Branding Opportunity |
1 person marked this as a favorite. |
First let me say that Paizo has put together a truly beautiful product, even by their own high standards. I can't wait to sit down and read it cover to cover. In the meantime, though ...
You know it had to happen. Let the cataloging begin. I summon Charles Evans!
p. 35
The year 2498 is listed before 2497 in the Timeline. The dates correspond to the correct facts, they're just listed in opposite order.
Ask A RPGSupersuccubus |
Dear Mr. Branding Opportunity,
When summoning outsiders, whether industry or otherwise, it is essential to employ the correct name, right circles, and appropriate sacrifices otherwise almost anything could show up. It also helps if the target of your summoning is not already currently imprisoned in the cage of a (very advanced) succubus writing her RPGSuperstar reviews for her.
Hoping that you have found this post Helpful.
Yours,
Ask A RPGSupersuccubus.
Postscript:
However, in the furtherance of being helpful and for ease of reference, cross-posted from *another thread*:
Dragon78 wrote:So the Spine dragon has wings but can't fly? and only a land speed of 30?I was hoping someone would find an error in these pages, so that my paranoia about the first error being found and reported in the book could be justified!
His fly speed is missing for whatever reason, alas. Should be Fly 60 (average). His fly skill is in there among his skills fine and dandy.
His land speed is correct. He's not that fast.
Anyway... first error logged in the book! Woo. At least it's not like the first error we noticed in the previous edition, which was a typo in a word that had letters like an inch tall.
And: *link to reference/errata thread for first edition of the Campaign Setting*
(Disclaimer: links functional at time of posting - Ask A RPGSupersuccubus is not responsible for any boardquakes choreographed by the Postmonster General subsequent to the time of this posting)Branding Opportunity |
Ask A RPGSupersuccubus,
We're happy to have Mr. 25 back at your earliest convenience. We know you are keeping him busy in the meantime.
But since I started this thread, a very minor typo:
4696 The Beast of Bloodcove, huge froghemoth, claims
204 victims over the course of a record hot summer.
That sentence could probably use an article.
Also, the entries for 4696 and 4690 are presented in reverse order.
James Jacobs Creative Director |
James Jacobs Creative Director |
coyote6 |
Not sure whether it's a typo or an intentional change, but the war razor is now a light martial weapon with almost the same stats as the light simple weapon dagger -- the dagger is slashing & piercing, while the razor's just slashing but gets a minor bonus to being hidden. Essentially, both are nearly cosmetic.
The war razor used to have the same stats as the kukri (i.e., threat range of 18-20 rather than 19-20), which is also a light martial weapon. Same category = same stats = makes sense.
So, was this an intentional change? If so, why?
(you'd think a war razor would trump a nerf bat, but maybe not. ;) )
Fat Jozka |
I put this on another thread.
The Survivor Feat states:
"You gain a +5 bonus on all Constitution checks made to stabilize while dying."
Diehard is a prerequisite feat.
Diehard states:
"When your hit point total is below 0, but you are not dead, you automatically stabilize."
Am I missing something or does this trump the Survivor feat stabilization bonus? If so, is the only benefit of Survivor the cool ability to ignore one critical hit/sneak attack a day?
And, in your opinion, is that truly worth three feats?
James Jacobs Creative Director |
Not sure whether it's a typo or an intentional change, but the war razor is now a light martial weapon with almost the same stats as the light simple weapon dagger -- the dagger is slashing & piercing, while the razor's just slashing but gets a minor bonus to being hidden. Essentially, both are nearly cosmetic.
The war razor used to have the same stats as the kukri (i.e., threat range of 18-20 rather than 19-20), which is also a light martial weapon. Same category = same stats = makes sense.
So, was this an intentional change? If so, why?
(you'd think a war razor would trump a nerf bat, but maybe not. ;) )
It is indeed intentional; weapons in Pathifnder are a lot less "variable" than they were in 3.5.
James Jacobs Creative Director |
I put this on another thread.
The Survivor Feat states:
"You gain a +5 bonus on all Constitution checks made to stabilize while dying."Diehard is a prerequisite feat.
Diehard states:
"When your hit point total is below 0, but you are not dead, you automatically stabilize."Am I missing something or does this trump the Survivor feat stabilization bonus? If so, is the only benefit of Survivor the cool ability to ignore one critical hit/sneak attack a day?
And, in your opinion, is that truly worth three feats?
