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Eda Revisted

Started by Wrexham3, August 01, 2007, 06:10:00 AM

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Wrexham3

#15
The Elves of Eda


Wrexham3

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.  

       

Wrexham3

#17
Beginners Guide to Eda - Part 1




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?
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Wrexham3

#19
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?


Wrexham3

#20
Beginners Guide to Eda - Part 2

Main Religions

Wrexham3

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]



Wrexham3

#22
Beginners Guide to Eda - Part 4

Nations of Karelan (Continued)




Wrexham3

#23
Beginners Guide to Eda - Part 5

The Races of Karelan




Wrexham3

#24
Beginners Guide to Karelan - Part 6

Classes


LordVreeg

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?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Wrexham3

#26
Thanks for the reply Lord Veerg.  I'll try to answer you as best I can.


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?  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Wrexham3

#28
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?  


LordVreeg

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)
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg