Delve The Mountain Deep!

Friday, June 30, 2023

The cover image for Lost Omens Highhelm, featuring several dwarves and adventurers on the road outside of Highhelm. A mountain carved into the image of a dwarven ruler looms behind them.

Illustration by Ekaterina Gordeeva

My most honored friends—you who have held true to your word and our mission, you who have been faithful through centuries of toil, you who continue to strive for the prosperity of our nation—to you do I address my final thoughts.

With heavy heart, I abdicated my throne, and now, with a heart made even heavier, I find that I must leave you. I cast no aspersions on the fine work and skillful labor lavished on the tomb prepared for my body once my soul departs. The tomb’s beauty and quality truly befit a king—even this High King—and showcase the artistry of our people, which we have honed through generations of diligent attention and expert skill. I do not spurn this gift lightly. I want nothing more than to remain in this place, the one from which I first beheld the sky—the place where I felt the sweet fulfillment of Torag’s promise. I turn from it only because I fear to bring more bloodshed upon you, were my body laid to rest here within Koldukar.

A side cut map of Highhelm, showing the layers of the mountain city.

Illustration by Shaun Ellis

I can almost hear your objections. You look around at the sheer magnificence of our new home. You see in it the brilliance of our people. Is this not the pinnacle of our ability as engineers? Have we not worked the vaulted arches, the carved pillars, and the deep-set recesses out of purest stone, developing the skill of our ancestors and pushing it to new heights? Have we not established a powerful kingdom that boasts centers of learning and martial training, temples to our honored gods, forges of intense power, and workshops unparalleled on this planet? And have we not designed all this magnificence to withstand the mightiest attack?

Yes, I can hear you voicing these fine questions. Yes, I know that our achievements have amazed and delighted not only our people, but also our allies on the surface. Yes, I know that Koldukar and our other surface homes are now dubbed ‘Sky Citadels.’ They are, without question, the last redoubt both for our people and for our allies. Between the ingenious construction of our defenses and our military strategy, I have no fear of us ever losing them to our foes. And I am justly proud of our work to expand our nation and to construct other, equally defensible and glorious Sky Citadels throughout the land. Dongun Hold, Highhelm, Kravenkus, Janderhoff—all these and more ground us ever more securely in our destined home. We have achieved our Quest for Sky, and we will not be displaced.

Two dwarves having an animated conversation over tea.

Illustration by Lucas Villalva Machado

I look back at the faith and zeal, the struggle and loss, the heartbreak and determination that fueled us for centuries on our Quest for Sky. I am mindful that Torag was our inspiration and our guide. He alone gave us this sacred mission for reasons beyond our ken. When we have held to that faith, we have prospered; our periods of greatest turmoil and pain occurred when that faith wore thin. I accept that Torag sanctioned the incessant conflict of our march, for he never shies from the hammer of war.

Even so, I now see that we did not need to displace the orcs nor fight them so fanatically. We could have looked for peaceful solutions and need not have slain so very many as we passed through their lands. Had they a king, I would duly apologize for the terror and death that we wrought.

Mindful of the battles that continue, I wish to spare my beloved Koldukar from any further bloodshed on my behalf—herein lies the beginning and end of my motivation. I will don my armor once more and leave. My tomb will be unmarked so that my enemies, fierce and many as they are, will have no additional cause to trouble you.

May Torag’s blessing be ever upon you,
Taargick, ever honored to have served as your king

Taargick in full plate armor.

Illustration by Sandra Posada

USING THIS BOOK

The Sky Citadels marked the height of dwarven architecture and engineering. Built at the end of the centuries-long Quest for Sky, these massive fortresses provided far more than just safety, encompassing entire cities and fostering dwarven ingenuity. They were also symbols of determination and hope for dwarves, a monument to the accomplishment of an entire people who persevered through immense difficulty and doubt—though they also created some of their own problems, as they drove orcs before them and unknowingly released Darklands horrors behind them. Though the fortunes of the dwarves have proven less reliable, these bastions yet stand, and several continue to thrive.

