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The Archives => Homebrews (Archived) => Topic started by: Wrexham3 on August 01, 2007, 06:10:00 AM

Title: Eda Revisted
Post by: Wrexham3 on August 01, 2007, 06:10:00 AM
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Title: Eda Revisted
Post by: Wrexham3 on August 01, 2007, 06:25:06 AM
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Title: Eda Revisted
Post by: Wrexham3 on August 01, 2007, 06:29:53 AM
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Title: Eda Revisted
Post by: Wrexham3 on October 01, 2007, 04:29:24 PM
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Title: Eda Revisted
Post by: Wrexham3 on October 01, 2007, 04:34:20 PM
Cosmology, the Planes and the Eldar Darks
Title: Eda Revisted
Post by: Wrexham3 on October 05, 2007, 06:53:13 AM
The Nostrates (sing: Nos Familia)
Title: Eda Revisted
Post by: Wrexham3 on October 05, 2007, 06:54:12 AM
The Scarletto
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Post by: Tybalt on October 07, 2007, 05:43:09 AM
the mage aristocracy sounds like one of the most interesting parts of your world. I'd suggest developing this a little more--you have whetted our appetites, now feed us! What do they actually do? What kind of cities or nations do they rule? What conflicts emerge from all this?
Title: Eda Revisted
Post by: Wrexham3 on October 07, 2007, 08:00:59 AM
The Nostrates and the Dakorian Potentate
Title: Eda Revisted
Post by: LordVreeg on October 07, 2007, 09:02:23 AM
[blockquote=Wrexham3]Thanks for your reply. I'm busy re-writing big chunks of my D&D thread at the moment and then posting it on the CBG. [/blockquote]
Welcome to our world of think, write, cut-n-paste...

[blockquote=Wrexham3]led by a man claiming to be the son of Zeus[/blockquote]
Thuis kind of whacked me in the head.  Not becasue someone was claiming to be the son of a God, but this setting was not sounding very Hellenistic after reading the cosmology.  Especialiy after reading about the Elder Darks in the cosmology posting.Include them in your cosmology first, or in a worship post.

Do the Nostrate families traditionally 'lichen' their better wizards? You mention a Lich-cabal running stuff from the SHadows, but I felt this would be difficult to pull off for too long, until I realized that maybe this was more the modus-operendi for these families anyways.  It kind of makes sense in a mageocratic inter-family system.  Instead of losing their most powerful members and their wisdom and power when they expire, I guess it would make some sense to keep them around to run the families.
"Go bring Grampa his phylactery"
"Aw, Mom, Grampa smells funny..."
Title: Eda Revisted
Post by: Numinous on October 07, 2007, 11:23:34 AM
Hey Wrexham, good job consolidating some of the information.  I still really like your creation story, and the cosmology, and the dragons, but it's hard to get an idea of what the real world looks like (now).
Title: Eda Revisted
Post by: Wrexham3 on October 08, 2007, 05:51:54 AM
Hi Rose of Montague and Lord Vreeg.  
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Post by: Wrexham3 on October 08, 2007, 05:56:09 AM
Drow in Karelan
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Post by: Matt Larkin (author) on October 08, 2007, 09:18:38 AM
I just wanted to say I liked your background story about how the world used to be connected to ours, Wrexham. Very nice :)
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Post by: Wrexham3 on October 11, 2007, 09:56:23 AM
The Dragon Emperors
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Post by: Wrexham3 on October 13, 2007, 12:02:31 PM
The Elves of Eda

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Post by: Wrexham3 on October 13, 2007, 12:12:12 PM
Quote from: PhoenixI just wanted to say I liked your background story about how the world used to be connected to ours, Wrexham. Very nice :)

Thanks Phoenix.  Actually I was forced into creating the whole 'two worlds linked together' idea because in the original campaign we had celtic gods and greek demi-gods running around.  I had to come up with a reason what they were doing on an entirely different world.  I also had to explain why Karelan was originally like the Old World in Warhammer.  I like to think I've moved beyond that cliche now.  My main sources of inspiration is history, legend, archaeology and fringe archaeology.  However I like to twist the myths around rather than simply regugitate them verbatim.  Anyway thanks for the kind words.  

