died when the Eye of Abendego formed), but it's a dangerous land filled with small bands of ruthless scavengers. The chapter introduces a thematically appropriate spell (Embrace Destiny) and details a flavourful adventure setting called the Dim Gate (an ancient observatory that, perhaps, can create a portal to Eox!).
The entry on Ancient Osirion covers the Egyptian-themed country's long, long history. Fortunately, it's an interesting history, though I wonder if another "lost kingdom" should have been covered instead, since Osirion is already the subject of a Campaign Setting book (Osirion, Legacy of Pharaohs). On the other hand, a *lot* of modules and adventures are set in the region, as it's hard to resist the lure of recently-uncovered pyramids and the like. A few things that stood out for me in this entry was the Ubashki Swarm (a swarm of undead cats!), a drug called mumia (made from . . . you guessed it), and an NPC patron who often sends adventurers out on digs and explorations (except he's secretly a ghoul!).
Ghol-Gan is one of the lesser known lost kingdoms: an empire ruled by cyclops! It has a classic rise and fall (into degeneration) arc, but it frankly doesn't sound that interesting for exploration. It needs a cooler hook to set it apart from other, more flavourful areas. And although I've already mentioned how good the artwork is, the portrait of a new monster in this section (a one-eyed sort of organgutan called a Ngoga) is a bit too much on the silly-side.
The Jistka Imperium, on the other hand, has a fascinating history full of founding myths (complete with scriptures), marvels of golem-building artifice, clashes with Ancient Osirion, and the terrors of unstoppable plagues. Although largely invisible and forgotten to those living in Golarion today, there are some really great possibilities for adventure here. Need I mention they once built a golem so large it carried a castle on its back?
I already knew a bit about Sarkoris from the Worldwound Campaign Setting book. In essence, Sarkoris was what existed before reality was torn asunder to let the demons of the abyss pour into the area, rendering it a nightmarish hellscape. Sarkoris is described as being the birthplace of the kellid peoples (before they spread elsewhere) and as having hundreds of faiths, cults, spirits, and village idols (a really different approach to "religion" that I wish appeared more in fantasy literature). The section describes a surprising site: a small town named Gundrun that has somehow been reborn in the Worldwound and is populated by descendants of Sarkoris who dream that someday the nation might rise again.
Last up is the area I have a special affection for since I've devoted the last couple years' worth of Sunday nights to running Rise of the Runelords: Thassilon. It's great to see the whole thing laid out in such a clear overview and to see the forest for the trees. So much fantastic lore (and cool monuments) are presented in this section. A new monster, an "Inverted Giant", has the most awesomely perverse backstory, and I really liked the extended description of an monument called the Emerald Chambers (999 rooms of death, and 1 of untold wealth!).
Of the six entries, I would say the ones on the Abendego Gulf, the Jistka Imperium, and Thassilon are the most interesting and important. Ancient Osirion and Sarkoris already have some historical coverage in other sourcebooks, and the Ghol-Gan empire just wasn't particularly interesting. On the whole, however, Lost Kingdoms is a really solid book that has moments of brilliance and enough lore to add depth to countless adventure hooks and stories. It's definitely worth purchasing.
So since I had already forgotten stuff when I wrote this article first time, I'll have to do shorter version now that I have to write it again due to it disappearing to "No back ups :D" space.
Abendago Gulf: I felt like this info might as well have been in Sodden Lands Campaign Setting Book and that article's space should have been reserved for something like Shory mentioned earlier. Lirgen's culture was interesting sure and helps me flavor stuff in Seers of the Drowned City, but its not really interesting for adventuring purposes because 1) Lirgen's lost culture is still known and remembered unlike actual ancient empires' cultures 2) fortune telling doesn't work anymore nowadays 3) article doesn't really present any interesting threats of bbegs, most of foes mentioned are just bandits or monstrous humanoid tribes 4) most interesting thing about sodden lands is eye of abendago and that isn't really mentioned at all since its not directly related to the culture 5) Yamasa is basically mentioned as after thought as "Its swamp land, was about rice fields and nowadays inhabited by cults". If I went by article alone, I'd guess Abendago Gulf is if I want to make underwater city exploration adventure. Sure I know from other sources that its one of primary places to find Night Heralds in, but this article doesn't really do good job of presenting it as interesting location for campaign.
Dim Gate part of article was the best part about it though, lich being instructed by mysterious entity to build a gate sure is intriguing.
Ancient Osirion: I spent paragraph wondering about cover mummy's comic book cover pose spine, apparently use of enlarge person and questioned what is up with fantasy artists and mummies having mammaries.