That looks like a 3.5 to PFRPG conversion problem. The Survivior feat probably shouldn't require Diehard as a prereq, I suspect. In any event, the ability to ignore one crit/sneak a day is pretty handy. I can see this ability saving a character's life quite a lot.
wraithstrike |
coyote6 wrote:It is indeed intentional; weapons in Pathifnder are a lot less "variable" than they were in 3.5.Not sure whether it's a typo or an intentional change, but the war razor is now a light martial weapon with almost the same stats as the light simple weapon dagger -- the dagger is slashing & piercing, while the razor's just slashing but gets a minor bonus to being hidden. Essentially, both are nearly cosmetic.
The war razor used to have the same stats as the kukri (i.e., threat range of 18-20 rather than 19-20), which is also a light martial weapon. Same category = same stats = makes sense.
So, was this an intentional change? If so, why?
(you'd think a war razor would trump a nerf bat, but maybe not. ;) )
I understand this as you saying they are more focused in what they are supposed to do, unlike the dagger, which has a decent crit range, and does two damage types, along with also being able to be thrown.
It is as good as some martial weapons, IMHOCharlie Bell RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16 |
Cross-posted from ISWG Product Discussion thread:
Not sure if anybody else has spotted this, but in Treerazer's stat block, he's listed as Huge (and has the Huge -2 size penalty to AC), but has 20' space/reach. Is he Huge, with 15' space/reach, or Gargantuan, with 20' space/reach? Or is his space/reach just an exception?
James Jacobs Creative Director |
Cross-posted from ISWG Product Discussion thread:
Not sure if anybody else has spotted this, but in Treerazer's stat block, he's listed as Huge (and has the Huge -2 size penalty to AC), but has 20' space/reach. Is he Huge, with 15' space/reach, or Gargantuan, with 20' space/reach? Or is his space/reach just an exception?
It's an error; 15'/15' is correct.
James Jacobs Creative Director |
2 people marked this as a favorite. |
Found one!
In switching the Red Mantis assassin over to casting spells from the sorcerer/wizard spell list rather than keeping a special Red Mantis spell list of her own, we inadvertently left out the line that says that Red Mantis assassins ignore arcane spell failure chances while wearing light armor, just like bards.
Because they do!
Charles Evans 25 |
I could have sworn someone spotted this one in the first edition, where exactly the same error occurs, but on a quick check of the other thread I couldn't find an obvious post referencing it...
P. 276
...Only the blessing of the Harrow and spirit deck class features pay attention to the card's alignment...
The 'blessing of the Harrow' class feature has no alignment component mentioned at all, in either the current Inner Sea World Guide nor the preceding Campaign Setting. The Harrow casting 'unlocked' at second level in the prestige class does, however, and since this seems to me to be the main-spring special feature of the class I assume it's going to see a lot of use with this class in-play. Some sort of recommended method for generating alignment of cards for those groups without a Harrow deck would thus have been exceptionally useful.
(For the record, the spirit deck class feature partially relies on the alignment of cards too, so the reference to that paying attention to a card's alignment is correct.)Charles Evans 25 |
I note that the Cities of Golarion puts a date on the completion of the Arch of Aroden of 2606 AR (page 17 of that book) which it might have been nice to have seen feature on the Inner Sea Guide timeline, since it seems to me it must have been one of the biggest construction projects of the Age of Enthronement around the Inner Sea. I was going to query whether or not this meant that the Arch could accurately be described as 'ancient' before realising that by most people's standards, in the vicinity of two thousand years old probably is pretty ancient... :D
James Jacobs Creative Director |
I note that the Cities of Golarion puts a date on the completion of the Arch of Aroden of 2606 AR (page 17 of that book) which it might have been nice to have seen feature on the Inner Sea Guide timeline, since it seems to me it must have been one of the biggest construction projects of the Age of Enthronement around the Inner Sea. I was going to query whether or not this meant that the Arch could accurately be described as 'ancient' before realising that by most people's standards, in the vicinity of two thousand years old probably is pretty ancient... :D
There's no way to have included ALL of the dates from ALL of our products in the Inner Sea World Guide, both on a practical level (we didn't have the time to scour those thousands of pages for dates) and on a physical level (the book's about as full as it can be with words as it stands).
The completion of the Arch of Aroden would have been a logical addition to the timeline in the Inner Sea World Guide, but it's omission is not an error. Nor is it something that needs to be squeezed in there as errata... if only because I don't want to set a precedent of constantly squeezing in new bits of information into the book.
