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Pathfinder Campaign Setting: Lost Kingdoms (PFRPG)

****( ) (based on 2 ratings)
Pathfinder Campaign Setting: Lost Kingdoms (PFRPG)
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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

Note: This product is part of the Pathfinder Campaign Setting Subscription.

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Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Product Reviews (2)

Average product rating:

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Review got erased by taking too long AGAIN

****( )

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.


Wonderfully evocative

****( )

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.


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