What do you want to see from the Lost Omens line?


Lost Omens Campaign Setting General Discussion

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We’ve seen a few formats emerge: the regional gazetteer (The Mwangi Expanse, Absalom), the faction handbook (Pathfinder Society Guide, Knights of Lastwall), rogue’s gallery (Legends, Monsters of Myth), plus more specific individual released as well.

What continent, Meta-Region, group, or topic are you hungriest for a lore-heavy book on?


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I’ll start off by not surprising anyone and saying that a setting treatment for any part of Arcadia would have me over the moon, but I’d rather they drill deep on a specific region than try to cram the whole continent into one book - I think that approach hurt Tian Xia back in 1e. I’d nominate Old Razatlan specifically; we already know the names of multiple nations and have had multiple teases of the region, and the chance to explore Mesoamerican and Latinx fantasy absolutely warms my SoCal heart.

Would love to see some familiar Ancestries get new spins - the Mwangi book was great for that - and would also maybe get us 2e Wyrwoods, an Ancestry I think are a lot of fun and now have a lot of other playable construct pals to keep them company. It would be nice to finally play a character concept I’ve sat on for a while now: Vibrant Huetzca, a blessed and beloved boundball star (mechanically, an Aasimar Monk).


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I wouldn't mind that. Though I have to admit Casmaron or Southern Garund are the places that interests me the most.

It would be nice if they could do more gazetteers for small sections of the continents in the various Adventure Paths. This lets them design a little bit here, rather than everything in one go. My favourite article from one of the APs still remains the one from the Hungry Storm, detailing the Crown of the World. Speaking personally, it's often juicy lore detailing a certain region that often makes me consider buying an AP rather than the adventure itself, as I generally like to make my own adventures.


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In terms of Inner Sea meta-regions--well there's one I want that may or may not already be happening, so I won't talk about that, but I'd love to see a book about the Broken Lands.

A Vudra book could be neat, and would be one of the easier ones since it's already been mapped and briefly described. Southern Garund would also be cool, though we'll learn a little more about Holomog soon in the 3rd Blood Lords adventure. On that note, I think another Distant Shores-style book would be a good way to give a taste of certain regions that they aren't ready to cover in detail.

Maybe another Ancestry Guide or something similar, but most of the ones that haven't been covered yet are tied to a certain region, so setting books could cover that. Perhaps a book about the Elemental Planes if that hasn't been done already?


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Darth Game Master wrote:
In terms of Inner Sea meta-regions--well there's one I want that may or may not already be happening, so I won't talk about that, but I'd love to see a book about the Broken Lands.

Yes! The Broken Lands had some of the most drastic changes because of 1e APs, so I think it really calls out for a book of its own in 2e. With the Worldwound closed, I'm so unsure what Mendev now looks like as a nation, and the plotline about the Sarkorians cleansing and reclaiming their homeland is one I find really inspirational. Numeria has seen a massive shift in the balance of power with the breaking of the Technic League and the return to lucidity of the Black Sovereign, to say nothing of the fact that a goddess ascended from here and holds a small group native to the region as her chosen folk. You get a lot of fun 1e payoffs here, and it's also our best bet for ever seeing any Numerian tech in 2e.


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keftiu wrote:
Darth Game Master wrote:
In terms of Inner Sea meta-regions--well there's one I want that may or may not already be happening, so I won't talk about that, but I'd love to see a book about the Broken Lands.

You get a lot of fun 1e payoffs here, and it's also our best bet for ever seeing any Numerian tech in 2e.

That's a good point, actually--an entire book about the alien technology in Numeria is less likely given how uncommon it is globally, but it would make lots of sense to put that in the area where such things can be found.

Admittedly, I mostly want a Broken Lands book because I intend to run a game about Sarkorian Reclaimers eventually, but I'd also like to see the relationship between the crusaders/their families and the original people of Mendev explored more. Mendev would've been destroyed without those warriors, but they also did a great deal of harm to the local populace and their religion, and I think it could be interesting to delve into how Mendevians feel about that and what their goals are now. The Sarkorian reclamation effort is the one that intrigues me the most, but I think there is potential for one in Mendev as well (just one where the goal is restoration of the people's culture and agency rather than getting rid of demons and making the land livable again).