Charles Evans 25 |
P. 5
...In the west, the Inner Sea passes through the narrow Arch of Aroden, a tenaciously contested strait named for the monolithic, ruined stone bridge connecting the two continents at their closest point of approach...
There's an apparent contradiction here between the above quote from the Campaign Setting, and the following information in Cities of Golarion:
...The Corentyn blockade, combined with overpowering naval fortifications in the Hespereth strait, keep the city well protected from Andoren warships...
The Campaign Setting seems to me to indicate that the (relatively) narrow stretch of water connecting the Arcadian Ocean and the Inner Sea is called 'the Arch of Aroden' (after the bridge), whereas the Corentyn article in Cities of Golarion (if I am reading it correctly) seems to me to refer to the same stretch of water 'the Hespereth strait'.
Now it seems to me that there are possible explanations which might allow for both names to be accurate such as land-travellers versus seafarers or Garundi culture versus Avistani culture producing different names for it; but in defence of the continuity of the existence of 'Hespereth strait' in canon I will say that it seems to me logical that before the Arch was built (or even thought of) there was likely some name for this stretch of water, and that that might as well be 'the Hespereth strait'.Charles Evans 25 |
And this minor one came up in the chat the other night...
P. 266
...The only major order with headquarters outside of Cheliax, the Order of the Nail relocated to Citadel Vraid in the Mindspin Mountains near Korvosa 26 years ago...
P. 83
...As the base of operations for the Order of the Godclaw Hellknights, this temple-fortress is a bastion of righteous devotion to law...
The map on page 84 confirms that Citadel Dinyar, the apparent headquarters of the Order of the Godclaw, is indeed in Isger, not Cheliax proper. This seemingly contradicts the assertion that the Order of the Nail is unique amongst the major orders in having a headquarters outside of Cheliax.
My guess as to what happened here is that when the revision was under way and Citadel Dinyar was nailed down as being in Isger (previously the location of Citadel Dinyar was not pinpointed on any map as far as I know) nobody expected a sentence about an entirely different Hellknight order to become outdated/redundant as a result - hence this one slipped through... :D
James Jacobs Creative Director |
P. 5
The Inner Sea Region wrote:...In the west, the Inner Sea passes through the narrow Arch of Aroden, a tenaciously contested strait named for the monolithic, ruined stone bridge connecting the two continents at their closest point of approach...There's an apparent contradiction here between the above quote from the Campaign Setting, and the following information in Cities of Golarion:
Cities of Golarion, Corentyn (page 15) wrote:...The Corentyn blockade, combined with overpowering naval fortifications in the Hespereth strait, keep the city well protected from Andoren warships...The Campaign Setting seems to me to indicate that the (relatively) narrow stretch of water connecting the Arcadian Ocean and the Inner Sea is called 'the Arch of Aroden' (after the bridge), whereas the Corentyn article in Cities of Golarion (if I am reading it correctly) seems to me to refer to the same stretch of water 'the Hespereth strait'.
Now it seems to me that there are possible explanations which might allow for both names to be accurate such as land-travellers versus seafarers or Garundi culture versus Avistani culture producing different names for it; but in defence of the continuity of the existence of 'Hespereth strait' in canon I will say that it seems to me logical that before the Arch was built (or even thought of) there was likely some name for this stretch of water, and that that might as well be 'the Hespereth strait'.
The Arch of Aroden stretches over the Hespereth Strait, which is what the area was called before the Arch of Aroden was built. Calling it the Hespereth Strait today is pretty rare and unusual, so it's not really necessary to call that out in the Inner Sea World Guide at all. This is a good example of a type of information that belongs in a specialized book (like "Cities of Golarion") but not in the main campaign book.
James Jacobs Creative Director |
And this minor one came up in the chat the other night...
P. 266
Hellknights, The Order of the Nail wrote:...The only major order with headquarters outside of Cheliax, the Order of the Nail relocated to Citadel Vraid in the Mindspin Mountains near Korvosa 26 years ago...P. 83
Isger, Citadel Dinyar wrote:...As the base of operations for the Order of the Godclaw Hellknights, this temple-fortress is a bastion of righteous devotion to law...The map on page 84 confirms that Citadel Dinyar, the apparent headquarters of the Order of the Godclaw, is indeed in Isger, not Cheliax proper. This seemingly contradicts the assertion that the Order of the Nail is unique amongst the major orders in having a headquarters outside of Cheliax.