       
Title: Eda Revisted
Post by: Wrexham3 on October 20, 2007, 09:56:43 AM
Beginners Guide to Eda - Part 1



Title: Eda Revisted
Post by: Tybalt on October 20, 2007, 01:08:28 PM
So the world is in fact dominated by orcs? Are they forming a new civilization or just running amok?

Are dragons in another plane or in an isolated part of the world?

What elements of human civilization survive?
Title: Eda Revisted
Post by: Wrexham3 on October 21, 2007, 10:59:11 AM
Quote from: Tybalt
So the world is in fact dominated by orcs? Are they forming a new civilization or just running amok?

Are dragons in another plane or in an isolated part of the world?

What elements of human civilization survive?

Title: Eda Revisted
Post by: Wrexham3 on October 23, 2007, 12:31:33 PM
Beginners Guide to Eda - Part 2

Main Religions
Title: Eda Revisted
Post by: Wrexham3 on October 28, 2007, 11:49:16 AM
Beginners Guide to Eda - Part 3

The Nations of Karelan




[spoiler]Aris (Renaissance Holland)
Aris is a Halfling colony on the northern coast of Karelan. To the east is Parva, and the west, Erileine, while its main ally, Jehanna, lies to the south. Aris was established by freed Halfling slaves in the 108th century. It is a very independent and energetic democracy with a vast trading empire overseas. Unfortunately the Halflings of Aris (known as Gessen) have a reputation as being ruthless pirates. In these dark times some have indeed reverted to piracy and coastal raiding. The Gessen worship Udo, the Sun, and the Moon, Mara.  

Forest of Avenwood (Alfheim, Avallen, Averland)
Avenwood is the vast elven forest in the centre of Erileine, ruled by Queen Rhian. It is a magical forest not quite of this world - time does not really pass in Avenwood as it does outside. Nor does anyone really age or die in Avenwood, but are bound to the Otherworld forever. During the day the Seelie Elves rule the forest and the Unseelie are forced to live among the roots of the great trees. However, at night, the Seelie retreat to the forest eaves while the Dark Elves run wild in the forest below.