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

I'd kind of enjoy seeing a book about prophecies and visions, maybe providing deity-adjacent rules for granting PCs extra abilities for following (or subverting) fate. Additionally, the book could feature a peak into potential futures for Golarion (such as one where technology is far more prevalent, or a post-apocalyptic future where Tar-Baphon transforms most of the world's population into zombies) — as well as a more intimate look into Golarion's past. Some exciting places I'd like to see are:

1) Minura in the age of the Jistka Imperium
2) Nantambu and the Magaambya at the height of Old-Mage Jatembe's career
3) Mordant Spire in the time of Ancient Azlant
4) Xopatl in the Age of Darkness
5) Changdo of Imperial Lung Wa during the Seven Year War
6) Westcrown on the eve of Aroden's death
7) Ezida during the time of Ninshabur

Could be a fun foray in "What If...?" territory, albeit maybe one better suited for when 2e starts exploring mythic adventure themes.


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Opsylum wrote:
I'd kind of enjoy seeing a book about prophecies and visions, maybe providing deity-adjacent rules for granting PCs extra abilities for following (or subverting) fate.

I have some bad news about the state of prophecy in the world with Lost Omens in the title :p

As for the rest, I’d love some peeks into historical eras. One I’ve floated in the past (and had shot down by James Jacobs, sadly) was an adventure or AP set pretty immediately after Earthfall, dealing with survival in the harsh, sunless world - with an excuse to show the rise of early Nidal as a potential feature.

Paizo Employee Starfinder Senior Developer

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keftiu wrote:
As for the rest, I’d love some peeks into historical eras. One I’ve floated in the past (and had shot down by James Jacobs, sadly) was an adventure or AP set pretty immediately after Earthfall, dealing with survival in the harsh, sunless world - with an excuse to show the rise of early Nidal as a potential feature.

An Ancient Adventures book is one I've been pitching for a while now, as I love playing with (and playing in) Golarion's past. I'd love to see that come to pass.


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Deserk wrote:

I wouldn't mind that. Though I have to admit Casmaron or Southern Garund are the places that interests me the most.

It would be nice if they could do more gazetteers for small sections of the continents in the various Adventure Paths. This lets them design a little bit here, rather than everything in one go. My favourite article from one of the APs still remains the one from the Hungry Storm, detailing the Crown of the World. Speaking personally, it's often juicy lore detailing a certain region that often makes me consider buying an AP rather than the adventure itself, as I generally like to make my own adventures.

A birds's eye view of Southern Garund with even just a paragraph or so for each nation would do so much for me. It's all /right there/, just off the edge of the map!


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I'd be very in favor of a time-traveling kind of book, one that examines themes and characters and items from various points in history, as well as the future, possibly. I know it's come up in discussions a few times before and I've always really enjoyed the idea.

I wasn't going to mention it, mostly because that feels more like a main RPG book than a Lost Omens title, but I'd still love to see it. It'd be a good place to insert tech rules as well, assuming we don't go back to Numeria or something similar (Which I would also be super in favor of.).

Aside from those, a 2E book about Hellknights could be fun to have, though 1E's Path of the Hellknight did a pretty good job of fleshing them out. That or a book on Old Cheliax/Revounel would be great.

Really as long as the Order of the Torrent has rules again I'll be overjoyed.

Dark Archive

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Loving the ideas for Broken Lands, Southern Garund or 'Ancient Adventures' ideas.

I've long been a fan of seeing more about the Jistka Imperium or Tekritanan League, since first seeing their languages mentioned on some mummy ladies statblock in some early adventure set in a pyramid (whose name I forget...), for the latter case. I feel like we've gotten tons of development thought put into the old Thassilonian / Azlanti cultures, but little relatively into these other ancient kingdoms!

And yeah, Southern Garund sounds amazing. A nation-state founded on Empyreal worship? Another centered around lizardfolk/iruxi? Yes!

And also seeing the many changes to the Broken Lands, with Sarkoris, Mendev and Numeria undergoing some crazy changes over the edition break, so there's a ton of new lore to dig into!

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Gotta agree on The Broken Lands. One of my favorite places in Avistan to play in, especially given Wrath of the Righteous recently came out on PC and I'm curious as to how they'll reconcile the game's multiple ending options with the canon 2e has established.


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Archpaladin Zousha wrote:
Gotta agree on The Broken Lands. One of my favorite places in Avistan to play in, especially given Wrath of the Righteous recently came out on PC and I'm curious as to how they'll reconcile the game's multiple ending options with the canon 2e has established.

I’m not sure they need to reconcile with the game any more than they need to reconcile with home groups that played things differently. Owlcat has their canon, Paizo has their own.

