
|  nightflier | 
 
	
 
                
                
              
            
            Eric Hinkle wrote:Seconding the plea for some links to online Slavic mythology material! The more I hear about the Slavic mythos, the more badass it seems -- also, reading loose source material before getting into the meat of a gaming product is a personal obsession. :Dnightflier wrote:As a Slav, I salute Slavic mythology! :) Although, be advised that there are Slavs and Slavs. What I want to say is that Eastern Slavs, such as Russians and Ukrainians have a different low-level demons than Southern Slavs, such as Serbs and Croats. For instance, Russians have Domovoy, a bath house demon, Croats have Domaći, a sort of Brownie-like being, and Serbs have Dragons, who are anthropomorphic. Also, vampires are very different in various mythologies. I could go on, but I suppose there is no need, right? :)
Yay for more Slavic mythology! I'm more of a Brevoy/River Kingdom/Kingmaker guy myself, and that area uses a lot of Slavic history and myth in the sense of pre-Tatar Yoke Russia vibe, so this will be very useful to me.
And Serbs have anthropomorphic dragons? Is there anything online in English covering this? I'd love to see it.
I've searched the internet, but I haven't found any links towards Slav mythology, and especially South Slavic. As I've said, there are many differences between the many branches of Slavic peoples. For instance, Russian zmey (Dragon) is a dumb beast that guards the treasure. Serbo-Croatian zmay is an anthropomorphic almost force of nature, with great libido, that protects villages from alas - the evil spirits of destruction, personified through storms, essentially. Also, there are a lot of half-dragons in Serbo-Croatian folk mythology. Many Serbian rulers from the middle ages were considered to be "zmajoviti", that is "dragonlike", or perhaps "dragon-natured". Balkans especially is rich in mythology, since that part of Europe was battlefield for various armies, Christians from the West and East, Ottoman Turks from Asia, even Huns and Mongols.

| Eric Hinkle | 
 
	
 
                
                
              
            
            Eric Hinkle wrote:I've searched the internet, but I haven't found any links towards Slav mythology, and especially South Slavic. As I've said, there are many differences between the many branches of Slavic peoples. For instance, Russian zmey (Dragon) is a dumb beast that guards the treasure. Serbo-Croatian zmay is an anthropomorphic almost force of nature, with great libido, that protects villages from alas - the evil spirits of destruction, personified through storms, essentially. Also, there are a lot of half-dragons in Serbo-Croatian folk mythology.
And Serbs have anthropomorphic dragons? Is there anything online in English covering this? I'd love to see it.
I'm guessing that the 'possesses a great libido' leads right into the reason why you have so many half-dragons in Serbo-Croatian mythology?
And half-dragons come from real-world myths and legends? I thought they were a purely game-based invention back in 3.5. I'm quite surprised -- and thanks for the information, Nightflier!

|  nightflier | 
 
	
 
                
                
              
            
            Yeah. Dragons share there amorous inclinations with vampires in our mythology. By the way, "vampir" is actually Serbian word. It was first used in another language in a report made to Imperial Court in Vienna concerning a vampire infestation in a part of Serbia that was taken from the Turks. The vampire responsible for the infestation was identified as Petar Blagojević, transcribed to German as Peter Plogojowitz. The word "vampire" has roots in Old Slavic word "upir", which means "unburned", since Old Slavs used to burn their dead.
About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link

| Eric Hinkle | 
 
	
 
                
                
              
            
            Yeah. Dragons share there amorous inclinations with vampires in our mythology. By the way, "vampir" is actually Serbian word. It was first used in another language in a report made to Imperial Court in Vienna concerning a vampire infestation in a part of Serbia that was taken from the Turks. The vampire responsible for the infestation was identified as Petar Blagojević, transcribed to German as Peter Plogojowitz. The word "vampire" has roots in Old Slavic word "upir", which means "unburned", since Old Slavs used to burn their dead.
About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link
Thanks for yet another link, and I remember the story of Peter Plogojowitz from several of the books on vampirres I read while growing up. Him and someone named (I think) Paole?

| nighttree | 
 
	
 
                
                
              
            
            
About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link
Just for the record, the same basic theme occures all over Europe, and has strong ties to many Witch, Werewolf, Taltos, stories ;)

|  Kvantum | 
 
	
 
                
                
              
            