The City Kingdoms (Renaissance Italy)
The City Kingdoms are the quarrelling remnants of the old kingdom of Ascuria. The City Kingdoms is probably the most volatile area in all of Karelan.  It is known as the 'battlefield' of the continent. The aftermath of the Aegis Wars has only accelerated the killing and dying. Ascuria is a peninsula, jutting out into the Sea of Tyrion. To the north, across the Chaurn Mountains, is Erileine. To the east is the Republic of Leotine, while across the Poisoned Sea to the west is Selucia. South lies the expanse of the Sea of Demons.
Asconis - The Republic of Asconis is an ancient and corrupt regime ruled by archaic public institutions, a vicious nobility and scheming merchants. The nobility is Ephidian in origin. Asconis guards the main mountain pass across the Chaurn and into Erileine. Charon is the chief diety.
Borvona - Until recently Borvona was the only Eseenian kingdom left on the Peninsula. However, the royal line was overthrown, and now a radical theocracy rules in its stead. Traditionally an ally of Erileine, it is now influenced by the more radical Jehanna.
Bossina - Once the kingdom of the demi-god Anicles, it is now ruled by his former henchwoman, Countess Anna Mazola. It has largely been reduced to the fortress of Bossina itself and the city of Puria.  Supported by Cassia.
Bribanti - A kingdom ruled by scholars, philosophers and artists. Its monarchy is elected by the wisest minds in the kingdom. The present queen is indeed an exceptional reformer. Monzo is its traditional ally. Chief deity is Mercury.
Cassia - The kingdom of Cassia possesses the finest army in the Kingdoms and is very much the emerging power of the peninsula. Anyone with military ambitions must eventually deal with the tyrants of Cassia. Cassia is closely allied to the Deep Dwarf kingdom of Gundr. Together Cassia and Gundr are often referred to as the Demiarchy. The Cassian's chief deity is Mars, while the Gundans worship Drun and Adis.
Custodian Estates - An Eseenian realm ruled by a secretive sect of the Knights Custodians. It is rumoured the Custodians indulge in blasphemous rites behind closed doors. Beset by the Orcs of Serkhi and pagan rebels in its southern provinces. The Estates recently lost provinces of Galina and Comorii during a slave rebellion.
Damansia - A constitutional monarchy controlling much of the trade in the Sea of Tyrion. Leotine is its traditional ally. Chief deities are Mercury and Saturn.
Forino - The pagan provinces of Comorii and Galina recently rebelled against the Knights Custodians. Forino is now a principality attached to Cassia. Its prince is known as 'Sclavo'.  
Fresii - A weak, failing absolute monarchy riven with corruption. Selucia is its traditional ally. The royal line of Fresii once ruled the entire peninsula. Chief deities are Neptune and Jupiter. Many of the upper classes are followers of Eseen.
Gienno - The domains of the deposed kings of Asconis. It is strategically important as a link between the Damansian coast and the city of Asconis.
Harlans - A Gessen colony (see Aris) situated on the sunken plains of the Bugine. It is a haven for pirates, privateers and other lawless types. Harlans is the largest, but by no means only, Gessen port in the Bugine. Other pirate enclaves include Skermer and Vorkelpoort.
Monzo - This city is a colony of the Magiocracy of Laharn. Dominated by a mysterious structure known as the Tochtmund Lighthouse, the entire area is prone to earthquakes. Hence over time much of the city has either slipped into the bay or collapsed beneath the ground. It is estimated that 75% of the city's area is either underground or underwater. It has an important influence on the City Kingdoms as a whole. Chief deities are Mercury and Saturn.
Serkhi - The Serkhi and surrounding Orc tribes were welded into a kingdom by two great warrior kings.  Since the recent death of Nazhan Nakaal, Serkhi is consumed by infighting. However this has not stopped the Yrch-Hai from encroaching upon the Custodian Estates.
Sozze - Pirate kingdom licensed by the monarchs of Fresii. Worshippers of Neptune. Links with Ko'esho'a and the Myrmidons of the Sea of Demons.
Torona - The famous free city of Torona, ruled by a Star Council made up of some of the most celebrated adventurers of the day. Torona is a city protected and ruled by adventurers.
Tucca - This is a rebel pagan province that once belonged to the Kingdom of Borvona. It is the location of the Forest of Oracles, the only fae forest south of the Chaurn Mountains.
Tuoc - An Orc tribal confederation lobbying Leotine to become federated to the Republic [/spoiler]


Title: Eda Revisted
Post by: Wrexham3 on November 03, 2007, 12:35:06 PM
Beginners Guide to Eda - Part 4

Nations of Karelan (Continued)



Title: Eda Revisted
Post by: Wrexham3 on November 09, 2007, 02:58:22 PM
Beginners Guide to Eda - Part 5

The Races of Karelan



Title: Eda Revisted
Post by: Wrexham3 on December 11, 2007, 12:31:10 PM
Beginners Guide to Karelan - Part 6

Classes

Title: Eda Revisted
Post by: LordVreeg on December 11, 2007, 02:18:47 PM
I understand the need to use the familiar names so that those on the outside can understand, but I'd call the classes what they are known as.

So instead of-
'Monk - Very rare in Karelan. Bahametian archonites are about the only people who can take levels in monk. However there are monastic clerics of the Essenean Church'

I personally would prefer-
'Bahametian Archonite-(As Monk)this and that notation'
'Draconian Thaumaturge'-(As Wizard) notes'


It's a little thing, but much of the wonder of a setting is in the names and histories, and how they interrelate with the cultures themselves, with the minimum amount of translation to standard D&D as possible.  I'd do the same thing with races.  Right now, i am seeing 'Orc' first and thinking of them as Orcs, instead of 'Yrch-Hai'  


Can I tell you how much I like the Guildarchy, and the makeup of Laharn and Nalgon?  Very nice.  

Aso, the orcish worship is interesting.  Of what origin is their magic?
Title: Eda Revisted
Post by: Wrexham3 on December 12, 2007, 10:16:19 AM
Thanks for the reply Lord Veerg.  I'll try to answer you as best I can.

Title: Eda Revisted
Post by: LordVreeg on December 12, 2007, 09:24:14 PM
Funny, the Orcash (orcs) are tied for the most populous race in Celtricia, with Hobyts.