My guess as to what happened here is that when the revision was under way and Citadel Dinyar was nailed down as being in Isger (previously the location of Citadel Dinyar was not pinpointed on any map as far as I know) nobody expected a sentence about an entirely different Hellknight order to become outdated/redundant as a result - hence this one slipped through... :D
Citadel Dinyar is close enough to the Cheliax border with Isger that I'd chalk this one up to geography—while Citadel Dinyar is technically in Isger... it's close enough to the border that, as far as the Hellknights are concerned, the order of the God Claw is still in Cheliax. Especially since Isger is still a thrall of Cheliax.
That's not the case with Citadel Vraid at all; that's WAY far away.
Charles Evans 25 |
Maps:
Looking at the national maps on pages 46 (Belkzen), 100 (Lastwall), and 192 (Ustalav), there appears to be a wedge of land (northeast of the words 'Ghostlight Marsh' on the Belkzen and Lastwall maps) which nobody apparently wants as it does not fall within any national boundaries indicated on these national maps.
Although it's difficult for me to be certain given the different scales between national maps, referencing using features such as particular cartographic symbols for mountains, the borders of Belkzen generally seem to show some disparities with those of neighbours, with either stretches that neither Belkzen or a neighbour claims, or which are ostensibly 'claimed' by two countries.
Are these mapping errors, or deliberate indications of territories either nobody wants (given the history of the region, haunted battlefelds nobody wants seem quite plausible) or which are disputed (i.e. the orcs of Belkzen and their neighbours both claim the territory)?
Looking at the region map, the border of Belkzen in the vicinity seems to be a different shape and to put the wedge of land immediately northeast of the marshes and a slice of Belkzen in Lastwall hands, just to further confuse things...
James Jacobs Creative Director |
Maps:
Looking at the national maps on pages 46 (Belkzen), 100 (Lastwall), and 192 (Ustalav), there appears to be a wedge of land (northeast of the words 'Ghostlight Marsh' on the Belkzen and Lastwall maps) which nobody apparently wants as it does not fall within any national boundaries indicated on these national maps.
Although it's difficult for me to be certain given the different scales between national maps, referencing using features such as particular cartographic symbols for mountains, the borders of Belkzen generally seem to show some disparities with those of neighbours, with either stretches that neither Belkzen or a neighbour claims, or which are ostensibly 'claimed' by two countries.
Are these mapping errors, or deliberate indications of territories either nobody wants (given the history of the region, haunted battlefelds nobody wants seem quite plausible) or which are disputed (i.e. the orcs of Belkzen and their neighbours both claim the territory)?
Looking at the region map, the border of Belkzen in the vicinity seems to be a different shape and to put the wedge of land immediately northeast of the marshes and a slice of Belkzen in Lastwall hands, just to further confuse things...
The borders as delineated in the half-page maps in the book are "squishy" at places, due to the realities of how we built those half-page maps. The borders are close, but not exact. Which I'm honestly fine with, since a lot of borders are pretty squishy as they stand normally, especially when they're not following actual geographic features. They're basically mapping errors, but not significant ones that really impact anything at all, really, since the goal of the half-page maps isn't to show exact borders as much as it is to show the regions itself.
If you want an exact definition of where the borders run, look at the big poster map.
Branding Opportunity |
Small Typo:
At the nation’s height, Taldor incorporated the regions known today as Galt, Andoran, Isger, Molthune, Cheliax, Nirmathas, Lastwall, and Cheliax, stretching from the ...
I realize that Cheliax covers a lot of land, but I don't think there's a need to list it twice :)
Erik Mona Chief Creative Officer, Publisher |
Graylight |
Something I noticed a few days back:
Droskar is listed under "Other Gods" on page 228, but he lacks an entry on the "Other Deities" crunch-table on page 229. Is this intentional? It is mentioned that Droskar is thought to be dead, but... Well, if he truly IS dead, and unable to grant spells/domains to clerics, shouldn't he be listed with all the other corpse-gods (The Fallen, False and Forgotten) on page 235?
James Jacobs Creative Director |
Something I noticed a few days back:
Droskar is listed under "Other Gods" on page 228, but he lacks an entry on the "Other Deities" crunch-table on page 229. Is this intentional? It is mentioned that Droskar is thought to be dead, but... Well, if he truly IS dead, and unable to grant spells/domains to clerics, shouldn't he be listed with all the other corpse-gods (The Fallen, False and Forgotten) on page 235?
That's an errror; he should be listed under "Other Deities."