While Highhelm wasn’t the first Sky Citadel, it has proven itself arguably the most important and certainly the most influential. The undisputed center of dwarven culture today, Highhelm has a depth, complexity, and richness in its fabled halls that place it among Golarion’s finest cities. Dwarves of all kinds, be they holtaksen, ergasken, or grondasken, call the Sky Citadel their home, and the city even houses large populations of other ancestries. This mixing of ancestral cultures and traditions, combined with influence from Highhelm’s neighbors, makes the city unique among the active Sky Citadels. It’s simultaneously a city that’s undeniably dwarven in its nature, but also one that draws from non-dwarven traditions to create a culture unlike anywhere else.

This volume presents an in-depth look at this remarkable and unique metropolis. The first chapter offers a general overview of Highhelm with detailed sections on its history, culture, and people, including government, trade, customs, and notable figures. To truly understand dwarves, one must understand their clan system, here explained in exquisite detail. A gazetteer of the city and its surroundings comprises the second chapter, offering specifics on Highhelm’s three major sections. For each section, the gazetteer presents neighborhoods, locations, notable people, current events, and player options. The third chapter provides even more player options, including ancestry feats and legendary gear, as well as new monsters and the stalwart defender, an archetype representing the defensive techniques of the warriors of Highhelm. This book also details the deities of the entire dwarven pantheon for the first time.

A group of dwarves deep in a mine

Illustration by Mirco Paganessi

Pathfinder Lost Omens Highhelm is available now at your FLGS and on paizo.com!

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Tags: Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition
Horizon Hunters

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Quest for Highhelm!

Horizon Hunters

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A second read got me thinking. Koldukar is now the main orc city, right? So when Taargick writes "I have no fear of us ever losing them to our foes". This is kinda sad because that's exactly what happened. I need to read the world guide again.


A delightfully somber introduction; can't wait to read this book.

Director of Marketing

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Do you like this format of pulling an intro and images directly from the book?


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Aaron Shanks wrote:
Do you like this format of pulling an intro and images directly for the book?

Absolutely!

I love the storytelling, rather than the rulestelling.


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Is this that letter from Taagrick that Anong Arunak is keeping secret? The one that apologizes to the orcs and would split the Dwarven population were it ever to become public?


I'm really looking forward to digging through this and filling out my character's backstory.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
MGX wrote:
Is this that letter from Taagrick that Anong Arunak is keeping secret? The one that apologizes to the orcs and would split the Dwarven population were it ever to become public?

This is indeed the letter. It lies in a special chamber, and the High King is the only person in Highhelm who knows about it.

Liberty's Edge

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I wonder what deep shameful secrets of the dwarven people lie hidden in the bowels of the sky citadel Koldukar, aka Urgir, main settlement and center of power of the Hold of Belkzen.


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Pathfinder Lost Omens, Rulebook Subscriber

I adore this book. My physical copy arrived two days ago, the free poster map was a pleasant surprise. The lore and art is absolutely amazing.


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I appreciated the confirmation that the old "10 Sky Citadels" number refers specifically to the Inner Sea.


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Pathfinder Lost Omens, Rulebook Subscriber

Still waiting on my physical copy (but that's Can'tada Post for ya), so I've been going over the PDF constantly since I downloaded it.


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Aaron Shanks wrote:
Do you like this format of pulling an intro and images directly from the book?

I do. I'll admit that sometimes I'll skim over the introduction in the book proper, generally if the book has some rumored item or archetype or ancestry I'm really excited to read, so having it presented here front and center is a good way to make me read it, and also get hyped for the book.

Wayfinders

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I received my physical copy yesterday and I notice that the artwork in the printed book is a lot tonally darker than the digital artwork. The content is great but the something went wrong printing the artwork.


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Am I understanding correctly that the Dwarves religious quest for sky led to them assaulting every enclave of Orcs above them, forcing them to move at axe point until they were forced into the Surface world?


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Sleepy laReef wrote:
Am I understanding correctly that the Dwarves religious quest for sky led to them assaulting every enclave of Orcs above them, forcing them to move at axe point until they were forced into the Surface world?

Yup. That's pretty much always been true in PF canon.

Liberty's Edge

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Sleepy laReef wrote:
Am I understanding correctly that the Dwarves religious quest for sky led to them assaulting every enclave of Orcs above them, forcing them to move at axe point until they were forced into the Surface world?