So do none of your orcs cast spells?  It is sounding that way...and how would they compete if that was the case?  
Title: Eda Revisted
Post by: Wrexham3 on December 13, 2007, 05:45:34 AM
Quote from: LordVreeg
Funny, the Orcash (orcs) are tied for the most populous race in Celtricia, with Hobyts.

So do none of your orcs cast spells?  It is sounding that way...and how would they compete if that was the case?  

Title: Eda Revisted
Post by: LordVreeg on December 13, 2007, 09:42:47 AM
Quote from: Wrexham3
Quote from: LordVreegFunny, the Orcash (orcs) are tied for the most populous race in Celtricia, with Hobyts.

So do none of your orcs cast spells?  It is sounding that way...and how would they compete if that was the case?  

The Yrch-Hai are basically three races in one - Yrch (Orcs), Goblins (Svarls) and Hobgoblins (Uruks).  Goblins undertake most of the supporting roles that keep Orc civilization going - including religious duties and spell-casting.  Uruks are exclusively warriors who protect the civilization and keep it expanding.  Orcs fill in the roles inbetween - most chieftains, administrators and the bulk of the foot-soldiers are made up of orcs.  These three sub-races act in concert making orc civilization very flexible.  

What really marks out the Yrch-Hai out from other civilizations is their lack of individuality.  This is represented by the low intelligence and charisma scores for orcs and hobgoblins in particular.  Orc civilization is organized on a sub-concious level.  When it acts, it acts in a organized manner instinctively.  When it is attacked sub-tribes will put aside their differences and join the fight, while individual warriors 'feel' drawn towards the conflict.  If it needs to expand, its tribes will spontaneously migrate in great folk movements.  When it needs to colonize and consolidate these folk movements will break up.  This is the key to the dominance of Yrch-Hai civilization.  Humans may have their individual flexibility, but their fractuous societies are organized by bureaucracy, not by instinct.  Therefore Human societies cannot react at the same speed that the Yrch-Hai can.  Therefore the Yrch-Hai present a real challenge to human civilization - as the Republic of Tyrene is poised to find out.

By the way I had a look at the Celtricia web-site yesterday and I was very impressed.  I've got a free day today so I'll make sure I study it in greater depth.  I particularly loved the original map - a work of art.    
Okay, this is intersting stuff and much to my liking; I also have my tribal humanoids working in (fractious)concertedness.  It never made any sense that in a world with so much variety, that these races would stay totally apart.  So I really like the intergration of the Yrch-Hai collective.  Can orcs or hobgoblins cast if they learned?  Or is there some barrier?
I also like the way you have totally thrown out the 'chaotic' orcs, forming a lawful collective of races subconsiously steered towards working together.  Such a nation would be formidable once started on a path...
Who provides the high-level thinking for them?  I know it is Orcs, but what makes some orcs abale to lead?

(I have the Gartier (bugbears) as the highest average intelligence creature of the major races....smarter, actually, than humans and such on average.  Smart enough to almost always be in charge of the tribals...but smart enough to want to be part of an integrated culture, so the bugbears despise what they are in charge of....makes them sarcastic sons of bitches)
Title: Eda Revisted
Post by: Wrexham3 on January 08, 2008, 10:40:13 AM
Quote from: LordVreeg
Okay, this is intersting stuff and much to my liking; I also have my tribal humanoids working in (fractious)concertedness.  It never made any sense that in a world with so much variety, that these races would stay totally apart.  So I really like the intergration of the Yrch-Hai collective.  Can orcs or hobgoblins cast if they learned?  Or is there some barrier?
I also like the way you have totally thrown out the 'chaotic' orcs, forming a lawful collective of races subconsiously steered towards working together.  Such a nation would be formidable once started on a path...
Who provides the high-level thinking for them?  I know it is Orcs, but what makes some orcs abale to lead?

(I have the Gartier (bugbears) as the highest average intelligence creature of the major races....smarter, actually, than humans and such on average.  Smart enough to almost always be in charge of the tribals...but smart enough to want to be part of an integrated culture, so the bugbears despise what they are in charge of....makes them sarcastic sons of bitches)



Title: Eda Revisted
Post by: LordVreeg on January 14, 2008, 10:00:47 PM
[blockquote=Wrexham3]However the division between sorcerer, druid and cleric is probably quite blurred in Yrch society. The great orc civilizations of the Inner Sea regions may practice wizardry. [/blockquote]

I found this a very interesting comment.
So, do the orcs of the Inner Sea regions travel?  Is htere regular trade and communication between these orcan cousins?