We know the Paizo stance on WotR: some Mythic adventurers killed Deskari and closed the Worldwound, and Galfrey ascended to become Iomedae’s herald. I don’t think the game has any bearing on what a PF2 trip to the region would do, especially given that the Sarkorians have taken on some PNW native/First Nations elements that are nowhere to be seen in the game.


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Opsylum wrote:
I'd kind of enjoy seeing a book about prophecies and visions, maybe providing deity-adjacent rules for granting PCs extra abilities for following (or subverting) fate.

One of the most fundamental tenets of the Pathfinder setting is that prophecies aren't a thing (which is why it is called the Lost Omens setting). Aroden was the god of prophecy, and was the subject of a major prophecy, and when he died that prophecy was broken, and all other prophecies.

The out of universe reason that is why they wrote that into the setting is that prophecies and seeing the future is fundamentally incompatible with having a game where players get to drive the story and have agency. It's great for movies and books, but not great for an interactive medium where the focus is the player characters having free will.

Whether you agree or not, this is the stance generally taken by the people who decide what content to create, and is baked into the setting, so I don't think the book you propose will ever get made by Paizo.

You do get divine interventions and abilities granted by deities in Gods & Magic, but they generally don't show you the future or involve prophecies.

As for things I would personally like to see - more stuff like Gods & Magic. I really like when the Lost Omens line adds subsystems like divine interventions and alternate domains that can be adapted for use in other settings (I generally GM games in my own setting, but have found Gods & Magic to be one of the most useful contributions to designing content for my own setting because it adds subsystems that I can use for my own settings deities, despite it being a Lost Omens book).

Doesn't necessarily have to be religion focused - some ideas include;

Kingdoms & Castles - information about how different government types work on golarion, with Andorran, Cheliax, Galt Hermea, Razmiran & Qadira getting entries that explore then as examples of their government types, and some related subsytems. Also, a subsytem for owning/building/upgrading a castle, with a bunch of entries and maps of famous castles (including a bunch of abandoned castles that players can potentially take over). Information and a subsytem about the various noble titles that exist in different regions.

Law & Crime- A book with information about law and law enforcement across various parts of golarion, and the criminal organisations they oppose. Information and options about the Aspis Consortium, Free Captains, Red Mantis, and various law enforcement organisations. Subsystems for bribery, corruption, informants, smuggling, trials, etc.

Warfare - a book detailing various recent or ongoing conflicts on golarion, various mercenary groups and military organisations. Information and rules for a variety of mercenary companies, knightly orders, and so on. Information about famous battles and military traditions (and feats/archetypes that martial characters can use to emulate specific military traditions) Unique weapons and tactics used by different groups. Maybe a subsytem for the use of banners to inspire your allies, and a bunch of items that are important/famous banners that players can find and use to rally troops to their cause.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tender Tendrils wrote:

One of the most fundamental tenets of the Pathfinder setting is that prophecies aren't a thing (which is why it is called the Lost Omens setting). Aroden was the god of prophecy, and was the subject of a major prophecy, and when he died that prophecy was broken, and all other prophecies.

The out of universe reason that is why they wrote that into the setting is that prophecies and seeing the future is fundamentally incompatible with having a game where players get to drive the story and have agency. It's great for movies and books, but not great for an interactive medium where the focus is the player characters having free will...

I could be wrong about this, but my understanding of the situation isn't so much that prophecy isn't a thing any longer, but that it is no longer completely reliable. Aroden wasn't the only god of prophecy — Pharasma is another major example. The loosely correlated "fate" domain is also one shared by many gods and demigods, including Magdh ("Her communications are veiled in conditional language and oddly juxtaposed statements to an almost maddening degree, and thus she never communicates the prophetic truths she sees...") and Grandmother Spider ("Nimbly avoiding any retribution for her antics, Grandmother Spider rewove the strands of fate for herself, gaining her freedom..."). There's also things going on with the Cosmic Caravan, Groetus, and even simple mechanics like the Read Fate spell or Chosen One background.

The idea that prophecy exists in the world of Golarion, but that it is a force that can be overcome, like Grandmother Spider did, strikes me as really interesting territory to explore, both mechanics-wise and simply for storytelling potential. One of the Pathfinder brand's biggest plot points revolves around this concept, in Aroden's death.

Also, really cool ideas! I'd buy the heck out of those books!


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Opsylum wrote:
Tender Tendrils wrote:

One of the most fundamental tenets of the Pathfinder setting is that prophecies aren't a thing (which is why it is called the Lost Omens setting). Aroden was the god of prophecy, and was the subject of a major prophecy, and when he died that prophecy was broken, and all other prophecies.