At one point I had hoped to put ALL of the minor racial deities in that chapter, but there simply wasn't any room, so they all got cut from the list and get to remain in Gods & Magic. Droscar got cut along witht hat sweep, alas, even though we DID want to leave him in there since he's pretty important as far as the racial minor deities go; he's got a volcano named after him, after all.
Asgetrion |
Graylight wrote:Something I noticed a few days back:
Droskar is listed under "Other Gods" on page 228, but he lacks an entry on the "Other Deities" crunch-table on page 229. Is this intentional? It is mentioned that Droskar is thought to be dead, but... Well, if he truly IS dead, and unable to grant spells/domains to clerics, shouldn't he be listed with all the other corpse-gods (The Fallen, False and Forgotten) on page 235?
That's an errror; he should be listed under "Other Deities."
At one point I had hoped to put ALL of the minor racial deities in that chapter, but there simply wasn't any room, so they all got cut from the list and get to remain in Gods & Magic. Droscar got cut along witht hat sweep, alas, even though we DID want to leave him in there since he's pretty important as far as the racial minor deities go; he's got a volcano named after him, after all.
Drunk at work again, James, hmmm? ;)
James Jacobs Creative Director |
Drunk at work again, James, hmmm? ;)
** spoiler omitted **
Joke's on YOU! I'm on vacation this week. Well... taking vacation days this week to finish writing up the first adventure and support stuff for Jade Regent.
The point is that I'm not at work. I am at home. Where there's plenty of alcohol options—cider, mead, Korean raspberry wine, rum, and raspberry vodka! Maybe I'll mix them all up into a VACATION SUPERBOMB.
I suspect that combo would not help me finish my writing, though.
James Jacobs Creative Director |
Chelaxians are noted as having "dark eyes" but almost every Chelaxian I've seen in the art has blue or green eyes. I normally consider "dark eyes" to mean brown. So what is the correct dominant eye colors of Chelaxians?
Dark eyes means dark blue or dark green or brown or black.
If you see lighter colored eyes in a Chelaxian, that just means that they've got some other lineage in their history.
DNA-wise, a Chelaxian is identical to a Taldan, remember. And a lot of them sleep around with Varisians and Garundi and Vudrans and Skalds and so on and so on...
Echo Vining |
I'm on vacation this week. Well... taking vacation days this week to finish writing up the first adventure and support stuff for Jade Regent.
You took time off work (your job, for those playing at home, being a developer for Pathfinder) to develop things for Pathfinder? Paizo is a place of madness!
James Jacobs Creative Director |
James Jacobs wrote:I'm on vacation this week. Well... taking vacation days this week to finish writing up the first adventure and support stuff for Jade Regent.You took time off work (your job, for those playing at home, being a developer for Pathfinder) to develop things for Pathfinder? Paizo is a place of madness!
Not to develop things for Pathfinder. To write them. There's a pretty enormous difference.
Echo Vining |
Jonathon Vining wrote:You took time off work (your job, for those playing at home, being a developer for Pathfinder) to develop things for Pathfinder? Paizo is a place of madness!Not to develop things for Pathfinder. To write them. There's a pretty enormous difference.
Oh. So is Paizo not a place of madness, then?
James Jacobs Creative Director |
James Jacobs wrote:Oh. So is Paizo not a place of madness, then?Jonathon Vining wrote:You took time off work (your job, for those playing at home, being a developer for Pathfinder) to develop things for Pathfinder? Paizo is a place of madness!Not to develop things for Pathfinder. To write them. There's a pretty enormous difference.
There's certainly a bit of madness. Note that I didn't deny that. I only denied that I took time off to develop an adventure, when indeed I was actually writing it.
(And this doesn't even get into the fact that sometimes "developing" an adventure means actually writing it at the same time, when an author, say, fails to turn in but a tiny fraction of his assignment when his deadline comes along... grrrr...)
Charles Evans 25 |
I cross-post the following exchange regarding psionics from one of the product discussion threads for the Inner Sea Guide:
Razz wrote:Why the omission of a Psionics entry? Is Paizo just backing off entirely on that matter? (Leaving, yet AGAIN, another RPG line treating it like a bastard child of the game?)Because we don't have any official rules for psionics for the Pathfinder RPG.
For the previous book, we did—the previous incarnation was a 3.5 product, and thus could use/reference psionics via the SRD with no problem.