I also wonder if there is an Orc 'collective unconsious' for the priests to tap into.  That so what powers all mentalist magic in my setting, but I see a great possiblity for and energy and a unique bent of minor casting.
Title: Eda Revisted
Post by: Wrexham3 on January 23, 2008, 11:43:06 AM
Orcs 
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Post by: LordVreeg on January 24, 2008, 10:25:08 AM
[blockquote=Wrexham3] Posted:  Wed Jan 23 2008, 11:48AM
Orcs travel a great deal between the Inner Sea region and the plains of Malvazar. The Empire of Teshenn, which lies at the heart of the Inner Sea region, has historically sought to extend its control over the Malvazar plains, with little long-term success. However, the trade routes from Teshenn, across the Samiral Sea and the Malvazar plains is somewhat equivalent to the 'Silk Road' in the real world.[/blockquote]
Just wondering how much knowledge of sorcery one group would brign them to the next.  You mentioned that some of the large Orcan countries might practice wizardry, so I was wondering if there was much travel between them, or if that could actually be part of a large-scale, ongoing plot development.

Title: Eda Revisted
Post by: Wrexham3 on January 24, 2008, 12:10:38 PM
The danger of the orcs 
Title: Eda Revisted
Post by: Wrexham3 on January 26, 2008, 01:04:45 PM
Chronology of Karelan - Part 1

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Post by: Wrexham3 on January 26, 2008, 01:07:37 PM
Chronology of Karelan - Part 2

Title: Eda Revisted
Post by: Wrexham3 on January 26, 2008, 01:09:20 PM
Chronology of Karelan - Part 3

Title: Eda Revisted
Post by: Wrexham3 on January 26, 2008, 01:11:05 PM
Chronology of Karelan - Part 4

Title: Eda Revisted
Post by: Wrexham3 on January 26, 2008, 01:12:45 PM
Chronology of Karelan - Part 5

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Post by: Wrexham3 on January 26, 2008, 01:15:41 PM
Chronology of Karelan - Part 6
Title: Eda Revisted
Post by: Wrexham3 on January 26, 2008, 01:17:24 PM
Chronology of Karelan - Part 7

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Post by: Wrexham3 on January 26, 2008, 01:18:59 PM
Chronology of Karelan - Part 8

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Post by: Wrexham3 on January 26, 2008, 01:20:26 PM
Chronology of Karelan - Part 9

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Post by: Wrexham3 on January 26, 2008, 01:21:39 PM
Chronology of Karelan - Part 10

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Post by: Wrexham3 on January 31, 2008, 06:58:46 AM
Lands of Karelan

Erileine

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Post by: Wrexham3 on February 04, 2008, 09:19:55 AM
Lands of Karelan

Laharn


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Post by: Wrexham3 on February 21, 2008, 05:09:05 AM
Lands of Karelan

Republic of Leotine


Title: Eda Revisted
Post by: Wrexham3 on October 20, 2008, 06:21:15 PM
The Phoros Rim

Title: Eda Revisted
Post by: Wrexham3 on November 04, 2008, 07:56:59 AM
The Phoros Rim

Title: Eda Revisted
Post by: Steerpike on November 04, 2008, 01:10:00 PM
The idea of a Republic of the Dead is really intriguing.  I'm kind of fascinated by Col d'Val and the Rim in general... you say that the presence of a cursed Alentia forced ships to cross further south along the Poison Sea - so is the Republic innately hostile, then?  Is the curse (and the volcanic eruption) a consequence of Venus' wrath?
Title: Eda Revisted
Post by: Wrexham3 on November 04, 2008, 03:14:50 PM
I would'nt say the Dead Republic is innately hostile.  
Title: Eda Revisted
Post by: Wrexham3 on November 05, 2008, 09:24:23 AM
The Phoros Rim

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Post by: Wrexham3 on November 08, 2008, 06:11:23 AM
The Phoros Rim

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Post by: Wrexham3 on November 12, 2008, 10:38:12 AM
The Phoros Rim

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Post by: Steerpike on November 15, 2008, 06:08:06 PM
The coexistance of the very alien Elder Darks etc and more antrhopomorphic deities is interesting - I very much like that Eda has an incongruous series of mythologies/religions, much like the real world, rather than a unified set of agreed-upon deities (Greyhawk, the Realms, and other fantasy settings tend to suffer from this...).