The out of universe reason that is why they wrote that into the setting is that prophecies and seeing the future is fundamentally incompatible with having a game where players get to drive the story and have agency. It's great for movies and books, but not great for an interactive medium where the focus is the player characters having free will...

I could be wrong about this, but my understanding of the situation isn't so much that prophecy isn't a thing any longer, but that it is no longer completely reliable. Aroden wasn't the only god of prophecy — Pharasma is another major example.

From Ruins of Azlant #3’s writeup on Pharasma in the time of Azlant, emphasis mine:

Quote:

Though prophecy is dead on Golarion today, in the time of Azlant many relied upon the powers of precognition.

The Omens are Lost; modern Golarion is a world without prophecy, as best as I can tell.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
keftiu wrote:
Opsylum wrote:
Tender Tendrils wrote:

One of the most fundamental tenets of the Pathfinder setting is that prophecies aren't a thing (which is why it is called the Lost Omens setting). Aroden was the god of prophecy, and was the subject of a major prophecy, and when he died that prophecy was broken, and all other prophecies.

The out of universe reason that is why they wrote that into the setting is that prophecies and seeing the future is fundamentally incompatible with having a game where players get to drive the story and have agency. It's great for movies and books, but not great for an interactive medium where the focus is the player characters having free will...

I could be wrong about this, but my understanding of the situation isn't so much that prophecy isn't a thing any longer, but that it is no longer completely reliable. Aroden wasn't the only god of prophecy — Pharasma is another major example.

From Ruins of Azlant #3’s writeup on Pharasma in the time of Azlant, emphasis mine:

Quote:

Though prophecy is dead on Golarion today, in the time of Azlant many relied upon the powers of precognition.

The Omens are Lost; modern Golarion is a world without prophecy, as best as I can tell.

Huh. Now I'm a little confused, considering...all the stuff I brought up that gave me my apparently false impression. I think I need to make a pilgrimage to the sacred temple of James Jacobs now. Thanks for the reference, keftiu!


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The only way I see prophecy working in a game (that doesn't railroad players) is stuff like "When these 8 specific things happen, the 8 seals will be broken, and the (insert ancient evil here) will be released upon the world" - this mostly works because it isn't really a prophecy - it's actually an instruction manual listing the things the bad guys have to make happen to make the apocalypse or whatever happen, and the players actually have agency (they know which 8 things they have to prevent from happening).

Generally, this is the plot of most movies/books/etc about the antichrist.

Other types of prophecy (such and such is the chosen one and will defeat the villain on such and such date) generally require the GM to railroad things to make sure the prophecy comes true. The villain can't be defeated before such and such day, the fighter has to be the one who kills the villain, the party has to end up fighting the villain, etc.


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Tender Tendrils wrote:

The only way I see prophecy working in a game (that doesn't railroad players) is stuff like "When these 8 specific things happen, the 8 seals will be broken, and the (insert ancient evil here) will be released upon the world" - this mostly works because it isn't really a prophecy - it's actually an instruction manual listing the things the bad guys have to make happen to make the apocalypse or whatever happen, and the players actually have agency (they know which 8 things they have to prevent from happening).

Generally, this is the plot of most movies/books/etc about the antichrist.

Other types of prophecy (such and such is the chosen one and will defeat the villain on such and such date) generally require the GM to railroad things to make sure the prophecy comes true. The villain can't be defeated before such and such day, the fighter has to be the one who kills the villain, the party has to end up fighting the villain, etc.

Tangentially, this is how the big Draconic Prophecy that underpins a lot of plots in the Eberron setting works - it's less a record of inevitable fate and more a series of conditionally-triggering effects. It - like a lot of Eberron! - is built for use at the table, something I really appreciate.


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I do hope that 5e doing Theros hasn’t scared Paizo away from ever showing Iblydos more love. The notion of hero-gods is fascinating and makes for a really fun potential campaign arc of becoming one, and Hellenistic fantasy is an underserved niche.

Plus, it’s not /that/ far from the Inner Sea!

Liberty's Edge

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Arcadia in detail through several books.

But really, a great many such books could benefit from the Pathfinder Infinity thing. We just need Paizo to tell beforehand which areas will be developped in the coming years and which are open game.


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Quick reminder that Aroden was not a deity of prophecy, he was merely a deity about whom there was a prophecy.