Besides that, I liked that article managed to present Ancient Osirion background as mysterious(with Nethys and stuff) without mentioned ancient astronauts stuff at all, I noted that Ancient Osirion is already easy to like due to Ancient Egypt irl giving images to what adventuring there is like and that I liked present day stuff info too and mummia drug was interesting.
Ghol-Gan: Wondered how Amiri fighting raptor is related to ancient cyclops empire, noted that I found empires' fall kinda lazy(serpentfolk's brutal culture just happened to spread through cyclops' mighty empire so fast their relationship with Azlant just eroded to hostilities? Why would cyclops adopt their culture? Because giants are just inherently more evil than humans? Seriously, I don't get the reasoning), and noted that Ghol-Gan makes much more interesting underwater ruin exploration adventures than Lirgen's ruins. Also its cool to get details about ancient non human civilization in otherwise human dominated world.
Jistka Imperium: I liked setting enough to almost wish for spinoff setting featuring past of Golarion. Also sad it isn't mentioned more often, I got image from PFS that they were fiend worshippers, but article made it more clear they were just pragmatic and used fiends to power up their golems near end of their empire's existence. Pity that Osirion destroyed most of their ruins, but I'm sure there are enough of Jistka ruins that Paizo could feature them in one module at least pretty please? :D
Sarkoris: Noted that it shares same "not ancient empire, just kingdom lost hundred years ago" thing with Lirgen, but that I found it much more interesting locale than Lirgen. Whats with druidic main faith and lots of small pantheons. I basically wish I could have adventures in pre worldwound Sarkoris.
Thassilon: I like Thassilon already so not much to say there. I noted though that I thought History of Thassilon part contradicted other source materials a little bit and would have liked that part more if it was presented through in universe lens that might include element of it being incomplete and such. Also Inverted Giant is my favourite monster in the book.
I came into this book with very few expectations. All I knew was the list of authors and that somewhere within this tome there were golems. That's all I needed, really, as I've been a huge fan of the artificer character archetype for a long time and have held a special fascination for golems.
And golems there were. After reading the section on the Jistka Imperium, my mind was full of wonderfully evocative character, monster, and encounter ideas. Reforging the golem controlling rod to control a massive beast, entire towns on the backs of roaming monsters...And thankfully, this would be a theme oft repeated in this book. The chapters were wonderful for inspiring campaigns, archetypes, and character concepts.
After reading about the Jistka Imperium, I dove into the Sodden Lands to learn about Lirgen and Yamasa. Lirgen in particular was highly interesting. Any nation whose entire deal was the use of astrology and prophecy to tell the future, directly before the death of Aroden, is bound to be fascinating just for the mysteries it raises. And mysteries it raises in spades. Why couldn't they fortell this? What exactly is that otherworldly thing that saved the last 'surviving' astrologer, now holed up in her own observatory fortress? I never thought I'd want to play a character based on astrology, but after reading this chapter I immediately had to make one.
The bloodied past of Ancient Osirion is laid out for us as well. Again, I wasn't expecting Egypt, The Fantasy Land to catch my attention as much as it did. But there were many great sections here as well. The revelation of everyone's favorite drug of choice was both revolting and intriguing at the same time. One almost hopes that there were alchemist discoveries associated with this article, if only to see the twisted things that alchemists could do with a little ground up mummy.
For now, I definitely think the book is worth the price. I honestly did not expect to see so many evocative ideas in here, and I was very pleased with how it turned out. I'll give it 4 stars for now, as I haven't fully read the book. But this review will hopefully be a place holder for a more in-depth review at a later date. And if such an event occurs, I'll be sure to revise the score if necessary.
So much awesome coming out in 2012. Hoping for some coverage of the Shory (and maybe the vault builders but that's probably outside the scope of the book I'd wager).
This will be one of my most anticipated books for 2012.
Also: when Paizo announces new products w/ "Image is just a mock-up...", where exactly do they get that art? I assumed it was from older products, but I don't tend to recognize the art.
It's funny, I was just saying in another thread that I hoped we got more info on living countries before "lost" ones like Thassilon. And yet, I couldn't be more happy that this is coming out. Weird.
Here's hoping for more info on Azlant and the progenator Mwangi civilization.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ulgulanoth wrote:
hopefully they'll also include for playing in those long lost kingdoms during their hayday
I wouldn't expect that kind of information in this book. I would expect it to be more about adventuring in those areas in the present day. Although you might be able to glean enough information from it to do something like that.
hopefully they'll also include for playing in those long lost kingdoms during their hayday
I wouldn't expect that kind of information in this book. I would expect it to be more about adventuring in those areas in the present day. Although you might be able to glean enough information from it to do something like that.