We do not have all the details of the historical interactions, but the end result sounds like this. Especially when considering that AFAIK Orcs are not that common in the Darklands nowadays.


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Sleepy laReef wrote:
Am I understanding correctly that the Dwarves religious quest for sky led to them assaulting every enclave of Orcs above them, forcing them to move at axe point until they were forced into the Surface world?

That’s how Lost Omens: Legends basically describes it.


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While Dwarves are probably largely to blame for the present issue of Orcs on the surface, Orcs are such a small portion of the "average" problems when you consider goblins, hobgoblins, fey, monstrous magical animals, etc.


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Claxon wrote:
While Dwarves are probably largely to blame for the present issue of Orcs on the surface, Orcs are such a small portion of the "average" problems when you consider goblins, hobgoblins, fey, monstrous magical animals, etc.

Why are we describing multiple playable Ancestries as "issues" and "problems," especially in a conversation about their present origin as victims of a genocide?

Hobgoblins and Orcs have been part of bloody wars in Avistan, but so too have Humans and Dwarves - it's weird to talk about some of them like they're vermin and others like they're people.


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Well, because Orcs are generally presented as antagonist to players. And if someone was curious how Orcs came to be a problem, the answer would be because the Dwarves drove them to the surface.

You're reading for more into my words than I have actually written. Thanks for being rude about it.

I was saying that despite what has happened to the Orcs, and the characterization of Orcs as problems (and at least some, like Belkzen are) they only represent one of many threats.

Liberty's Edge

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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber

In the blog above, this stood out to me:

"While **Highhelm wasn’t the first Sky Citadel,** it has proven itself arguably the most important and certainly the most influential."

Wasn't the first Sky Citadel?

I picked up the World Guide recently, reading about Five Kings Mountains the other night and, I see this on p.125, third sentence under the header "Five Kings Mountains,"

"Thus they built Highhelm, the **first** and greatest of their Sky Citadels..."

So - is this an intentional canon change, making Highhelm no longer the **first** sky citadel?


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Since there are Sky Citadels on completely different continents, it's kind of impossible to verify whether or not which ones separated by tens of thousands of miles was "first".


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

"Impossible"? I doubt that.


Pathfinder Lost Omens, Rulebook Subscriber

Finally got my physical copy, though I don't notice any issues with the art that have been reported by some others. Happy to finally have the actual book instead of just a PDF.

Silver Crusade

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Claxon wrote:
Well, because Orcs are generally presented as antagonist to players.

In Pathfinder, since when?

Not being snarky, we had the first issue of Giantslayer and that one standalone adventure where they had infernal backing, but "generally presented as antagonist" hasn't been true for awhile, if it was even really true in P1 either.


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Pathfinder Lost Omens, Rulebook Subscriber
Claxon wrote:

Well, because Orcs are generally presented as antagonist to players. And if someone was curious how Orcs came to be a problem, the answer would be because the Dwarves drove them to the surface.

You're reading for more into my words than I have actually written. Thanks for being rude about it.

I was saying that despite what has happened to the Orcs, and the characterization of Orcs as problems (and at least some, like Belkzen are) they only represent one of many threats.

So I would just like point that the person who asked about Orcs didn't ask about them in context of them being a "problem."

And in just for confirmation that they are on the surface due to the dwarves aggression, and seeing how the general vibe of the blog, thread, and plot point is how the Dwarves were an aggressor in a genocide, and that their current location on the surface is as victims of said genocide. In that context it really does feel weird and concerning to see someone talking about them as a "problem."

Edit: i'm also not saying you intended for it to be read like that or anything. I'm just trying to hopefully provide some clarification.


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It is possible for a group to be victims of an atrocity and to still be hostile toward most other people.

And for those who want to say Orcs haven't been painted as antagonists, these is the description of the book Orcs of Golarion (PF1):
"Feel the blood spray and bones crunch as the bestial children of the Darklands come roaring across the landscape, leaving only carnage and lamentation in their wake! Orcs are some of the oldest enemies of civilization, their howling hordes beaten back time and again by the forces of light. Yet in addition to being depraved raiders, orcs are also a civilization unto themselves, with a war-torn history stretching back before the Age of Darkness."

Even Paizo wrote the Orcs as a hostile group toward the larger world.