Since they are doing a Realms of the Mammoth Lords AP, wouldn't that suggest a Saga Lands (Linnorm Kingdoms, Varisia, Irrisen, New Thassilon, Mammoth Lord Realms) book to follow along with it? That would be great.

I have to admit I would really like as well to see Broken Lands. A reborn Sarkoris would be cool to see, as well a Mendev returned to indigenous rule since most of the crusaders have left to deal with the threat in the Gravelands.


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In the interest of generating some positive discussion, I’d like to gently necro this thread.

Recent conversations have me deeply interested in a 2e Golden Road book. Many nations are either underbaked or in need of some revision, and the whole thing needs a few passes from some MENA consultants… but I’m also excited for the new campaigns it would enable. Intrigue in Qadira’s imperial courts or between the city-states of Thuvia, fighting ecological collapse in Rahadoum, rubbing shoulders with aliens in Katapesh, and the options for mercantile campaigns that span the whole region! I’d also welcome more to do in Osirion than just faux-Egyptian tomb raiding.

Silver Crusade

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I’d like to see the Katapesh renaissance, and Thuvia is something I’m interested due to their singular fantastical focus on the Elixir.

And then you add in Desert’s Howl getting more prominence…


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Pathfinder Rulebook Subscriber

I really really really want to see Vudra. It's an area that's only been painted in very broad strokes so far and has so much possibility for interesting storytelling.

With how good the lore books, especially Mwangi, have been so far I'm really excited at how one might turn out. Or multiple books.

Heck, there are over one hundred kingdoms in Vudra, give me a book for each of them.


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Oh I posted something earlier in another thread that applies here:

Quote:

I want to see the Kelishite Empire have a few satrapies/Nations to show the variety that can exist within it even if it's all more or less under the same Emperor.

I mean, sure, everyone pays tribute, and there are threads of common culture laced through said empire, but we could have things like:

A Demihuman majority nation/Satrapy that fears losing it's identity to "human ways" but it is thriving so so be it.

A Satrapy where a god/goddess is seen as Sarenrae's consort and equal (And is certainly popular with the locals), thus threatening to cause religious turmoil and accusations of heresy.

A Satrapy ruled or at least heavily influenced by a family with Blue Dragon heritage who either serve their draconic great grandsire, or are the best defense against him, or both!

A frontier area where the Empire is expanding, with in addition to the regular great armies, some criminals are allowed a second chance at life and reform by taming it and thus finding redemption in Sarenrae (And some Kelish Prince's) eyes.

And, of course, that obligatory Satrapy that's THIS close to rebelling/breaking away :)

Having seen the Mwangi Expanse get fleshed out so wonderfully I think my desire for something like the above for the Kelishite Empire has only intensified.

Dark Archive

John Compton wrote:
keftiu wrote:
As for the rest, I’d love some peeks into historical eras. One I’ve floated in the past (and had shot down by James Jacobs, sadly) was an adventure or AP set pretty immediately after Earthfall, dealing with survival in the harsh, sunless world - with an excuse to show the rise of early Nidal as a potential feature.
An Ancient Adventures book is one I've been pitching for a while now, as I love playing with (and playing in) Golarion's past. I'd love to see that come to pass.

Age of Serpents, Age of Legends, Age of Darkness would be amazing to see :D

Contributor

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John Compton wrote:
keftiu wrote:
As for the rest, I’d love some peeks into historical eras. One I’ve floated in the past (and had shot down by James Jacobs, sadly) was an adventure or AP set pretty immediately after Earthfall, dealing with survival in the harsh, sunless world - with an excuse to show the rise of early Nidal as a potential feature.
An Ancient Adventures book is one I've been pitching for a while now, as I love playing with (and playing in) Golarion's past. I'd love to see that come to pass.

...if this ever happens, you know where to find me. ;-)

As far as other areas I'd love to see explored, my current wish list:
- The Golden Road could use an update/more fleshing out, and I feel like there are a lot of cool things that could be done with it.
- Also hopping on the Arcadia train, as everything I've seen of it has only piqued my curiosity more.
- I'd also love a Casmaron book (or more than one book) about the Keleshite Empire or Vudra. They haven't gotten a whole lot of page count so far, and I'd love to know more about them.
- This is probably a long shot, but I'd sell a kidney for a Shory book. They keep getting tantalizing tidbits in other books, and a deep dive on their cities would be really cool.