We don't know if and when we'll be handling psionics in Pathfinder, but the chances of such rules working like they do in the 3.5 SRD are close to 0. If and when we do stuff with psionics, we want the flexibility to be able to do anything we want and need to do with them, and putting a section on psionics into the Inner Sea World Guide would would have not only limited our options, but would have annoyed a lot of folks since we certainly wouldn't have room to talk about HOW they work.
Psionics, in any case, ARE a part of Golarion. They're established as part of the world canon. They're mostly tied to the Darklands and Vudra, though. And if and when we do decide how they work in PFRPG, you can bet there'll be some sort of "Psionics in Golarion" book soon thereafter.
Just not before.
And Arachne has highlighted the following error on page 29 in the Favored Regions section of the half-orcs entry:
Arachne wrote:Sooo - half-orcs can be found both in the Lands of the Mammoth Lords and the Realm of the Mammoth Lords?Lands of the Linnorm Kings and Realm of the Mammoth Lords is what that should say.
Different book and slightly different error but those half-orcs are still causing trouble with their favored regions I see... :D
HappyDaze |
Was it intentional that Skald is indicated as beingmore widely spoken in Ustalav than Hallit? It seems geographically unlikely and doens't really seem to mesh with the Carrion Crown PG that indicates that Kellids (the primary speakers of Hallit) are a sizable minority while nothing is said of Uulfen.
James Jacobs Creative Director |
Was it intentional that Skald is indicated as beingmore widely spoken in Ustalav than Hallit? It seems geographically unlikely and doens't really seem to mesh with the Carrion Crown PG that indicates that Kellids (the primary speakers of Hallit) are a sizable minority while nothing is said of Uulfen.
Nope; that's an error. Hallit should be in Ustalav, not Skald.
HappyDaze |
HappyDaze wrote:Was it intentional that Skald is indicated as beingmore widely spoken in Ustalav than Hallit? It seems geographically unlikely and doens't really seem to mesh with the Carrion Crown PG that indicates that Kellids (the primary speakers of Hallit) are a sizable minority while nothing is said of Uulfen.Nope; that's an error. Hallit should be in Ustalav, not Skald.
OK. Glad to see that my gut feeling on that one was correct.
What about Brevoy? Skald and Varisian are both listed for it even though it's geographically at the extreme east. Skald seems really out of place and even Varisian seems unlikely to be a major tongue there when it skips over rather large chunks of intervening territory (like the River Kingdoms). I also don't recall any indications that Varisians are particularly common in Brevoy, so is there perhaps an Iobaran language that should be listed there alongside Common, Draconic, and Hallit?
James Jacobs Creative Director |
James Jacobs wrote:HappyDaze wrote:Was it intentional that Skald is indicated as beingmore widely spoken in Ustalav than Hallit? It seems geographically unlikely and doens't really seem to mesh with the Carrion Crown PG that indicates that Kellids (the primary speakers of Hallit) are a sizable minority while nothing is said of Uulfen.Nope; that's an error. Hallit should be in Ustalav, not Skald.OK. Glad to see that my gut feeling on that one was correct.
What about Brevoy? Skald and Varisian are both listed for it even though it's geographically at the extreme east. Skald seems really out of place and even Varisian seems unlikely to be a major tongue there when it skips over rather large chunks of intervening territory (like the River Kingdoms). I also don't recall any indications that Varisians are particularly common in Brevoy, so is there perhaps an Iobaran language that should be listed there alongside Common, Draconic, and Hallit?
Brevoy is correct. There was a major Skald migration that swept up over north-central Avistan and came down into Brevoy and into Iobaria. And Varisian is correct as well—they're all over the place in Avistan.
Takeyabue |
Half-Orcs Favored Regions on Page 29 includes "Land of the Mammoth Lords, Nidal, Realm of the Mammoth Lords". Campaign Setting on Page 15 had "Hold of the Mammoth Lords, Isger, Katapesh, Nex, Nidal, Realm of the Mammoth Lords". You updated Hold to Land, but left the Mammoth Lords. Is this meant to be a reference to "Lands of the Linnorm Kings" or some other location?
James Jacobs Creative Director |
Half-Orcs Favored Regions on Page 29 includes "Land of the Mammoth Lords, Nidal, Realm of the Mammoth Lords". Campaign Setting on Page 15 had "Hold of the Mammoth Lords, Isger, Katapesh, Nex, Nidal, Realm of the Mammoth Lords". You updated Hold to Land, but left the Mammoth Lords. Is this meant to be a reference to "Lands of the Linnorm Kings" or some other location?
It's supposed to be Lands of the Linnorm Kings. I'm pretty sure that one got called out already though.