Maybe someday when they run out of other hardcover ideas we can get a book of golarion a year before starfall.
Maybe someday when they run out of other hardcover ideas we can get a book of golarion a year before starfall.
As I don't really think that such a book will be a "scraping the barrel" sourcebook, I think that a "Golarion: Ancient Ages" book would make me salivate. A lot.
Before the Starfall era:
- Larger than life Azlant mythic heroes against the serpentfolk host.
- Empires of the elves before the Fall.
- Satrapies of Thassilon, intrigue and magic-fueled wars with armies of giants and dragons.
After the Starfall era:
- The rise and fall of Ancient Osirion, tainted by misteric cults of the Outer Gods
- Shory aeromancers soaring in the skies all over the Inner Sea
- Sarkoris and Iobaria!
Fool! Do not invoke our Blessed Lord's name in such a frivolous tone -- be respectful, or you shall feel the Infernal Wrath of the Almighty One! ;P
Yes and his wrath is naked dwarven beard dancing.
There must have been some kind of mishap in my last punishment, I was invited to an Erynies/tiefling competitive BDSM match as a juror. Unsettling but inspiring.
Fool! Do not invoke our Blessed Lord's name in such a frivolous tone -- be respectful, or you shall feel the Infernal Wrath of the Almighty One! ;P
Yes and his wrath is naked dwarven beard dancing.
There must have been some kind of mishap in my last punishment, I was invited to an Erynies/tiefling competitive BDSM match as a juror. Unsettling but inspiring.
Can't say for sure. I've been tasked to make up RPG rules for such a match. There's a fair share of squirming in here too.
Hellish punishment is sometimes a bit longwinded.
Hmm.
I usually rattle the pathfinder sword to EVERYONE. However, this being said, i worry a little that this product might turn out a lot like lost Cities.
Now again its just me, probably since no one seems to have a bad word for anything, but i buy just about every product you put out, our game group does. Anyhow I spend a lot, and quite often get a pdf and hardcover cause i am a tool. However that Lost cities was so disappointing (think i spelled that wrong.). Anyhow more meet on a few, rather then a tiny discussion on many that gives us nothing to work with.
Its a role playing game, not roll, but still give us more to work with, more villians, npcs, or people wandering...
again i ramble.
To manage some expectations... Azlant won't be one of the Lost Kingdoms covered in this book. I'm not quite ready to reveal the FULL info on what WILL be in here yet, but Azlant itself is far too big a topic (and too big a region—it's a whole continent, after all, even if most of it has sunken under the waves today) to be adequately covered in a single chapter in a 64 page book.
But now IS the perfect time to tell me what you want in this book. As in more NPCs, more villains, more monsters...
It's probably better to look at Dungeons of Golarion to get a notion of how I'll be working with the authors to create their chapters than Lost Cities, in any event.
To manage some expectations... Azlant won't be one of the Lost Kingdoms covered in this book. I'm not quite ready to reveal the FULL info on what WILL be in here yet, but Azlant itself is far too big a topic (and too big a region—it's a whole continent, after all, even if most of it has sunken under the waves today) to be adequately covered in a single chapter in a 64 page book.
But now IS the perfect time to tell me what you want in this book. As in more NPCs, more villains, more monsters...
It's probably better to look at Dungeons of Golarion to get a notion of how I'll be working with the authors to create their chapters than Lost Cities, in any event.
What I would personally like to see is. Information about how the kingdom was, major cities, it's history, magic etc. Things that would help me bring to life any ruins any PC's would find of it and make it really come to life so they could really feel the old culture. So it stands out from other ruins. so it just isn't dungeon number 17 explored.
I'd like to have juicy, flavourful hand-outs or vignettes that lament the lost glories and terrible fates of these kingdoms, their ancient ruins and wondrous secrets now guarded by devious traps and horrifying monsters. I'd also like this book to contain maps, historical timelines, a couple of monsters and magical items/artifacts per kingdom, campaign ideas for different levels, plus a sample encounter area (and/or a "what-you-can-expect-to-find-in-a-typical-dungeon/ruin-in-this-kingdom" part).
I personally don't need whole stat blocks for NPCs -- name, alignment and levels (plus some details such as major magical items he/she possesses) is enough for me.