            I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?
Other than the Osirion book, the Player Companion books are the player-friendly takes on those countries. The Campaign Setting line books are for GMs and have stuff like monster stats and campaign secrets and whatnot.
(The Osirion book was the first one written so it's kind of an early approach. It's also under 3.5 rules.)

|  James Jacobs 
                
                
                  
                    Creative Director | 
 
	
 
                
                
              
            
            I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?
Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.
Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).

| Eric Hinkle | 
 
	
 
                
                
              
            
            Derek Vande Brake wrote:I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.
Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).
I felt that was a great way to handle it too, given that we've got the main Golarion book for Avistan and northern Garund, but until then we had nothing for Tian Xia.
Thanks again for all you Paizo folks have done for us gamers!

|  Dark_Mistress | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Derek Vande Brake wrote:I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.
Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).
As long as we see one of each book for each nation eventually I will be happy with that. :)

| The Block Knight | 
 
	
 
                
                
              
            
            Yeah, what with Trolls and Winter Wolves just casually strolling about it's not the place to start a 1st-level heroic campaign. Though this book may perhaps change that by giving a shelter in the storm from which to start a campaign, who knows (well, the developers do I suppose).
I finished reading Winter Witch about a two months ago and after seeing the treatment of Irrisen in the novel I'm now very excited about this product. Then again, I get excited for all of Pathfinder setting books so I'm fairly easy to please.

| Mike Shel Contributor | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            So how many monsters in this one?
Unless changes have been made in development:
* 3 unique fey beings
* 1 template (with 2-4 example creatures with the template applied)
* 3 other monsters (2 very different constructs, a dragon, and a giant)
* 3 sample winter witches (jadwiga Elvanna, daughters of the reigning queen)
The bestiary is shorter here than in Isles of the Shackles because we also have significant sections on Irriseni hazards and adventure hooks (ala Lands of the Linnorm Kings) as well as the large gazeteer and stat blocks for 5 cities/towns, and a sidebar on Irriseni holidays.

|  Robert G. McCreary | 
 
	
 
                
                
              
            
            I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).
D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(
There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.

| Azure_Zero | 
 
	
 
                
                
              
            
            ...
There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.
new winter oracle mystery in People of the North, On my buy list.

| Sincubus | 
 
	
 
                
                
              
            
            MMCJawa wrote:Dragon78 wrote:Hopefully this one will have as many monsters and Isles of the Shackles book.It promises a host of new icy monsters, so I hope that is evidence it will have a big super-long bestiary like the Shackles bookI'll have a good sized one. It might not be as super sized, though. We've got lots of creepy locations and wintery dangers to cram in here.
Hope you're all brushing up on your Slavic mythology though!
Slavic? SLAVIC??? Do I hear a Fossegrim, Rarog and Domovoi coming up? :D
* 3 unique fey beings
Ok, nevermind then, I hope the Fossegrim is a group of creatures, not a unique fey creature...

| zergtitan | 
 
	
 
                
                
              
            
            Berselius wrote:There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).
D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(
Wait we have an Oracle of Winter!?
How does that work in the setting and could I get some juicy details?
| Berselius | 
 
	
 
                
                
              
            
            There are no new spells in this book.
Oh bloody Baator!
However, there are some specific Irriseni cold spells in Inner Sea Magic.
I can only find one (aka ice spears) and it appears to rely HEAVILY on having a physical damage dealer as an adventuring companion.
Some new cold spells (and a new winter oracle mystery) are in People of the North.
As long as we get plenty of decent damage dealing cold-based spells for the Witch class I'll be happy (as right now there simply AREN'T ENOUGH in my own humble opinion).
I must say I would REALLY enjoy it if Paizo considered adding Pathfinder versions of the following cold-based spells from Dungeons and Dragons (and put them ALL on the Witch's spell list):
Niac’s Cold Ray
Frost Breath
Snowball Swarm
Hailstones
Ice Lance
Orb of Cold
Freezing Fog
Ice Castle
Ice Claw
Field of Icy Razors
Obedient Avalanche

| Cheapy | 
 
	
 
                
                
              
            
            Berselius wrote:There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).
D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(
Look forward to that Mystery! It is insanely unfortunate that the Waves mystery has an ability the modifies cold spells, but oracle has something like 3 of those.

|  lichhunter | 
 
	
 
                
                
              
            
