Pathfinder Second Edition Lost Omens Impossible Lands


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Description

Imagine the Impossible!

In a land still scarred by a war between two undying archmages and their respective nations, reality defies the rules binding the rest of the world. Cities crafted by wishes and fields harvested by the walking dead lay in between lands where magic warps and twists with an undefinable will.

Explore the history of immortal wizard kings, wield explosive and unusual technology, and channel awe-inspiring legends in a region where the present is still haunted by the past, and echoes of destruction still shudder across the minds and souls of those who brave the Impossible Lands.

Pathfinder Lost Omens Impossible Lands reveals new secrets and game rules connected to one of the most intriguing and in-demand regions of Golarion.

To better imagine the Impossible, discover the following excerpt from the Introduction.

There’s a land where the dead toil in the fields, where a mortal can walk alongside bleached-bone skeletons and pale and hungry ghouls, where the quick and the dead live under one roof. It’s a land where a goddess once ruled, a ghost now reigns, and blood is currency. It’s a land where forever has a different meaning entirely, and eternity is a matter of law and not luck. Impossible? Not in Geb.

There’s a land where wizards build things of steel and sinew and spell, where great colossi of otherworldly metals guard the gates to a city of wonder, where monsters walk and talk and trade on the streets. It’s a land of piercing spires and spiraling stairways, skewering the heavens and shattering reality. It’s a land where things live that shouldn’t live, lakes and weapons and stranger things besides. Impossible? Not in Nex.

There’s a land where one can learn to speak with the moon and the stars; where flame and iron, wind and wave are courses of study for the devout and the dedicated. It’s a place where genies dwell and wishes become wonders; where the elements are matters of heritage and experience, not merely philosophy. It’s a land of curses and cycles, where all things come round once more. Impossible? Not in Jalmeray.

There’s a broken land where magic runs wild and rampant, or else dead and stagnant. It’s a land where the souls of armies still shamble in misery, and where storms of broken glass and poisonous fog arise without warning. It’s a land where there’s life without wizards, and also a land where wizards broke the world in their wars. It’s a land where, on a clear night, you can see through the great spell-storms and look across a hundred worlds. Impossible? Not in the Mana Wastes.

There’s a city where artisans make weapons that can kill gods and demons. It’s a city in the shadow of an ancient fortress, but it’s a place of new things and new ideas, where new people make new wonders and new horrors. It’s a city of guns and cannons, from little pistols to great, belching bombards, as powerful as any archmage. Impossible? Not in Alkenstar.

The Impossible Lands aren’t. But they might seem so to outsiders.

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