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Lost Omens: Armies of Golarion

A breakdown of different organised forces in Golarion. Who are they under, what hierarchies they have, what titles they use, how do they operate and why, who are they are odds with or in active conflict.
Emphasis on:
- NPC stat blocks for Recruit, Soldier, Veteran, Officer, Etc. Casters and beasts sprinkled in.
- Troops! Perfect place for this.
- Beasts of war.
- Counter measures to usual war tactics. I.e. what are these guys doing about a guy that has a fireball scroll from far away. Just some cool tactics, not covering every detail.
- Equipment they use and are known for.
- Terrains they operate in and how they are adapted to it. Nirmathan rangers, Dwarfs in mountains, with subparagraph on Mbeke dwarfs with drakes (mwange), also Drow in the underdark, elves in kyonin, hobgoblins in Oprak, Runelord forces, Taldorian Houses troops, Molthunian army, Andorans etc...so many to pick.
- Who is behind these forces? A bit like the Legends book but couple steps down.

I think a book like this would give a lot of shape to Golarion and help GMs with a bunch of tools to throw into sandboxy games or setting specifics. For players, potentially associating with these.

--------

Lost Omens: Mercenaries of Golarion

Similar vein, focusing on mercenary companies. Also a subsystem on running a mercenary company setting.

-------

And totally one they probably shouldnt make but would fill me with so much joy:
Lost Omens: Seas and Navies.

Shadow Lodge

Give me political parties in the democratic and revolutionary republics. Far too much writing gets done about their systems and not about their factions.


Errant Mercenary wrote:

Lost Omens: Armies of Golarion

A breakdown of different organised forces in Golarion. Who are they under, what hierarchies they have, what titles they use, how do they operate and why, who are they are odds with or in active conflict.
Emphasis on:
- NPC stat blocks for Recruit, Soldier, Veteran, Officer, Etc. Casters and beasts sprinkled in.
- Troops! Perfect place for this.
- Beasts of war.
- Counter measures to usual war tactics. I.e. what are these guys doing about a guy that has a fireball scroll from far away. Just some cool tactics, not covering every detail.
- Equipment they use and are known for.
- Terrains they operate in and how they are adapted to it. Nirmathan rangers, Dwarfs in mountains, with subparagraph on Mbeke dwarfs with drakes (mwange), also Drow in the underdark, elves in kyonin, hobgoblins in Oprak, Runelord forces, Taldorian Houses troops, Molthunian army, Andorans etc...so many to pick.
- Who is behind these forces? A bit like the Legends book but couple steps down.

This is something I really have been wanting to, with the addition of stuff about famous battles, and advice on how to run battlefields as being hazardous environments for the party to navigate, and suggestions for encounters/adventures run against the backdrop of a war.

It is also really refreshing to see someone request this kind of book without asking for mass combat rules.


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Famous battles and battlefield hazards are a great thought!
As for mass combat - looking at what MCDM has gone through with Kingdoms and Warfare, I'd rather use an agnostic system like that and plug it to Pathfinder 2. It requires a dedicated product, and honestly the group is here for RPG not wargaming.

Focus on troops, and perhaps a smaller unit in a Squad could be fun. It could also help with the eternal "what do NPCs do", but that's secondary at best.


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Errant Mercenary wrote:

Famous battles and battlefield hazards are a great thought!

As for mass combat - looking at what MCDM has gone through with Kingdoms and Warfare, I'd rather use an agnostic system like that and plug it to Pathfinder 2. It requires a dedicated product, and honestly the group is here for RPG not wargaming.

Focus on troops, and perhaps a smaller unit in a Squad could be fun. It could also help with the eternal "what do NPCs do", but that's secondary at best.

I much prefer to focus on what the PCs can do as a small "special forces" unit to influence a battle - give them a mission like "destroy the trebuchet" or "defeat the big monster" and they just have to navigate the chaos to get there (treated as hazards/skill checks/etc - they don't have to fight there way through the entire battlefield) then do a few regular encounters to reach their target - if they succeed at enough of their missions/objectives, it sways the overall battle in their favour.

Another thing I want from a warfare book is military traditions - maybe a bunch of backgrounds to represent coming from different militaries that represent the different traditions of those militaries.


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I would go absolutely wild for a LO book about navies, or (more likely) a book about ocean stuff with a navy chapter. Garund's west coast has SUCH a fun mix of factions in play, and they all have very different styles: Senghor fights Shackles pirates differently than the Mbe'ke or Vidrian does.

Whatever book gets me info on Rahadoum's navy is one I want.

