Straightforward in a way, but not necessarily easy to use – two locations that were just down the road from each other on the map could be on opposite sides of the book, and different pieces of information about a place might be scattered across the book. The Inner Sea World Guide was broken down by topic, using straight alphabetical order within each topic. So what’s truly new here? That’s the question, isn’t it?įirst, as a reference manual, it’s organized a little more intuitively than its predecessor. There are going to be long-time First Edition players who already know most of this, and that’s cool. Most of the “themed” regions still exist if you want a campaign with a desert flavor or a jungle flavor or an arctic theme, all of those are right where you left them. The city of Absalom still serves as a one-stop hub for adventuring. The broad strokes of Golarion remain the same.
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Doesn’t the first edition Inner Sea World Guide already cover a lot of the same ground? And the answer to that is “yes, but…”. There is, however, a bit of an elephant in the room. There’s an entire chapter dedicated to things afoot on (and under) the high seas. The Impossible Lands are where a battle between two wizards has warped the very land itself, so if you’ve got a mind for weird, trippy, high-magic shenanigans… there you go. If you want to do an undead or horror-themed adventure, the Eye of Dread region is basically the backyard of the Whispering Tyrant, a lich-king who’s caused all manner of trouble over the years. Much like the Pact Worlds book from Starfinder, the Lost Omens World Guide is teeming with “jumping-off points” – people, locations, important landmarks, and so on – that an aspiring GM can use as the foundation for telling his or her own stories. Perhaps most importantly, it’s a sourcebook for the ambitious and creative GM, to help them design homebrew content for their gaming tables that would still fit within the Inner Sea setting. It might also stop you from… ohhh I don’t know… creating an entire party of characters who don’t speak the dominant language of the area you’re visiting. Aside from getting from Point A to Point B and knowing where to buy more rations, it lets you know things like whether elves are commonplace or if you’re going to be regarded as weirdo in the town you’re about to enter. How many people live here? What are their religions and languages? What are some of the biggest cities? This book is a lot like that, but for the Inner Sea region. I don’t know how K-12 education is structured these days, but back in 10 th grade, I had a class called “World Cultures” that took a 2-3 week survey-level look at many of the main areas other than the United States. It’s a means of introducing the world of Golarion (or at least the portion of it where most of the fun stuff happens) to new players and re-introducing it to players who are making the jump from First Edition. So, what IS the Lost Omens World Guide? Well, at its simplest, it’s “the setting book” for Pathfinder Second Edition. Superman, you’ll be pleased to hear that the word “Martha” is nowhere within its pages.) Superman, it’s finally arrived on the scene to complete the launch-day trinity. But much like Wonder Woman showing up for the last 10 minutes of Batman v. It was originally supposed to launch at GenCon alongside the same time as the Core Rulebook and the Bestiary, but it was unfortunately delayed at the printer. The Lost Omens World Guide is a bit of a late arrival to the Pathfinder Second Edition party.
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If you enjoyed this review make sure to check out our brand new Pathfinder Adventure: The Fall of Plaguestone Actual Play Podcast! Make sure to read Jason’s review of the Pathfinder Second Edition Core Rulebook, as well as his review of the Pathfinder Bestiary.