Pathfinder Campaign Setting: The Worldwound (PFRPG)

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Pathfinder Campaign Setting: The Worldwound (PFRPG)
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The Worldwound

A century ago, the nation of Sarkoris was murdered. Today, the fallen nation is a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects Golarion to the demon-haunted reaches of the Abyss. This rift is known as the Worldwound, and through it the demonic hordes pour forth, set on defiling the world of mortals and claiming it for their own. Though the demons have so far been held back at the borders by barbarians and crusaders alike, the region that was once Sarkoris remains a fiendish beachhead on the mortal realm. Worse, the Worldwound itself is slowly growing—and if something isn’t done to halt this blight, the demons it spawns might one day swallow all of Golarion!

Inside this book, you’ll find:

  • Ruined cities, such as the shattered capital city of Iz, the frozen city of Dyinglight, and the river city of Undarin.
  • An exhaustive examination of the strange and otherworldly hazards of this demon-ruled region.
  • Key historical sites such as the Circle of the Hierophants, the Shroud of Unicorns, and Threshold, the fortress where the Abyssal portal first opened.
  • Adventure sites ready for exploration, as well as locations like the holdout town of Gundrun, a safe harbor in a deadly land.
  • More than a dozen new monsters, including several new demons and two new monster templates, ensuring PCs will never lack for foes in this devastated realm!
The Worldwound is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. In addition, The Worldwound is the setting for the demonslaying Wrath of the Righteous Adventure Path, making this book a perfect supplement for that campaign.

Written by James Jacobs, Jonathan H. Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.
Cover Art by Kieran Yanner.

ISBN-13: 978-1-60125-532-7

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A Perfect Setting to Inflict on Jaded Players

5/5

If you're a GM and hate your players, send their characters to The Worldwound! Joking (mostly). The Worldwound is a location in Pathfinder's campaign setting of Golarion, and this book is an excellent product. The premise is that a century ago, a group of demon-worshipping cultists succeeded in the one thing that most adventures assume PCs will arrive to stop in time: they opened a permanent gate to the demon plane known as the Abyss! Untold numbers of demons poured out and quickly overwhelmed the entire country of Sarkoris before a crusade of defenders assembled from all over the continent managed to partially contain the threat by erecting magical barriers around the doomed country. The fighting continues to this day as the demons probe for weaknesses and the exhausted defenders dream of some way to banish the evil forever. The former nation of Sarkoris is a blasted apocalypse overrun by demons. It's the perfect setting for mid- and high- level adventuring groups looking for maximum danger and carnage.

The Worldwound book is a 64-page entry in the Campaign Setting line. The inside front cover is an excellent map of the area: it's detailed, has a scale, and is generally cool looking (really, everything one needs in a map). The inside back cover is a concise timeline of what led to the formation of the Worldwound, and the effects of the efforts to close or contain it since. The inside is divided into three chapters: a gazetteer, adventuring dangers, and a bestiary. As a minor note, I noticed and appreciated the detailed cross-referencing and incorporation of material from other Pathfinder books.

The gazetteer (25 pages) covers five different regions of the Worldwound and each of them receives four pages of coverage including a half-page map of a city or other notable location within that region (unlike the main map, these maps are sparsely annotated). Unlike some campaign setting books, there are no NPC or monster stat blocks within the gazetteer. The first region to get coverage is Frostmire, one of the safest places to be in the Worldwound because there's literally almost nothing there besides ragged hills and stinking swamps: both the demons and the crusaders long ago lost interest in the place. Next up is Riftshadow, a "ruin-choked waterway" notable in part for containing the home of Areelu Vorlesh, the demon-worshipping witch responsible for opening the rift to the Abyss in the first place! The Sarkorian Steppe is the third region covered and it's notable for the raids frequently launched into the area by the barbarian tribes of the Mommoth Lords. I really liked the description of an enduring rivalry between one barbarian leader, Khraigorr Half-Face and demon named Gashgelag. The fourth region covered, Stonewilds, has a fantastic backstory involving the last stand of a powerful circle of druids whose final action stymies the demon occupiers to this day. The final region is The Wounded Lands, the actual site of the rift to the Abyss and the center of its demonic taint. The description is quite effective at making it a terrifying place to visit! Overall, the writing in this chapter is strong. My main criticism, and it's not necessarily a damning one, is that I see incredibly little incentive for PCs to want to come here. GMs will have their work cut out for themselves to persuade sensible groups that the risk is worth whatever reward is on offer.

