Lost Cities of Golarion is a little bit like the brilliant
combination of Cities of Golarion and
Lost Kingdoms of Golarion, two other
books in the Campaign Setting line.
Whereas Cities of Golarion
presented six (mostly) safe cities for PCs to use as their home base, and Lost Kingdoms of Golarion detailed the
rise and fall of the civilisations that gave birth to the crumbling monuments
that now dot the landscape, Lost Cities of Golarion offers six ruined
cities full of danger and intrigue that incorporate detailed setting lore while
providing an exciting campaign’s worth of plot for PCs in the “modern”
era. That’s a really long-winded way of
saying that each of the six cities detailed in this book are intended for
exploration and adventure. As you’ll
see below, some of these sites can serve as the basis for a full campaign,
while others may be better suited to a shorter story-arc. Anyway, the takeaway from this review is that
GMs will find a lot of great adventure ideas in this book, and it’s well-worth
the purchase.
The six cities covered are Ilvarandin (a city in the
Underdark), Kho (one of the ancient Shory flying cities, now crashed), Storasta
(the last city to fall before the Worldwound), the Sun Temple Colony (an
ancient Azlanti city across the ocean), Tumen (a city of ancient Osirion), and
Xin-Shalast (golden capital of one part of ancient Thassilon). Each entry,
which is about ten pages long, includes a full-page map, descriptions of
various locations within the city, random encounter tables (thankfully broken
up into low level, medium level, and high level, addressing one of the
critiques I often make of tables like this), the full stat-block of a major new
NPC or monster, and, perhaps most valuable, a section detailing adventure hooks
and plot ideas for low, medium, and high-level campaigns in the city.
First up is Ilvarandin, a city deep in the Darklands
(Golarion’s version of the Underdark).
Ilvarandin is a vast city, hundreds of miles wide, but seemingly
deserted. As one spends time exploring,
however, small enclaves of inhabitants can be found—refugees from other parts
of the Darklands, like mongrelfolk, exiled drow, morlocks, and more. But the secret of Ilvarandin is in its core:
it’s a city of intellect devourers, terrible creatures capable of taking over
the bodies and minds of others! The
devourers have been in a centuries-long war with another Darklands race, the
neothelids. Why would anyone come here? Because the intellect devourers have
carefully used the bodies of explorers and others to seed legends that
Ilvarandin is some kind of utopia, so that travellers from elsewhere in the
Darklands (and even the surface) arrive, presenting fresh prey. The entry includes two useful maps (one of
the various sections of the city, one of the city’s core), a stat block for one
of the most powerful rulers of the city (a CR 15 Intelllect devourer sorcerer),
and a detailed description of a new drug called Midnight Milk—which allows
intellect devourers to exercise their body thief abilities on addicts even at
tremendous distances. The hooks to an
entire campaign involving Ilvarandin are natural and intriguing—the PCs can
start on the surface investigating the devastating spread of this new drug in
one city, eventually start to trace it back to the Darklands, and, at higher
levels, visit Ilvarandin itself and get caught up in the politics and war of a
strange, exotic place. It’s a cool, well-realised
location with several good plot hooks.
Second, we have Kho.
I was intrigued by Kho ever since I read about it in Pathfinder Tales
novel City of Sky. Kho was one of the ancient flying cities of
the Shory Empire that filled the sky several millennia in Golarion’s past. Whereas the fate of most are unknown, Kho
fell from the sky and smashed into the ground in what is now the Barrier Wall
mountains northeast of the Mwangi Expanse (or in southwest Osirion, depending
on how you look at it). In campaign
terms, Kho serves as much more a site for open-ended exploration than
Ilvarandin does. There are some
inhabitants for the PCs to engage (probably violently) with, including marids
(genies from the plane of water), derhii (gorillas with wings!), and
leukodemons (disease demons). Overall
though, I found this entry (and Kho) much blander than I had hoped. There’s something called the Well of Axuma, a
place of great magical power, but not much backstory is presented. The hooks to get PCs to Kho (like
investigating a disease spread by the leukodemons) are a little bit akin to
that of Ilvarandin, but aren’t integrated organically well-enough to service an
entire campaign. And although the entry
gives us stats for the derhii, they’re really the sort of creature that demands
a picture.