So Nal-Toth...  uninhabited but suffused with evil energies?

The Phoros Rim is probably my favorite area you've developed so far, probably because of my taste for the macabre.  There's a real sense of living history here (as in the rest of the setting).  Seafaring adventure on the Rim would be pretty awesome.
Title: Eda Revisted
Post by: Wrexham3 on November 16, 2008, 10:37:42 AM
Thanks for your comments, Steerpike.  I'm quite fond of the Phoros Rim too.  Your right in that I tried to create a 'real' history for Karelan encompassing economic and social movements, as well as the usual wars, catastrophes and political machinations.  I'm planning to write something about the direct consequences of the fall of Alentia in the 114-15th centuries (ie. the break-up of Ascuria and the origins of the Peninsula Wars).

A bit more background info on Nal-Toth and the Poisoned Sea.  Nal-Toth was drowned during a titanic struggle between the dragon emperor Ghyl and a usurper known to history by the rune 'Awakened Dragon'.  In an instant 'Awakened Dragon' slew the emperor and every dragon on the planet in an attempt to create a demi-omniverse which it could inhabit.  However it failed and was torn to pieces by the forces it had unleashed.  However 'Awakened Dragon' was able to subsume a failing time line to create Edar, a parallel world to Eda.  This became the basis of my Hollowrought setting.  For more information check out:

http://forums.gleemax.com/showthread.php?t=581043&page=3

http://forums.gleemax.com/showthread.php?t=581043&page=4

All the enteries marked 'Hollowrought' relate to Edar, and its a far more darker, more macabre world than Eda, so it may be more to your taste.  :)

I've never fully developed Edar, and only used it in one campaign.  Therefore I've only developed the liberocracy of Gilendi and the Menean Kingdoms of Dusk
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Post by: Steerpike on November 16, 2008, 03:48:17 PM
QuoteGilendi is surrounded on all sides by wilderness and waste. The alternative Carolan of Hollowrought is dotted with isolated cities or clusters of cities surrounded by the overgrown ruins of what was the mighty Grand Republic of Orthere. The technology level of Gilendi is roughly 18th-19th century, with flintlock rifles and steam carriages. Fortified positions keep the Nemeans and their dog-orc and dog-goblin slaves at bay. The Gilendians have little idea of what goes on beyond their borders - occasionally they hear of other cities and lands which survived Orthere's collapse, but generally the wilderness is too dangerous to attempt to cross. No Gilendian would dare enter the Slough Trough - the black platforms is a place of the First, who are said to have enslaved the Eldar Darks to their will. The Gilendians leave such evil to sleep. A great forest grows all along the edge of the Slough Trough which the Gilendians rarely enter.

This caught my eye just because of the similarities between it and the two settings I have on the board, both with tech levels round the 18th-19th century (though the Cadaverous Earth really has more of a pastiche tech level borrowing from many eras) - cities surrounded by waste, a malevolent stretch that few enter (Slough Trough/Slaughter-lands) and/or a malignant forest (in my setting, the Tangle).

I like the idea of the alternative Carolan, it reminds me of my favorite Buffy episode where Sunnydale temporarily turns into a vampire-run town in the absence of the Slayer heh.  I'll definitely keep reading.
Title: Eda Revisted
Post by: Wrexham3 on November 16, 2008, 04:56:02 PM
"This caught my eye just because of the similarities between it and the two settings I have on the board, both with tech levels round the 18th-19th century (though the Cadaverous Earth really has more of a pastiche tech level borrowing from many eras) - cities surrounded by waste, a malevolent stretch that few enter (Slough Trough/Slaughter-lands) and/or a malignant forest (in my setting, the Tangle).

I like the idea of the alternative Carolan, it reminds me of my favorite Buffy episode where Sunnydale temporarily turns into a vampire-run town in the absence of the Slayer heh. I'll definitely keep reading."