"Adventures in the Worldwound" is the title of the second chapter (15 pages). It starts with a great explanation of why travellers to the area will be lucky to survive the hazardous landscape before even thinking about the demonic armies waiting to pounce. This is the first Campaign Setting book I've seen to make good use of Pathfinders rules for weather, and each region has descriptions of its normal weather and occasional Abyss-influenced dangerous weather. In another nice touch, a detailed description is given to how Survival checks to obtain food and water are much harder in each of the different regions, and how they're likely to result in magically tainted finds that can have a variety of terrible effects. In other words, adventurers better bring their own food (and a lot of it, if they plan to stay long) and sufficient spells to protect themselves against crazy-dangerous weather patterns. Fantastically fun (and cruel) hazards like "Bowel Worms" and "Demonplague" are detailed here as well. If you want to tell a "Man vs. Environment" story, just crossing the Worldwound is a feat in itself. The remainder of the chapter gives overviews of ten different "adventure sites." Each receives about a page of coverage; for example, there's an entire village of werewolves called Moonscream Glade, and a mysterious hovering structure called simply "Hanging Tower." My favourite is Pulura's Fall, a temple to an empyreal lord that has managed to stave off the demonic forces that have besieged it for over a century. It's an evocative and inspiring tale. Do keep in mind that these entries are broad descriptions only, and a GM would have a lot of work to do (in terms of coming up with stat blocks and layouts) to actually use them in a game. They're aids to creativity, but definitely not "pull-and-play" encounters.

The third and final chapter is perhaps the longest bestiary I've seen in a book in this line: 25 pages. There are random encounter tables for each of the regions, and the lowest CR on any of them is 10! A good sign, as the book explicitly says earlier, that PCs shouldn't be coming to the Worldwound until they have several levels under their belts. As for the new monsters introduced (16 of them), simply put they're as good as it gets. If you think you've seen it all, you're wrong! There's some incredibly creativity (and horror) put on display in this chapter and I would cackle with glee (or sigh with pity) to put PCs up against them. The artwork here is really strong--maybe not the absolute best Paizo has offered, but still quite effective at conveying how hideous these creatures are. Whoever was responsible for this bestiary should pat themselves on the back and be given a raise.

I don't have any groups adventuring in the Worldwound at present, so I wasn't sure what to expect from reading this one. I hope, as a PC, that I never have to go there! But that's good. A fictional world needs places that scares PCs (and the players running them), and not every area needs to be suitable for 1st level characters. If your players have become jaded, the Worldwound will be an eye-opening experience. They may never forgive you!


Tingled my Adventure Bone!

5/5

In anticipation of an upcoming campaign of the Wrath of the Righteous in which I am a player I picked this book up as a bit of an aid in immersing myself into the setting.

OMG!

I can only hope my GM takes us to many of the places within! I love all of these adventure hooks and points of interest. Everything from stone forests to fallen crusades, this book hints at all.

In reading it, the area has a wink and a nod to this having once been the Golarion Celtic analog so that makes me a wee bit sad that its been overtaken by the demons. Its a shame there is no comparable places in Golarion that take on that setting to allow players to design characters with an eye towards a Celtic archetype. However there are meant to be Sarkorian survivors and refugees, I suppose that's something.


Very evocative

5/5

Read my full review on Of Dice and Pen.

The Worldwound is really quite an impressive book. The desolation and despair of the setting come across remarkably well, while at the same time, the little glimmers of hope that dot the region (a few hold-outs for the forces of good) keep the book from becoming too depressing in its subject matter. In many ways, travelling to the Worldwound is like travelling to the Abyss without leaving Golarion, so it presents a very, very different setting to what is just next door. Even the sky and the weather behave in different ways. It’s not an area of the world I’ve paid a lot of attention to in my gaming up to now, but after reading this book, I just may pay it a little more in the future.


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

So, any feedback from buyers on how the book is?


1 person marked this as a favorite.

It's good. Gives a nice overview of the way that the Worldwound is partitioned and suggestions for what sort of adventuring might take place (ala the most excellent Irrisen book). Bestiary has some good demons in it as well.


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

Thanks, I own the Irrisen book, so that gives me a good idea of what is going on in this one. Very helpful. :)


James Jacobs wrote:
nighttree wrote:

Try try again ;)

So do we get much information on Sarkoris, their Druids/Circle of Hierophants, or the Threshold ???

