Volsaxi

From: Jane Williams <janewilliams20_at_...>
Date: Thu, 2 Jul 2009 13:59:52 +0000 (GMT)

> 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.

OK.

> 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.

"Should have" implies that as yet, you haven't. One would be good, but I think the object here is to organise what we've already got, not to create more.

>> 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.

And if WW's magical defences are failing then, once more, we have flooding in the basement and undead seamonsters. Third time lucky?

>> 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?

(sigh) This is one of the things that gave us the most trouble - we found a few answers that might do, but none that I was happy with. What's being brought in is "armour and weapons". Across the Stormwalk Mountains, a bit south from Old Wind, north of the Troll Woods.

>> 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 hadn't realised that. Do you have material ready to go on the subject? I'd appreciate a quick overview in any case, make sure I'm getting the background for stories right.

>> 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.

True, but I don't see the timetable as a problem. Or am I missing something?

>> 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.

well, getting people out of WW has been a theme all along. I don't see a problem with it continuing until nearly the end. The last minute escape as the city collapses around them is a standard feature of James Bond films, let's borrow it.

> 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.

Good point. Trying to arrange NOT to be in the group whose souls get sacrificed to create ramps, for instance.       

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