Re: So what've we got for John?

From: Joerg Baumgartner <joe_at_...>
Date: Thu, 2 Jul 2009 14:31:17 +0200 (CEST)


Jane Williams

>> >and perhaps the reason we haven't produced anything about the Volsaxi
>> >is the same reason they probably aren't needed: no-one's interested,
>> >because we all start our campaigns in Sartar!

>> I think we need something to show what's different about the Volsaxi.
>> I'm a bit vague on what that is but at the very least it's a *big*
>> tribe with more/bigger clans than Sartarites are used to.

> That's about as much as I know - well, that plus them using chariots and
> being laughed at for being backward.
> Joerg, didn't you look into that? Rob? I believe you had thoughts on the
> subject?

My traditional stand on the Volsaxi was that they were quite conservative. The chariot idea was rather a way to illustrate this than a required fact.

Unlike the rest of you, I have always been more interested in the lands around the city than the city itself, and I should have come up with a campaign arc for a group of supporters of Broyan working there.

The situation in Volsaxiland is that Broyan holes up in Whitewall, and Fazzur takes Smithstone (a city larger than anything Sartar can boast of except for Boldhome), and establishes some sort of control there before rushing on to Karse. To be honest, that's where _my_ events of 1619 are, and during the rest of the siege.

Rob bemoans the trend to make the Volsaxi just the same old Heortlings as the Sartarites.

For what it's worth, the difference I see is that they still are Hendriki (in addition to being Heortlings), maintaining traditions which the settlers of Dragon Pass lost. One of these is how to deal with the Kitori (ghosts, and possibly active ones - definitely inside the Troll Woods), and the uz neighbours in the Lead Hills that blocked the Creek Stream River.

Theirs is an interesting stand pleading the case for the Only Old One while this means submitting to Darkness rule.

>> I think basic supplies will come from local clans, probably on pack
>> horses and mules across Fellmoor and by boat though the underground
>> caverns.

> We'd better work out the extent of these underground caverns, if they can
> take boats. Where do they come out, how do the Lunars stop them, why can't
> they be used for escape at the end? (Can they?)

Any underground operation can be upset using Krarshtkids.

> 1619, we have the vital supplies coming through Eurhol's Vale...

Where from, btw? What are the trade routes on the far side of the Storm Mountains? From the Marcher Barons in the south, or from occupied Sartar (and indeed, through Lunar-friendly Enstalos tribal territory) in the north?

> Weird and wonderful attempts to grow their own food - I learnt things > about growing mushrooms in caves while in France.

Good training for Fimbulwinter.

>> The Lunars also have a supply problem - they need lots more stuff
>> than the Orlanthi and there are plenty of Orlanthi about who will
>> try an see they don't get it. Their main routes seem to be from
>> Wilmskirk in the north and Smithstone in the south.

> Yes, plenty of caravan-ambush action there.

A whole story arc here: the dissolution of the Kultain tribe.

>> I think we need to explain what Broyan does here. Wasn't the concensus
>> that he and a few followers went to a short world (Vinkot's Hall?).

> That's how he got out, not how the final defence was done.

The timetable in Orlanth is Dead was quite solid on this, as we belatedly found out.

>> How we get Orlanthi PCs involved in that I'm not sure. Probably they
>> need to be involved in getting people out to fight again another day.

> That's certainly a valid and useful role for them.

Unfortunately for the theme of the collection, away from Whitewall... Fine with me (see above), but possibly disappointing player expectations.

>> It's the Lunar side which is going to be interesting and the PCs
>> should have got to the level of taking a major part in action.

> Although the Lunar side is detailed to the point of leaving very little > room for player initiative.

As far as the siege is concerned, yes. But in a Lunar game (Tarsh War style), the siege would be only the background colour while the intrigues and power games go on in the camp.

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