Yes; there's a fair bit of information on Sarkoris and the druids/Circle of Hierophants. Not much information on Threshold, though...

Wrath of the Righteous spoiler: ** spoiler omitted **

To be honest, I'm always suspicious of that that being the case when there seems to be little information on specific location in a product like this that deals with an upcoming area in future adventures.

Silver Crusade

1 person marked this as a favorite.

James, what is the name of the Half Dragon/demon? Is it stated up somewhere?

BTW Pazio did a very good job on the world wound book the best book in quite a while. I ma looking forward to the Mythic adventures book if is as good as the world wound book it will be hella cool.

Dark Archive

4 people marked this as a favorite.

There's some buff people hanging out in the Worldwound. One has 28 class levels, another 25 (and both have some decent CR templates too boot).

Lots of interesting adventure places, including some places where the local threats aren't as overwhelming as they would be in the centers of power, so that you can justify some mid-level non-mythic/epic adventuring as well.

I like how the Warmonger Wasp (an extraplanar construct) is specifically called out as something that can be conjured with planar binding or planar ally. The outer/upper/inner/lower/downer planes are chock full of constructs, magical beasts, monstrous humanoids, undead, etc. who work for various planar powers, and it's good to see that the 'outsiders only' restriction can have some exceptions.

My only quibble with the book is on p. 4, which explains why the demons of the Worldwound haven't conquered the world, which is apparently, 'they don't want to yet.' That reminds me too much of the pat answers in 3rd edition about why shadows hadn't killed every living thing in the world with their Create Spawn power in one glorious night, because 'uh, they just don't do the thing we gave them the power to do and an insatiable hunger to do...' or the infamous 'Plan' of the Cylons in Battlestar relaunch, which was apparently, 'almost win, but then stop.'

If the demons of the Worldwound have the capability to overrun the planet, and haven't, I'd prefer the answer be something more along the lines of 'Iomedae, Torag, Irori, Asmodeus, etc. said no and closed the portal, and now they have to work to pry it open for a few seconds to squeeze some demon reinforcements in' or 'the wardstones don't let them leave, even by walking.' A mechanical reason, not a 'they chose not to,' which, IMO, takes away from the heroism of the defenders, since the only reason they are 'holding back the forces of the Worldwound' is because the forces of the Worldwound just aren't that into them and haven't even really tried yet.

If evil is boiling into the world, I want them to be *trying to win,* and the heroes holding them at bay to actually be stopping them, not standing around patting themselves on the back, unaware that their foe has not yet begun to fight. Tense existential fight, with the fate of the world hinging on the successes and failures of this war, not a subtle Machiavellian waiting game, like what is going on in Cheliax, where there's a generations-long campaign of seduction to make Diabolism not just acceptable, but cool.


Set - I see your point, but have a slightly different take on it.

I see the Wrath of the Righteous AP as the answer to the question. As in Deskari has just started his all out invasion, and it's now up to the mythic'd PCs to step in and stem the tide.

But yeah... there's more than enough to keep adventurers on their toes. I'm looking forward to tying in a side-trek to Pulura’s Fall at some point in the WotW AP.


I really love the Warmonger Wasp, its SO much better than the boring Retriever, I use the Warmonger Wasp instead now, I always used Bebilith for the role of the Retriever but now the Warmonger Wasp takes over and the Bebilith can go back to its role as demon eating terror.

Never liked the Retriever because it looked so much like the Bebilith, this wasp thing is much different.

Contributor

Ah, everything that has happened before we're just minor demon skirmishes. Here comes the hostile takeover!

Contributor

1 person marked this as a favorite.
Gancanagh wrote:

I really love the Warmonger Wasp, its SO much better than the boring Retriever, I use the Warmonger Wasp instead now, I always used Bebilith for the role of the Retriever but now the Warmonger Wasp takes over and the Bebilith can go back to its role as demon eating terror.

Never liked the Retriever because it looked so much like the Bebilith, this wasp thing is much different.

I'm glad that you liked the Warmonger Wasp, it was really fun to work on. :)

Contributor

Christina Stiles wrote:
Ah, everything that has happened before we're just minor demon skirmishes. Here comes the hostile takeover!

And I still can't type from an Ipad--"were" just minor skirmishes.

Paizo Employee Creative Director

4 people marked this as a favorite.