Re-reading it, there are a lot of similarites between the Cadaverous World and Hollowrought.  I basically came up with Hollowrought as a substitute for Ravenloft and therefore used the same approx. tech levels as that classic setting.  I used Hollowrought for one campaign which saw a temporal convergence between Eda and Edar.  However I've never developed the setting since.  I think the major difference between the Cadaverous World and Hollowrought is that the former is about physical decay, while the latter is about madness and mental disintegration.  Hollowrought exists in the mind of a mad god, and that god is going slowly senile.  As its mental capacities diminish, reality breaks down.  This links in to what we talked about earlier - the Vancian 'slow winding down of time' as Edar gradually falls apart.  It is the rationalists (a philosophical position which in real life I have little time for) who are keeping things together.  The Cadaverous World is far more visceral, more 'meaty'.  It is the roleplaying equivalent of the Grand Guignol.  Two different approaches, two distinct settings but a lot of similarities.  However yours is a lot better fleshed out than mine (no pun intended).
Title: Eda Revisted
Post by: Wrexham3 on November 18, 2008, 09:39:41 AM
The Phoros Rim

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Post by: Wrexham3 on May 27, 2009, 05:56:31 AM
Tellamunda

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Post by: LD on May 30, 2009, 12:07:40 AM
Is there anything else special about the orcs?

If they are manifestations of chaos, maybe it might make sense to give them some chaotic special abilities? I always wondered why "chaos" creatures lacked even a shade of the power they wanted to unleash.

good luck!
~LD.
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Post by: Wrexham3 on May 30, 2009, 06:54:58 AM
As I said I based them off the Broo in Runequest, so they can pretty much interbreed with almost anything with two legs (although recently I had a game with orc/hippogriff hybrids so who knows?).  Nine times out of ten the resultant child will be orc.  Plus they will force themselves on anyone they capture (and I mean anyone) and will often eat them alive.  In a lot of ways they are like the reavers of Firefly.  They are universally loathed and capture is to be avoided at all costs.  The PCs genuinely fear the orcs of Tellamunda.  They are not just another enemy race.

As for chaotic special abilities their elemental masters have granted them Resistance 10 to Fire, Cold and Electricity.  I also give individual orcs and orc groups special abilities.  Many orcs are also lycanthropes - such as the devil swines of the Cult of the Pig, who live in the Wenwoods above Pelleon.      
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Post by: Wrexham3 on May 30, 2009, 07:53:04 AM
The World of Tellamunda

Title: Eda Revisted
Post by: LD on May 30, 2009, 10:39:38 AM
Okay, the resistances sound good. I had no idea what the "Broo in Runequest" were.  And the lycanthropic tie sounds like it has a great deal of possibilities!
Title: Eda Revisted
Post by: Wrexham3 on May 30, 2009, 04:52:55 PM
Orcs are a strictly non-playable race although half-orcs are allowed.  
Title: Eda Revisted
Post by: Wrexham3 on June 04, 2009, 02:08:20 PM
Empires, Civilizations and Places in Tellamunda

Title: Eda Revisted
Post by: LordVreeg on June 04, 2009, 03:09:39 PM
Quote from: W3although recently I had a game with orc/hippogriff hybrids so who knows
that is all kinds of awesome.  I have herds of centaurs roaming the tiche plains, but that?  I need to use this.  Somehow...  
Title: Eda Revisted
Post by: Wrexham3 on June 04, 2009, 03:46:43 PM
In D&D 3rd ed. Monster Manual II (pg 216) are rules for Tauric creatures - I just used them to create my orc/hippogriff creatures.  I can send you their stats if you like.  Whatever else you say about 3rd ed. its flexibility is brilliant.  
Title: Eda Revisted
Post by: Wrexham3 on June 09, 2009, 04:04:01 PM
Empires, Civilizations and Places in Tellamunda

Title: Eda Revisted
Post by: Wrexham3 on June 13, 2009, 03:16:06 PM
[bSovereign Dragon[/b]

Title: Eda Revisted
Post by: Wrexham3 on June 22, 2009, 07:08:34 AM
The Forever War '" Origins of Githzerai, Githyanki and Mind Flayers