Dark Archive

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Kendra Leigh Speedling wrote:
- This is probably a long shot, but I'd sell a kidney for a Shory book. They keep getting tantalizing tidbits in other books, and a deep dive on their cities would be really cool.

Oh yes, I'd love to see me some good aeromantic goodness! Perhaps some tweaked air-based sorcerer bloodline / wizard school / cleric/druid domain stuff, with more regional flavor (and less about air = electricity and more about repelling blasts of wind and air-jet-boosted leaps and stuff).


Lost Omens: Cook Book.

It can be a actual cook book (with recipes drawn from the regions around the Inner Sea) and game mechanics if you want to run a game of Food Wars.

Acquisitives

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John Compton wrote:
keftiu wrote:
As for the rest, I’d love some peeks into historical eras. One I’ve floated in the past (and had shot down by James Jacobs, sadly) was an adventure or AP set pretty immediately after Earthfall, dealing with survival in the harsh, sunless world - with an excuse to show the rise of early Nidal as a potential feature.
An Ancient Adventures book is one I've been pitching for a while now, as I love playing with (and playing in) Golarion's past. I'd love to see that come to pass.

This would be fun. You could have some interesting new character options, items, etc.


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I would love to see books that support the regional books that include a lot of the character options. For example a Mwangi Expanse Character Guide and an Absalom Character Guide would be much appreciated. In 1E we got a lot of prestige classes, archetypes, and regional equipment/magic items/etc. I would love to see these things brought into 2E but with much more robust lore. For example I think the Hinyasi are really awesome but we got very little information about them in 1E and the weren't mentioned in the Mwangi Expanse book.


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Brinebeast wrote:
I would love to see books that support the regional books that include a lot of the character options. For example a Mwangi Expanse Character Guide and an Absalom Character Guide would be much appreciated. In 1E we got a lot of prestige classes, archetypes, and regional equipment/magic items/etc. I would love to see these things brought into 2E but with much more robust lore. For example I think the Hinyasi are really awesome but we got very little information about them in 1E and the weren't mentioned in the Mwangi Expanse book.

While I would love this, I think Paizo’s designated slot for these things is in AP backmatter articles; most introduce a number of fitting Archetypes pretty tightly married to their settings.


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keftiu wrote:


While I would love this, I think Paizo’s designated slot for these things is in AP backmatter articles; most introduce a number of fitting Archetypes pretty tightly married to their settings.

Agreed, that does seem to be the space designated for a lot of this material. However the World Guide and Character Guide provided a lot of player options while also grounding those options in setting lore. I am hoping for more books like that, especially to support the regions currently detailed. Knights of Lastwall looks like it will be a similar kind of book and I am excited for it!


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Errant Mercenary wrote:
Lots of great ideas for military themed LO books

See, I want all of this in the rulebook line. Along with other organization and leadership rules. And Inquisitors + and class version of the marshal archetype. If they're going to add lore into rulebooks, the information you're talking about would make for a great 3rd section like we had in G&G or 1st section of SOM.

keftiu wrote:
We’ve seen a few formats emerge: the regional gazetteer (The Mwangi Expanse, Absalom), the faction handbook (Pathfinder Society Guide, Knights of Lastwall), rogue’s gallery (Legends, Monsters of Myth), plus more specific individual released as well.

I'll have to think a bit more about my answer here, but kudos on this break down. This is a more succinct version than when I tried for a similar breakdown with a similar thread.

Edit:

Alrighty, one for each.
1. Regional Gazetter - I would personally dig Old Razatlan (My family has lived in California longer than it's been called California, weird and alternate takes on my homeland please me), or Arcadia in general, but Vudra seems compelling too.
2. Faction book - The Firebrands intrigue me. I would like to know more about them.
3. Rogue's Gallery - Lost Omens: Grandmasters. 20 looks at mid to high level martial and martial adjacent characters that exemplify certain fighting styles and archetypes. Widest possible definition here: not just a polearm master, but also someone that is REALLY GOOD at using aid another, or mixing divine cantrips with martial combat, or setting up ambushes, or fighting particular enemies like vampires. Give each archetypes, feats, and items that enable players to emulate them, the kind of thing that players would get as rewards for completing quests and taking these people as mentors.
4. Specialized (I'd term this "player option") - Lost Omens: Alchemy. G&G left me BEREFT on this front, so I'd like a more in depth look at the various ways people are getting up to alchemy throughout Golarion. Including, yes, more alchemical bullets, but traps and bombs and tools and everything else. Bonus if there's two additional alchemy research fields included: Alchemical Tools and Firearms.