It's not that the demons aren't trying to win... they are.

It's more like, the act of winning is more important than winning. If they have a choice between winning a war that lasts a month and losing a war that lasts 100 years... they'll pick losing the war after 100 years of causing pain and strife every time.

Because there's always more demons to try again.


Todd Stewart wrote:
Gancanagh wrote:

I really love the Warmonger Wasp, its SO much better than the boring Retriever, I use the Warmonger Wasp instead now, I always used Bebilith for the role of the Retriever but now the Warmonger Wasp takes over and the Bebilith can go back to its role as demon eating terror.

Never liked the Retriever because it looked so much like the Bebilith, this wasp thing is much different.

I'm glad that you liked the Warmonger Wasp, it was really fun to work on. :)

I really liked it, and to know that Constructs are my least favorite group, this is pretty much one of my top 3 constructs so far! So good work, I hope to see much more such cool monsters from you! :-)


1 person marked this as a favorite.
James Jacobs wrote:

It's not that the demons aren't trying to win... they are.

It's more like, the act of winning is more important than winning. If they have a choice between winning a war that lasts a month and losing a war that lasts 100 years... they'll pick losing the war after 100 years of causing pain and strife every time.

Because there's always more demons to try again.

Its so cool and nice that paizo's Creative Director is such a maniac for demons! I love it that they receive so much attention this year and in pathfinder overal!


Just want to give a shout-out to whoever thought to include the ruins of fallen Yath, complete with the return of Isilda. The fall of Yath was presented in The Worldwound Gambit as a fairly major event, so it's nice to see it being incorporated into the backstory here.

To those who missed it: the tower of Yath was the setting for much of The Worldwound Gambit, a Pathfinder Tales novel from two or three years back. It has so-so ratings -- apparently a lot of reviewers didn't like it -- but I thought it was pretty good: full of weird imagination and horror, just as a trip to the Worldwound should be. It's basically Ocean's Eleven in the Abyss. What's not to like?

Anyway, the PFT books don't often get cited in major products like this. And I thought this was nicely done -- you don't have to have read TWG to appreciate this, but if you have, so much the better.

Doug M.

Contributor

Douglas Muir 406 wrote:

Just want to give a shout-out to whoever thought to include the ruins of fallen Yath, complete with the return of Isilda. The fall of Yath was presented in The Worldwound Gambit as a fairly major event, so it's nice to see it being incorporated into the backstory here.

To those who missed it: the tower of Yath was the setting for much of The Worldwound Gambit, a Pathfinder Tales novel from two or three years back. It has so-so ratings -- apparently a lot of reviewers didn't like it -- but I thought it was pretty good: full of weird imagination and horror, just as a trip to the Worldwound should be. It's basically Ocean's Eleven in the Abyss. What's not to like?

Anyway, the PFT books don't often get cited in major products like this. And I thought this was nicely done -- you don't have to have read TWG to appreciate this, but if you have, so much the better.

Doug M.

I did the assorted adventure locations chapter in question, and while I wrote Yath's entry as well, I can't really take credit for the idea of having Yath in there in the first place. Yath post 'Worldwound Gambit' was listed as one of the 'must include' adventure locales (among other locations that were 'must includes') in the guidelines I was handed.

And yes, 'Worldwound Gambit' was an awesome story and comes highly recommended. It's written in present tense, which isn't something you typically see in a novel, but given the whole Ocean's 11 atmosphere, it works and it's done well. But then again, Robin Laws wrote it, so of course it's awesome. :)


@Luthorne - Glad you enjoyed the nightmare fuel. With two biologists in the same house working on this project, this is what can happen to your poor PC's. *evil fanged parasite-ridden demonic grin*

Spoiler alert!:

Luthorne wrote:
The hazards are also impressively terrifying...midnight morels in particular being rich in horror fuel, though bowel worms are up there too. The baby screams are a nice touch! I also like how each area has a different Survival DC for getting along in the different areas, ranging from DC 18 to DC 30, and even once you find or drink the food, there's still a chance (different odds in each region) that you'll wind up eating or drinking something that gets you infected by a disease or parasite that purify food and drink won't protect you from. And then there's Abyssal storms...

