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jajagappa

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Everything posted by jajagappa

  1. Obviously Elusu was having fun! Just wonder what other celebratory surprises she has in store for him... ;-)
  2. I agree with this thought, and think it makes the dwarves far more interesting.
  3. I do not. I thought those were particularly cumbersome and glad to see them removed. What I do include in my game is a slightly greater number/range of Difficulties, and on a rare occasion a fixed difficulty level for a special ability from some NPC.
  4. There are still Tunoralings, since that name refers to their raccoon god Tunoral, but I don't believe anyone in Vanch is still at a hunter/gatherer level. There are still folk who hunt and those who gather, but just like any other Orlanthi area. They are a clan and tribe-based land.
  5. I forgot to note that I also like Etruscans and other earlier Italian hill tribes for Esrolians.
  6. I see my Middle Sea Empire pdf suffers from the same condition.
  7. Vanch can be almost any mix of units derived from Orlanthi, DH, Lunar-influence, Praxian-influence sans beasts, etc. The original Zarkosite slingers were from this area too (hence Anatolian slingers fit well). Imther's had Orlanthi refugees over the centuries (e.g. those escaping the EWF, the Dragonkill, the horse nomads, etc.) plus has their own ancient Sun Dome to bring in varied spearmen. Given the mountains, slings, javelins, spears, etc. all work well and axes based on the hilly woodlands. I always thought the roughness of Anatolia translated well.
  8. You could also include Sea Peoples among the Esrolians and Islanders: https://us-store.warlordgames.com/collections/sea-peoples
  9. I always used Anatolian/Hittite figures for my Imtherians/Vanchites. They both have heavy DH influence and I think this fits much better than ancient Britons. Spearmen, slingers, axemen. Like these: http://www.warlordgames.com/new-hittites/ Or: https://us-store.warlordgames.com/collections/zagros-taurus-anatolian-highlanders/
  10. Good start. I added a couple more items from HQG and HQ1.
  11. They are clearly Scepters of Order and Command, used to teach the denizens of the lower realms their proper place (as when Murharzarm broke the teeth of the water serpent with one in GRoY).
  12. Have to be prepared to get wet when Cthulhu rises!
  13. Neither is essential to Coming Storm/Eleven Lights, but both can supplement the material for the Red Cow campaign in differing ways.
  14. I would say No. However, Sartar Companion has a lot of encounters that could readily be used, plus has the description of Jonstown - a likely destination for Red Cow characters - and some of the scenarios there could intersperse well.
  15. Ran out of Likes for the day, but definitely like this one! And clearly found the Only Old One inside.
  16. My guess is Oria or Orana. I assumed this was Chalana Arroy. Given the presence of Magasta, a coastal culture (e.g. Heortland and vicinity) would make sense.
  17. They certainly don't have to be, and they likely have evolved significantly. However, unless there is reason to rebuild/relocate (i.e. the location isn't propitious enough to extend the Glowline as far as it needs to go), I think it is reasonable to argue that there were a set of temples in these locations by the post-Nights of Horror timeframe desired for the campaign. She's a horse-eater. Doesn't need to be human sacrifice, though likely included both during the Seleran wars. I think this makes sense. And during the Fifth Wane the focus will be on wherever Hon-eel is active.
  18. He did in general terms "the period where RQG is set" - which means post-Dragonrise.
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