Now I will say, I don't know all lore surrounding Golarion and I believe Paizo has probably been building towards making the Orcs of Golarion less carnage causing brutes and providing a more nuanced representation.

But it doesn't help that the only primarily Orc society/city/culture that I know of is Belkzen, a chaotic evil nation.

Silver Crusade

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And Belkzen is a bulwark against the Whispering Tyrant, that’s the exact opposite of antagonist.

OoG, which was one of the first write ups for Pathfinder 1st edition and is misnamed, it’s basically Orcs of Belkzen since it doesn’t cover any other Orcs and Belkzen is the smallest orc settlement/country/grouping on Golarion . Orcs are being added as Core Ancestry, we’ve had all of two adventures where they’re the main antagonist. Humans and Hobgoblins are more antagonistic than them.

So “generally presented as antagonist” doesn’t really apply.


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When I say presented as antagonist to the players I don't mean that they are the primary subject of an AP.

I mean the setting sets them up generally speaking as enemies, not as allies, or even neutrals. Belkzen being a wall between the Whispering Tyrant and other places doesn't minimize their unfriendly nature toward others.

Perhaps I've missed new lore to the contrary. Can you help me out with some links to other primarily orc settlements/countries?

Liberty's Edge

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Claxon wrote:

When I say presented as antagonist to the players I don't mean that they are the primary subject of an AP.

I mean the setting sets them up generally speaking as enemies, not as allies, or even neutrals. Belkzen being a wall between the Whispering Tyrant and other places doesn't minimize their unfriendly nature toward others.

Perhaps I've missed new lore to the contrary. Can you help me out with some links to other primarily orc settlements/countries?

The wiki doesn't have half the detail that the Mwangi Expanse book does, but the Matanji orcs of the Mwangi Expanse are probably the best example right now. They're a substantial force in the Expanse, get along well with the vast majority of their neighbours, and are primarily known for their demon-hunting activities. For a less fleshed-out example, we know the Arcadian orcs get along well with their dwarvern allies, who didn't commit a genocide as they attempted their own Quest for the Sky.

In addition to that, even the Belkzen orcs have always had an ongoing plotline about becoming less aggressive to the rest of the world - we had someone who was almost a reformer in power in PF1, trying to ensure trade was safely occurring with outside forces, and now in PF2 we have the leadership actively attempting to form alliances where required to help fight the Whispering Tyrant. Orcs of Golarion definitely presented them as savage, primitive, and aggressive - but it's a very old book, and Paizo has been moving away from that for some time.

Liberty's Edge

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Belkzen, Hold of the Orc Hordes has been out since 2015. IIRC it is where we found about the tribe worshipping Sarenrae (the Burning Sun).

Mwangi Orcs are brave demon-hunters highly sought after. See the LO : Mwangi expanse book (published in 2021) for more information on them.

Ninjaed.


Arcaian wrote:
Claxon wrote:

When I say presented as antagonist to the players I don't mean that they are the primary subject of an AP.

I mean the setting sets them up generally speaking as enemies, not as allies, or even neutrals. Belkzen being a wall between the Whispering Tyrant and other places doesn't minimize their unfriendly nature toward others.

Perhaps I've missed new lore to the contrary. Can you help me out with some links to other primarily orc settlements/countries?

The wiki doesn't have half the detail that the Mwangi Expanse book does, but the Matanji orcs of the Mwangi Expanse are probably the best example right now. They're a substantial force in the Expanse, get along well with the vast majority of their neighbours, and are primarily known for their demon-hunting activities. For a less fleshed-out example, we know the Arcadian orcs get along well with their dwarvern allies, who didn't commit a genocide as they attempted their own Quest for the Sky.

In addition to that, even the Belkzen orcs have always had an ongoing plotline about becoming less aggressive to the rest of the world - we had someone who was almost a reformer in power in PF1, trying to ensure trade was safely occurring with outside forces, and now in PF2 we have the leadership actively attempting to form alliances where required to help fight the Whispering Tyrant. Orcs of Golarion definitely presented them as savage, primitive, and aggressive - but it's a very old book, and Paizo has been moving away from that for some time.

That's some good info.