Yep, those were my fault. I'd have to check the material again, but at first glance I think they may have either moved over or toned down a notch some of the most deeply disturbing parts of those critters, which I created years ago for the sole purpose of giving my players nightmares and uncontrollable itchy, creepy, crawly sensations. And I mean my players, not their characters. Can't say I blame them. The originals of those were seriously vile and nauseating. :)

Paizo Employee Creative Director

Douglas Muir 406 wrote:

Just want to give a shout-out to whoever thought to include the ruins of fallen Yath, complete with the return of Isilda. The fall of Yath was presented in The Worldwound Gambit as a fairly major event, so it's nice to see it being incorporated into the backstory here.

To those who missed it: the tower of Yath was the setting for much of The Worldwound Gambit, a Pathfinder Tales novel from two or three years back. It has so-so ratings -- apparently a lot of reviewers didn't like it -- but I thought it was pretty good: full of weird imagination and horror, just as a trip to the Worldwound should be. It's basically Ocean's Eleven in the Abyss. What's not to like?

Anyway, the PFT books don't often get cited in major products like this. And I thought this was nicely done -- you don't have to have read TWG to appreciate this, but if you have, so much the better.

Doug M.

Yeah, part of my preparation for all of the Worldwound related stuff (This book and Wrath of the Righteous and Demons Revisited) that I was writing and/or developing and outlining was to read "The Worldwound Gambit." I wanted to include as much from that book as possible, since there was a lot of stuff in there that didn't really have in-world context yet. When it came to the question of including something about Yath or not... it was a no-brainer—since up until this point, that novel's like the most we'd said on the region, it HAD to be included in some way.

There's some stuff from the Worldwound Gambit that appears in Wrath of the Righteous too... but not as much, and it's a LOT more subtle... mostly to do with the paladin Yaniel.

Liberty's Edge

Great book all around, with so many creatures of very high CR that even the most quiet part of the area is a TPK waiting to happen.

This book is Paizo's take on the now classic damned lands trope.

It strongly evokes L5R's Shadowlands, Arcanis' excellent Sealed Lands, some parts of the Midnight setting and the Deadlands RPG while still being a Golarion book with the Paizo touch and creativity I enjoy (the undead druids are quite good IMO)

In fact I can easily imagine taking some locations and NPCs from the other settings and plugging them almost as is in the Worldwound (especially those from the Sealed Lands).

I was also impressed by the many creatures in the Bestiary (Demons and others too). So many surprises to spring at your hapless PCs.

A small point though :

Several NPCs (named and encounters) mention taking Mammoth Rider at level 7.

But this PrC requires Handle Animal 9 ranks, Ride 9 ranks, which means you cannot take it before level 10 at the earliest IIRC.

Is there a way around the requirement or is that a mistake in the statblocks ?

Sovereign Court

Todd Stewart wrote:
And yes, 'Worldwound Gambit' was an awesome story and comes highly recommended. It's written in present tense, which isn't something you typically see in a novel, but given the whole Ocean's 11 atmosphere, it works and it's done well. But then again, Robin Laws wrote it, so of course it's awesome. :)

There are thousands of present tense novels.

Have you noticed the succesful line of novels called The Hunger Games? Present tense.
Seen those 50 Shades of Grey books in the shops? Present tense.
Atwood's classic, oft-studied The Handmaid's Tale? Present tense.

I Capture The Castle?
Rabbit, Run?
Disgrace?
Wolf Hall?

All award-winning classics that are written in present tense.

Present tense can also be inserted into past tense narratives, like in Jane Eyre, or mixed fairly equally with present tense, like in Bleak House.

I don't know why some fantasy fans seem to get their knickers in a twist about this. Maybe because fantasy often needs a broad, sweeping third-person to communicate the writer's brand-new world that they have created.

Robin Laws' ability to build worlds in present tense shows her/his mad skills in structure and narrative.

Present tense is one of the options available to writers. It is a way to create certain types of effect and remove others.

In this case, the story was effectively a crime-caper novel and Laws used the present tense in the same way that Dashiell Hammett uses present tense in The Maltse Falcon and other hard-boiled crime fiction.

Contributor

GeraintElberion wrote:


There are thousands of present tense novels.

Have you noticed the succesful line of novels called The Hunger Games? Present tense.

Oh I'm not saying it can't be used to write a really awesome novel. Clearly Robin Laws did just that here. It's just -at least in my experience- somewhat different to see a book written that way.

Quote:
Seen those 50 Shades of Grey books in the shops? Present tense.

Tense has nothing to do with how poorly these are written.