            @Block Knight
Wouldn't it be cool to have an adventure path where CR10 dangers were possible at level 1. Where the characters are forced to participate in the world like how a real adventurer would have to as opposed to being sheltered by the GM and the adventure path writers.
This also alludes to another point. Zero level man at arms and first level warriors are just not strong enough to protect a town or a stronghold.
I've tried to run a "back home events" scenario when the PCs are off adventuring and their whole stronghold goes up in the flames the first time a band of Ettins come to town.
Guardsmen, the watch, mercenaries and the like should be a minimum of 5th level to keep a settlement of noncombatants remotely safe.
I'd like to see first level characters have to pick the appropriate adventurer for them. No they can't go check out the ruins in the mountains, but they can go eliminate the giant rats in the inn's wine cellar.

|  lichhunter | 
 
	
 
                
                
              
            
            Unfortunately, I imagine that space in an AP is limited, and it's kind of pointless to sketch out locations that are only survivable for a 10th level PC when a volume is designed for levels 1-4
But this design creates a generic playing style. If it's mentioned, it must have been play tested for levels 1-4 so we should go do it.
In a "danger path" design, the behaviors of the characters would be influenced by the perceived level of danger in each task. This idea might be better for sandboxes, but I used to play Greyhawk modules on the Greyhawk world in a solo setting.
I quickly learned that a low level party had little chance of surviving a trek from Verbobonc and the Homlet adventure to Orlane in the Gran March and the Cult of the Reptile God. That is, unless they joined a caravan like those listed in the Rogues Gallery. Then they could pretty much sit back and relax during their travels.
I admit to striving for realism in my fantasy worlds -- perhaps to a fault.

| thejeff | 
MMCJawa wrote:Unfortunately, I imagine that space in an AP is limited, and it's kind of pointless to sketch out locations that are only survivable for a 10th level PC when a volume is designed for levels 1-4But this design creates a generic playing style. If it's mentioned, it must have been play tested for levels 1-4 so we should go do it.
In a "danger path" design, the behaviors of the characters would be influenced by the perceived level of danger in each task. This idea might be better for sandboxes, but I used to play Greyhawk modules on the Greyhawk world in a solo setting.
I quickly learned that a low level party had little chance of surviving a trek from Verbobonc and the Homlet adventure to Orlane in the Gran March and the Cult of the Reptile God. That is, unless they joined a caravan like those listed in the Rogues Gallery. Then they could pretty much sit back and relax during their travels.
I admit to striving for realism in my fantasy worlds -- perhaps to a fault.
Well, even within a 1-4 restriction, hitting a hard encounter for a 4th level party at 1st level will be fatal enough.
I also find that the supposed "realistic" approach includes very unrealistic attention to always making sure the party knows what they're up against, or to always making sure to have a way out. Either that or random unavoidable TPKs.

| thejeff | 
How's this for a quasi-realistic approach: Lots of people all over the world are getting killed by high-level encounters, and the PCs happen to be in the right place at the right time to get forged into tougher people. It's bound to happen to SOMEBODY.
Right. We're focusing on the survivors.
All the ones who died, didn't get into the legends.
| Mechalibur | 
 
	
 
                
                
              
            
            @Block Knight
Wouldn't it be cool to have an adventure path where CR10 dangers were possible at level 1. Where the characters are forced to participate in the world like how a real adventurer would have to as opposed to being sheltered by the GM and the adventure path writers.
Sounds like The Wormwood Mutiny...

|  lichhunter | 
 
	
 
                
                
              
            
            @thejeff
I'm probably taking advantage of a very advanced player sense. This same sense is what bothers me about playing a PFS adventure. It's 1st level so I should probably just go along with everything. Why? That's what my experience tells me what to do.
In a danger path setting, it would be, "nope, I think that sound like TPK if I do that."
So it's catch if catch can. I think I like the latter better.
I remember playing with a group of players that came across a temple of crying souls in the middle of a desert wasteland and decided to bypass it. I was flabbergasted. That's why I adventure, to enter such places, and they just walked by -- too dangerous.
I was less experienced with their GM than they were. I think they had been routinely screwed by making the "brave" decision.
There needs to be fun infused in danger path design. Basically, make sure there is the option to come back to the Temple of Crying Souls. (Note: not a bad adventure title.)
 
	
 
     
     
    
 
	 
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
 