Razor Coast =/= Lost Lands?

I'm trying to go through and get all the lost lands books that are out for PF now that I am finally running Rappan Athuk and I can't tell if some things are or aren't part of the lost lands. The Razor Coast is the biggest offender on this for me. Any help on this be it a complete list of pathfinder lost lands works (most helpful!) or just the answer to this question would be appreciated.

Shadow Demon's picture

Razor Coast is a part of the Lost Lands and will be shown on the campaign setting world map when said setting is eventually released. However, there is vast ocean and distance between it and the Gulf of Akados/Sinnar Coast regions. There is also a technology difference where it in a Renaissance/Age of Sail that has firearms. It is in the Lost Lands but is kinda a "red-haired stepchild" compared to say Rappan Athuk.

(at times aka Shadow Frog)

Shadow Demon's picture

 P.S. The ones that are in a closely knit Lost Lands family  in Akados/Sinnar Coast region are the following:

Stoneheart Valley, The Lost City of Barakus, Rappan Athuk (and the Expansions book), Sword of Air, The Slumbering Tsar Saga, and the forthcoming Cults of the Sundered Kingdoms.

Awesome, thanks! Those are the ones I wanted to get.

Shadow Demon's picture

If you are looking for "Underdark" (aka Under Realms) campaign for the Lost Lands, the Cyclopean Deeps books are excellent. Volume 1 is available now and Volume 2 will be avaliable soon.

It was interesting to read that Razor Coast is part of Lost Lands. As I told in another thread, I intend to use Green Ronin's Freeport stuff with my Necromancer/Lost Lands stuff, and I assume Razor Coast and Freeport would work very well together?

I have also thought about how you can fit black powder weapons with Lost Lands, where they do not seem much in use. Also, everyone and their monkey seem to use tricorn hats and other piratey apparel in FP, how come they aren't known in Lost Lands? It's the apparent discrepancy between age of sail and medieval fantasy which has caused me some trouble. So I have toned down a lot the age of sail specific stuff so it doesn't seem so out of place with the rest.

The question of handguns and cannon is difficult. You'd think once they're invented, everybody would scramble to get some, wouldn't you? They would revolutionize ship to ship combat completely, for example. No one in their right mind would ignore them. Of course, in a world of destructive magic and actual working alchemy, firearms and cannon might not seem such a big deal. Plus the gods might have something to say about their use? Not to mention wizards whose livelihood they might be threaten. How would you reconcile firearms in this setting?

One thing that came to mind was, that they were invented/discovered in the 'new world' (ie. Freeport in my case, or Razor Coast), and that only a select few (a guild or two?) would know how to make them. These are sold in the new world and quickly adopted by pirates due to their obvious usefulness. But in my version of the 'old world' (ie. the regular Lost Lands setting), there's not a high king or working central government to invest in firearms (which would be very costly), so their use is only very slowly spreading from the coast to the inner lands. And there is a lot of opposition from religious & wizardly camps. What do you reckon?



Hi Verderer,

Razor Coast is indeed a part of the Lost Lands, though as has been mentioned, it is some distance to the south. Freeport also works very well with Razor Coast to the point that Green Ronin even asked us to include a sidebox in Razor Coast explaining how it can be combined with the Razor Coast and greater Lost Lands setting.

As for firearms, they are present in the Lost Lands. There are a few specific places where they are definitely present (Razor Coast, Oceanus, Southvale, the City-State of Castorhage, and the Xi'en Hegemony in particular) and/or are an intrinsic part of the setting, and then everywhere else is left up to the GM as to how much he wants to use them in his campaign. They are not to everyone's taste, and we do not intend to force them on anyone. If GM's don't want any hint of firearms in their campaign, then they can just steer away from the listed areas. If they do, then they can add them anywhere they want. If they only want them in a limited capacity, then they can use them as written and assume that they haven't spread much elsewhere (the campaign's default assumption).

As for why they haven't spread, well, essentially they are available in anywhere for the right price (subject to the GM's discretion, of course), so if a GM says it's okay for his players to purchase them, then any major city that can support their cost will have them or can get them. But the cost is the real kicker. As you noted, in a world of high magic, the need for that kind of armament is really low compared to the real-world. It's a lot cheaper to just hire a 5th-level wizard with access to fireball (plus a lot more versatility) then pay for a cannon, and shot, and powder, and a trained crew, and maintenance, and transport. So other than a very few places where firearms are fairly readily accessible and may be cheaper (due to a limited number of spellcasters or whatever) or where there is funding and the wherewithal to maintain what is essentially a novelty, and those are the ones we've indicated. It is possible that advances in fabrication and reliability will eventually cause firearms to supplant magic in the world, but the Lost Lands are not yet at that point in world history.

As for tricorn hats, styles tend to vary wildly throughout the world. The Razor Coast and the southern seas see a lot more of them, extending all the way up to Hawkmoon. Bicornes are fairly in vogue among the admiralty of Oceanus and probably Alcaldar and Castorhage (likely the Free States as well), but beyond that, they just haven't caught on to a huge extent. However, seeing someone in a tricorne and navy-style jacket in other places wouldn't weird anybody out. They'd just probably know you were from out of town.

I am more in the camp of big floppy and wide brimmed hats ala Three Musketeers, and the reasoning is that sailors like showy headgear and the the sun burns ever so hot in the southern lands. How you fold the hat is your business :)



I think we should have a discussion about headgear, but in the Lost Lands, like here, if someone has a flat cap, they're probably NE with a low CHA score.

Yes indeed, hats and caps are an important tool for the GM to accessorize their setting!? :-0

There's an as-yet-unpublished FGG subrace of orcs called flatbill orcs. >:-(  And those punks need to get off my lawn!