Quote:

Atwood's classic, oft-studied The Handmaid's Tale? Present tense.

I Capture The Castle?
Rabbit, Run?
Disgrace?
Wolf Hall?

All award-winning classics that are written in present tense.

I'll admit, I've never actually read any of these. In fact, I've never heard of them. Bemoan my science-heavy rather than liberal arts educational background. :)

Quote:


Present tense can also be inserted into past tense narratives, like in Jane Eyre, or mixed fairly equally with present tense, like in Bleak House.

This is how I'm most used to seeing it used, and it works well when used to step outside the primary narrative and show something from one character's perspective.


Haven't went super indepth with this book yet but so far it ranks up there with Cronicles of the Rightous as one of my favourite settings books. Lots of new exciting monsters that a dm can make whole adventures around. Of course a lot of locational info as well as a timeline. Again haven't had it too long so much more reading to do.

Lastly I love the cover art! More from this artist please! This was one of the reasons I bought the book. The artist who did Champions of Purity and Blood of Angels does amazing work as well. More more more from those two please . :)


The black raven wrote:

A small point though :

Several NPCs (named and encounters) mention taking Mammoth Rider at level 7.

But this PrC requires Handle Animal 9 ranks, Ride 9 ranks, which means you cannot take it before level 10 at the earliest IIRC.

Is there a way around the requirement or is that a mistake in the statblocks ?

I noticed this too. I just assumed they had the levels mixed up. So it should be barbarian 10 mammoth rider 6.. I think anyways.


So I'm looking through this again and a question popped up about Areelu Vorlesh when I came across the what level they have for her. What was her level before the whole Worldwound business? I know she's going to be a foe in mythic AP that takes the characters levels and tiers close to all the way up to the cap. That means she needs to be at that level to make an effective opponent, but as it is she must be one of the most powerful people to ever walk Golarion, up there with people like the most powerful of the Runelords, Nex, Geb, Tar-Baphon, among others.

I have a feeling it's more likely at some point she probably had quite a jump in power given to her than she was almost that powerful all along as everybody else at that level is legendary in the setting, and she was an unknown prisoner before the Worldwound was created.

Which raised the question. Did Deskari give her that type of power, and do all outer plane lords have the ability to impart that level of ability to their minions if they want? If not how did it happen and will the later parts of Wrath of the Righteous give an answer to that?


Hey,

This is a Great Book, well the parts of it that're correct anyway!
Non, no this is no fluff or setting issue, but a Major printing one!

My Issue
Pages 17 to 32 are missing completely.
The Bestiary starts at page 40 as it's printed, and gets to the first page of the Lilitu then jumps back to page 33 and continues all the way to the bestiary at page 40 again!, which is correctly printed, up to the end of the book.
So in summary I have pages 17 to 32 missing and double printing of pages 33 to 48.

What can I do? return to the store and wait for another copy (this one has taken since release day to get to me already), send to distributor or return to paizo and get one re-shipped to me?

Any help


This has happened before, unfortunately. I'm pretty sure Paizo will suggest that you contact the store through which you purchased the book first and have them help you. If you cannot resolve the issue with the store, get in touch with Paizo's customer service.


2 people marked this as a favorite.

Just want to say, I'm going through the Wrath of the Righteous AP now and it's really nice how this integrates with it. You don't *need* this to run the AP -- they're completely independent -- but it's definitely a useful resource that will add to the fun. Which is as it should be.

Doug M.

Marketing & Media Manager

This product is now available in Print on Demand.


2 people marked this as a favorite.

From the perspective of a "modern" Pathfinder player (who got back into it after a lengthy break thanks to the Owlcat CRPGs and PF2), this is definitely one of the more worthwhile "historical" PF1 products to pick up for its setting information and whatnot. It's one of the primary repositories on Sarkoris lore (and was one of the primary sources Owlcat used when constructing the WotR game adaptation) and provides a very good snapshot of how things were in Sarkoris just prior to the Fifth Crusade. It has a lot of still-pertinent information on the layout of the land and its people, it's just about the only major source for how the worship of Pulura worked in Sarkoris and where her major holy sites were, and you can extrapolate where a lot of the "hot spots" remain if you combine the information here with what's in the Lost Omens World Guide and have a general idea of the kinds of hazards that might remain.

It's definitely worth considering picking up or consulting, especially if you're going to be running an adventure in the larger Broken Lands area and would like to look for some backstory hooks.

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