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The hope of a Fallen Razatlan region book has me DROOLING - I want it terribly. I’ve never lived outside of the Southwest, and it would be such a joy to get to see it thrive in fantasy.

Dark Archive

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keftiu wrote:
The hope of a Fallen Razatlan region book has me DROOLING - I want it terribly. I’ve never lived outside of the Southwest, and it would be such a joy to get to see it thrive in fantasy.

Yeah, I lived in Apache Junction for a time, and the idea of a culture based on southwestern native cultures excites me. (And various central and southern American native cultures, for that matter.)

That said, I'm torn. Sometimes I prefer pure fantasy stuff to thinly veiled 'faux Egypt' or 'faux Japan' type places, but, on the other hand, I may have seen a bunch of 'fantasy Persia' type places, but few, if any, fantasy 'pre-contact native America' settings. (Just Maztica, that I recall, which was kinda not-great, IMO.)


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Set wrote:
keftiu wrote:
The hope of a Fallen Razatlan region book has me DROOLING - I want it terribly. I’ve never lived outside of the Southwest, and it would be such a joy to get to see it thrive in fantasy.

Yeah, I lived in Apache Junction for a time, and the idea of a culture based on southwestern native cultures excites me. (And various central and southern American native cultures, for that matter.)

That said, I'm torn. Sometimes I prefer pure fantasy stuff to thinly veiled 'faux Egypt' or 'faux Japan' type places, but, on the other hand, I may have seen a bunch of 'fantasy Persia' type places, but few, if any, fantasy 'pre-contact native America' settings. (Just Maztica, that I recall, which was kinda not-great, IMO.)

Nothing we’ve seen out of Arcadia suggests they’re doing a “Fantasy [Real Place],” thankfully. Sure, there’s parallels between Razatlan and the Aztecs, and there’s some Mexican influence on Xopatl, but they seem to be paired with a lot of original fantasy worldbuilding. What little we’ve heard about Innazpa and Nalmeras seems to be wholly its own.

I don’t think we need to fear another Maztica with this team.


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An additional couple of wants:

Lost Omens: Harrowers. I enjoyed Luis Loza’s article in Assault of Hunting Lodge Seven and would like to see an additional 100 pages on it. Failing that, a expansion into folk divination in general might work. Extremely basic rituals and skill feats that use these tools would be interesting and flavorful to see as well.

Lost Omens: Aeon stones. There’s been some relatively recent lore throughout the first season of PF2 PFS scenarios, and more in Pathfinder Society Guide, but I’d like to know more, including the uses Azlant made of them. I thought of this when I was playing with homebrewing Wyrwood; they’re powered by Aeon stones te same way automatons are powered by automaton cores, so I feel I need a solid understanding of how Aeon stones were updated to PF2 before more seriously attempting that one.


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AnimatedPaper wrote:


Lost Omens: Harrowers. I enjoyed Luis Loza’s article in Assault of Hunting Lodge Seven and would like to see an additional 100 pages on it. Failing that, a expansion into folk divination in general might work. Extremely basic rituals and skill feats that use these tools would be interesting and flavorful to see as well.

I would definitely welcome this; it’s a uniquely Golarion thing, and diving into how traditions differ between continents and cultures would be a joy. This could also be bulked out into a broader divination book with the addition of some astrology content (optional rules for birth signs, /please/) and the weird side effects of prophecy being broken.

As for the aeon stones, I welcome whatever gets me 2e wyrwoods!


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keftiu wrote:
As for the aeon stones, I welcome whatever gets me 2e wyrwoods!

Same same. In fact, if they just HAPPENED to add that ancestry into the book, assuming it hadn’t already been released in an Arcadia book, I would not be upset.


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

Considering the "Age of Lost Omens" is an Inner Sea convention centered on history in the Inner Sea (Tian Xia is currently in the "Age of Succession" in its Imperial Calender right now, for example), I'd love to see Lost Omens soft-split into two separate branches of product lines, one dedicated to the Inner Sea, and another dedicated to exploring meta-regions beyond it. ...Actually, a Pathfinder: Age of Succession product line sounds really spiffing awesome. Arcadia seems like it'll come first though, as Luis Loza's got some mad inspiration going on right now I can't get enough of. Deadshot Lands seems like it's ready for a full-blown sourcebook. Would give Paizo a chance to test the waters for a bookline set apart from the context they've built up around the Inner Sea.

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