Third in line is Storasta, the last city in ancient Sarkoris
to fall to the demonic hordes that now occupy what’s called the
Worldwound. Unlike the other “lost
cities” in the book, Storasta isn’t that old in an historical sense—it fell
less than a century ago. It has an
interesting backstory and theme, as a place where the last surviving druids,
shamans, and fey of Sarkoris assembled and unleashed their most primal magics
to hold back the demon armies, thus creating a blighted, twisted place that no
one, not even demons, find hospitable.
Not much now lives in Storasta beyond dark fey, mad treants, and particularly
persistent demons, all fighting against each other for control of what little
remains of the city. Storasta is one of
those places that’s suicidal for low-level PCs to enter, but good be a good
adventure site for higher-level groups in a Worldwound-themed campaign. And if you need a big boss, the CR 20 stat
block for Carrock (a fiendish treant druid) would make a suitable challenge. The best part about Storasta is it allows for
some adventures in the Worldwound that aren’t solely focussed on fighting
demons.
Fourth is the Sun Temple Colony, probably my favourite entry
in the book. This island location, far
across the Arcadian Ocean, was once an Azlanti city. Now its jungle surface is home to the crumbling
ruins of that civilization, but looming above everything is the imposing Sun
Temple, home to a mysterious device capable of harnessing the sun’s energies to
wreak destruction. The entire place has
a fantastic, mysterious feel, and the backstory is equally intriguing: a lost
colony, a trapped godling, and more! You
could certainly build a mid-length campaign around the PCs’ quest to reach the
island, their interactions with the locals (figuring who among them can be
trusted and who’s an evil cultist), and their penetration into the secrets of
the Sun Temple. One of the things that appeals
to me the most as a GM is that it takes the PCs (and players) outside of their
comfort zones: there are no magic stores, tavern common rooms, 2 gp/night inns
to rest in safely, or other tempting places to teleport to. It’d be a bit more like the t.v. show Lost, and I can see the appeal of that.
Fifth is Tumen, a monument showing the amazing hubris of the
Four Pharaohs of Ascension in ancient Osirion.
Tumen is really four interconnected cities built in the middle of a
vast, trackless desert on the top of a vertical cliff. Apparently, a hundred thousand slaves died to
construct it, and the Four Pharaohs didn’t care a whit! Each of the four cities (or districts of
Tumen, depending on how you think of it) holds something interesting for
explorers, but I found it hard to envision what this place was like in a
conceptual sense. I think better artwork
and description would have helped, as everything’s a bit opaque. Interestingly, there are links to the
storyline of the countdown clocks and the Dark Tapestry that was finished off
in the Doomsday Dawn Playtest
adventure, though I’m not convinced the information here matches up with what’s
there. Anyway, there’s plenty of ancient
Osirion ruins and pyramids available in Pathfinder, and I don’t think Tumen is
a necessary addition.
Sixth is Xin-Shalast, a city from ancient Thassilon that
first appears in the Rise of the
Runelords adventure path. The entry
here is written on the assumption that the events in that AP have concluded,
though I think there’s some bits and pieces that would be useful for GMs who
plan to run it. The theme here is “classic
gold rush”. Expeditions from Riddleport,
Magnimar, and Janderhoff are present, as are some factions of the locals, and
everyone is clashing and vying to take advantage of an opportunity for untold
wealth in the gold-paved streets of the city.
Environmental factors alone (like the cold and altitude) make this a
lethal place for low-level PCs, but I guess it could be interesting at higher-levels
to see what factions the PCs ally themselves with and what further dangers they
encounter in and around Xin-Shalast (like a CR 19 Rune Giant!). Still, I think this entry’s main value would
be for groups that finish Rise of the
Runelords and either want to keep playing the same characters or role up
new characters to see what happens in the aftermath.
All in all, Lost Cities of Golarion is an
excellent buy for GMs who want detailed, flavourful, and world-lore consistent
locations to centre a homebrew campaign around.
It has the maps, random encounter tables, adventure hooks, and more that
can serve as the skeleton for a campaign, while not being nearly as
prescriptive as an AP in terms of plots and encounters. As I said in my review of Lost Kingdoms of Golarion, one of the
surprising strengths of the setting is its deep integration of history, and
this book further showcases that aspect.
If you’re looking to build a campaign, I’d strongly suggest starting
with one of the entries in this book.
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