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The problem I have with divinations is, how knowledgeable is your source? How reliable?
Even if you trust your source implicitly, it needs something to work with. Remember the computing term GIGO? (Garbage In, Garbage Out).
The quantity and quality of the information given should be proportionally related to the quantity and quality of the clues already known.
You can't just ask for 'The lost city that we need to get to by chapter 6'.

hogarth |

In a world with Find the Path, lost cities DON'T EXIST.
Well, to be exact, fabled lost cities wouldn't exist. Some tiny village from 10,000 years ago might well be forgotten by everyone in modern times.
But if you're in a world like Eberron (where there are only a handful of characters above 6th level in the world), it's not really a problem; anyone who can cast Find the Path is some sort of superhero anyways.

Nero24200 |

Lets not look at Find the Path from an adventure-design perspective for a moment (that's been gone over enough) and start looking at it though a world-design perspective.
In a world with Find the Path, lost cities DON'T EXIST. It might be fair for an 11th level character to just know where the thieves' guild is. I don't agree, but it might just be. However, 11th level NPCs, though rare, do exist, and some of them work for groups like the Pathfinders, and they will rapidly act to uncover every lost city whose name is known.
I think the current version of the spell is suitable, if a focus is required in the form of an object from the desired destination. Thus, a genuine Atlantean artifact is needed to find them, for instance, or a gem known to be from El Dorado. This makes Find the Path a much more interesting effect, with a suitable reward for the effort spent.
And like the attuned forks needed for Plane Shift, it allows the DM a little bit of control over more esoteric locations.
What about mythical "Lost Cities" that supposedly exist in the RL? Such as Atlantis? If you go by the mythes, what stops he city being found isn't simply being in a "hard to find" location, it's being in a place which provides dangers for those trying to find it (in this case, you'd need to be able to breath underwater and manage against the underwater pressure long enough to find it).
It's so easy to keep a hidden city "hidden" even with find the path, it just means that it's not simply going to be hidden by some carefully placed mountains. It might need an actual threat, somthing to keep people from going there, which will be easy to place even in a world with "Find the Path". It's alot easier to find folk willing to help if you say "Okay, I'm going to go find this lost city, who will help me?!" than if you were to say "Okay, I'm going to go find this lost city thats supposedly gaurded by an very angry dragon that just happens to be a demi-god, who will go with me?!"

see |

What about mythical "Lost Cities" that supposedly exist in the RL? Such as Atlantis? If you go by the mythes, what stops he city being found isn't simply being in a "hard to find" location, it's being in a place which provides dangers for those trying to find it
There are legends like Atlantis where that is true, yes.
But there are also legends like Quivira and Cibola where the only difficulty in traveling there is that nobody knows where it is. Or legends of cities like Troy and Iram of the Pillars, where the city actually did exist, and really was merely hard-to-find. In a world with find the path, any spellcaster of sufficient level knows the locations of a campaign's Troy and Iram, and knows Quivira and Cibola aren't out there to be found.