I was only familiar with Orcs of Golarion and completely unaware of the other Mantanji orcs. I suspected Paizo was likely trying to write them in a way that moves away from those origins because they have generally been trying to do that with all sapient races, making it such that there are no ancestries that are outright represented as evil brutes.

Now to be honest, for certain games and play styles I do prefer that groups of enemies exist that you don't have to question if they're evil or what their intentions are, and I don't always want it to be extraplanar creatures. However, I also like some groups to have more nuanced existences.

Liberty's Edge

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Apart from Fiends and Undead, most groups of Evil enemies are based on their actual values and methods (ie, organizations) rather than on their nature (ie, Orcs, Elves ...).

The only mortal exceptions I see, for the moment, are creatures like Sekmin, Urdhefans and Alghollthu.


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The Raven Black wrote:

Apart from Fiends and Undead, most groups of Evil enemies are based on their actual values and methods (ie, organizations) rather than on their nature (ie, Orcs, Elves ...).

The only mortal exceptions I see, for the moment, are creatures like Sekmin, Urdhefans and Alghollthu.

Right, Paizo has been moving towards this sort of representation of sapients for a while. So I'm not surprised to see it, but if someone (like myself) were most familiar with primarily PF1 materials and especially the earlier stuff it would be easy to miss these movements being codified in new lore.


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The Raven Black wrote:

Apart from Fiends and Undead, most groups of Evil enemies are based on their actual values and methods (ie, organizations) rather than on their nature (ie, Orcs, Elves ...).

The only mortal exceptions I see, for the moment, are creatures like Sekmin, Urdhefans and Alghollthu.

A kindly alghollthu would be fun to encounter. I imagine they'd also be considered incurably insane by the rest of their kind because they can see other creatures as more than grist and crude material for the alghollthu to reshape.


The friendly kindly Alghollthu would require some considerable backstory to explain, since they're all born with like "the entire collective memory of their species up until the point where they started existing" so they have a lot of identical preconceptions.

Not saying you can't do it or that it wouldn't potentially be a fun story, but you have to figure out how that entity started out believing all the same things all the other Algollthu did, but changed their mind for some reason.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Orcs and goblins are in the Bestiary while humans, elves, dwarves, gnomes and halflings are not. I am curious to see if this holds true for the Monster Core books.

Liberty's Edge

PossibleCabbage wrote:

The friendly kindly Alghollthu would require some considerable backstory to explain, since they're all born with like "the entire collective memory of their species up until the point where they started existing" so they have a lot of identical preconceptions.

Not saying you can't do it or that it wouldn't potentially be a fun story, but you have to figure out how that entity started out believing all the same things all the other Algollthu did, but changed their mind for some reason.

There is still enough individuality within the Alghollthu that one of the Veiled Masters has been threatened with excommunication/annihilation by the collective network for being too ambitious/obvious/impatient. So I can completely see one becoming less Evil than the rest.

Thankfully, memories and prejudices do not condemn a creature to Evil. We have RL examples of this every day.


Pathfinder Lost Omens, Rulebook Subscriber

Am I the only one who's confused as to what exactly a "ruinous hand cannon" is as per the Gray Prince entry?


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HenshinFanatic wrote:
Am I the only one who's confused as to what exactly a "ruinous hand cannon" is as per the Gray Prince entry?

A hand cannon is what it sounds like; a hand-portable firearm with quick a kick. “Ruinous hand cannon” should basically translate to “really, really, really big pistol.”


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Ruinous might also be some heretofore unknown rune.


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Yeah in the entry it seems like it's a rune that just doesn't exist (the full entry being +1 striking ruinous hand cannon (Guns & Gears 151) with that page just being where the hand cannon is)


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Fumarole wrote:
Orcs and goblins are in the Bestiary while humans, elves, dwarves, gnomes and halflings are not. I am curious to see if this holds true for the Monster Core books.

Some humans are. And also lizardfolk, kobolds and catfolk. In Bestiary 1:

https://2e.aonprd.com/Monsters.aspx?ID=332
https://2e.aonprd.com/Monsters.aspx?ID=79
https://2e.aonprd.com/Monsters.aspx?ID=333
https://2e.aonprd.com/Monsters.aspx?ID=291
https://2e.aonprd.com/Monsters.aspx?ID=273
https://2e.aonprd.com/Monsters.aspx?ID=71

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