I'd really like to see info regarding cultural norms and taboos in each chapter; something that gives each Lost Kingdom a distinctly different feel than the current civilization that rules the area. In regards to Osirion, I'd really like to see more info on the elemental clans, the Dominion of the Black (Nyarlathotep baby!), and the Four Pharoahs of Ascension (just how great was their power?). This could be in the form of NPC's, artifacts, spells or monsters. In regards to Ghol-Gan, I'd like to see what it looked like geographically *before* the Eye of Abendengo hit the area, along with more info on the astrology cultist in later years who committed mass suicide (Cult of Starry Wisdom?) and their connection to the ancient kingdom of the Cyclops (who, if memory serves, were also known for their strange foresight). As for Thassilon, I want to see... EVERYTHING! Rune magic, the Rune Law, the rise of Lissala (and the Peacock Spirit and other religions of the ancient empire of Xin), the major (and lesser) monuments, the geography, the rulers (more on Xanderghul please!), the castes, the society, the rise of sin within the empire (and what role did demons, the personification of sin, play?), etc.
how about a little on how to play in these places when they were thriving?
That'll probably be part of it. Not a BIG part of it, but we can't really do a book like this without context, after all!
If I could cast Wish or Miracle, I would like to see this product as a springboard for an AP set in an earlier (more "mythic") time period of Golarion. Come to think of it, this could also be a great way to satisfy the itch of those who want epic/mythic adventures. Put it far back enough that it wouldn't interfere w/ modern continuity and/or hesitation at having high-level material in today's Golarion.
Or just a "regular" AP (starting at level 1), but set in the mythic past in one of these great kingdoms of old...that would be epic in and of itself.
But now IS the perfect time to tell me what you want in this book. As in more NPCs, more villains, more monsters...
Fluff-wise, I'd really like to see more on the Shory and the pre-Earthfall Mwangi nation that was hinted at in Heart of the Jungle. An, if you're willing to consider some Mwangi-love, I'd be very happy to get some additional information on Zurakai.
Another lost kingdom I'd very much would like to see explored is Lirgen, possibly with a section of their inheritors in Jaha and any attempts to retake their homeland.
It might also make a nice change of pace to consider kingdoms in locales that are off the beaten path, such as the fall azer empire (mentioned on p. 19 of The Great Beyond) or a fallen nation elsewhere in the solar system. As Akiton seems to be largely modeled off of John Carter of Mars, I suspect this would be a prime candidate.
Crunch-wise, I think it'd be interesting to see information that can be salvaged from these ancient kingdoms that can have a real mechanical benefit.
Spells that have been lost to time are always a classic, but ancient techniques and technologies would be cool, too. For example, principles of Shory Aeromancy that provide a cost-reduction to aerial propulsion systems, or a forgotten chain of Style Feats that is shown in ancient pictograms and can be decoded by modern martial artists.
Oh, and if you do end up developing Lirgen, I'd love to see a Lirgeni Astrologer archetype.
I think a historical sourcebook would appeal to only a small subset of the community. I think the best use of resources might be to publish a historical line of novels. This would provide the fluff people desire.
I would love to see more on the Jistka and their imperium. A detailed map of their territory and other cities during their hey day. More on their Magistracy, Golem Artificers, the fiends behind their downfall, and how they became the morlocks found in their ruins today. A look into the technology and golem crafting during their time. Details of their temple-foundries, and maybe a statblock or two of new constructs from that era such as a Jistkan War-hound and/or Jistkan Behemoth. A look into the fiend-fueled,green oily residue-like essence that animates their creations. I could go on and on. :)
I would -love- a little more detail on the lost civilization at the top of the Crown of the World, That one little paragraph in the World Guide is not enough I say! >>
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
A CR20 Seagull wrote:
I would -love- a little more detail on the lost civilization at the top of the Crown of the World, That one little paragraph in the World Guide is not enough I say! >>
Check out AP #51. It has a gazetteer for the Crown of the World.
I just finished "Lost Cities" at work tonight. I really liked the layout for each chapter and the low-med-high campaign ideas. I think this is a major selling point and should stay! However, I was annoyed at the lack of place art. I wanted to see the flaming lens thing on the Sun Temple Colony island pursuing terrified rebels just ahead of its burning swath, maybe even immolating an unlucky someone. As it is, I have no idea what the unique architecture of the lost cities looked like. The maps are exquisite, by the way and I would buy a map folio of this book.
I just finished "Lost Cities" at work tonight. I really liked the layout for each chapter and the low-med-high campaign ideas. I think this is a major selling point and should stay! However, I was annoyed at the lack of place art. I wanted to see the flaming lens thing on the Sun Temple Colony island pursuing terrified rebels just ahead of its burning swath, maybe even immolating an unlucky someone. As it is, I have no idea what the unique architecture of the lost cities looked like. The maps are exquisite, by the way and I would buy a map folio of this book.