by knightkrawler » November 10th, 2013, 3:53 am
I just make my own world. When a player - and that happens - wants to know why there's a mummy I'll tell him that there's a necromancer sect whose members have themselves mummified to come alive with the help of the sect's magic some time later. That's why most necromancers in "my" world work together for Morcar, this sect's and others' guru.
Another necromancer cult (mostly they are more powerful but also more corrupted) aims for the state of lichness, The Witch-Lord himself and Kessandria are prime examples.
HQ is a game, and we're lucky that a little coherent background was provided by good ol' Games Workshop.
But it's a board game, a fantasy board game no less. I won't restrain myself in any established logical or known history. I have a rough map of the HQ world in my head and it has nothing whatsoever to do with the GW Old World or our real world.
It's fantasy. I derived my dark elves from D&D drow, Warhammer druchii, and different other sources. They will not have black skin and they will not have a ridiculously humungous continent to dwell on.
We would have to have thrown away all our fimir, because they were written out of the Old World lore for 18 yrs+ in order to avoid anachronism with the HQ setting (although HQ is an alternate reality on the Old World, but I don't wanna open THIS can of worms again.)
Use your own goddamn fantasy to play in a fantasy world. It's not hard.
An anachronism when compared to our own history means NOTHING cause you can explain it all away when you use your own imagination.