World of Kerren · Legacy archive

The world of Kerren

Started by MoonHunter Mar 31, 2003 115 posts Locked

  1. #41 Some additional thoughts....

    #41
    The Colonists must of been part of a movement towards a "simpler life" without the excessive high technology of Terra. Figure they are a backlash from some technological disaster.

    The colonists come to Kerren with a work together, cooperative, vaugely socialist attitude, rather than a we come, we conquer, we loot, we leave attitude of many colonies (in the 17t-19th century), This could be related to the political ideas and climate of their times, or could be part of the simpler life movement.

    It could of been a religion, a latter day mennanites. All it would take is for the priest to die off early, and the doctor to take over the psuedo religious duties... (or the priest could of been the colonial doctor). Of course the religion could of been a diffused religion like Buddhism or Confuscionism. If that was the case, it would explain a bit more.

    The original population decided to do without money, so they created a central distribution system with record keeping, like the Feudal Japanese system. It is very efficient. It also allows for external bartering for credit.

    I also see the colonial landrush coinciding with two things... invention of a cheaper star drive, so companies rather than just governments could make them and a crisis of somekind that would make moving off world seem like such a good idea. Perhaps the cheaper star drive is a one way shot or the fuel is expensive so colonial companies buy just enough... like the wagon trainers bought "just enough" supplies.

    Remember the the survey company was selling data. They sold the data they wanted to sell. The survey team did a slip shod job, but the survey company sold these people a bill of goods.

    By the way, Dragons can be used as ground mounts. Since flying with a Ryder is somewhat tiring, only if they are sprinting on the ground, do they get really tired. Warping takes some fatigue as well, so you have the d20/X number of turns flying plus the fatigue for warping... makes for tired dragons.

    Hmmm. If this is the case there are probably "watch towers", waystation that the Ryders have set up to land and rest. The watchtowers make for convenient jump points, one warp apart (figure 300 miles), and all you need to do is learn the jump points on the route to where you are going... rather than having to memorize dozens of locations. Towers make for regular routes as well. (That is a strike against them... but we will see).

    So these way stations might build up little colonies... like the restraunts/ gas stations/ tourist traps you find along a long strech of boring highway. They might be used by ground traders as well. However, given the large and carnivorous nature of the local fauna, maybe not.


    The River/ sea boats they are using are larger bi and quad hulls with superior sail systems. These boats are now being developed and are going to be used for the boat racing circuit soon.

    =D =D
    HHHH
    =D =D


    Several people has stated a dislike for the name warp. Shall I just call them Ley or Dragon lines that the dragons move throught? However, this metaphor does not work well for the fading ability, nor some odd warp abilities of zhan and jumpers. I am taking suggestions if you have them...
  2. The world of Kerren

    #42
    Give it several names.

    1. Do they call it the same name if it is not entirely the same thing? Say dragons warp or jump, some monsters fade, Zhan... just pop up during storms.
    2. DO they actually know it is the same kind of special effect? If they know, they may have different names for it, just to differ (a proud Ryder would not do the same thing as some dirty zhan, right?). What if they do not know, or are not sure? For all it seems, zhan are somehow created during storms.
  3. #43 Hmmmmmm.

    #43
    I used the term "warp" for three reasons
    1) because of the sci fi feel I had for the world.
    2) I wanted it to interact with warp drives when the star people arrived..
    3) Warp was the power in my game system that all these effects occur under.

    I have been working under the assumption that all this "warping" was possible because of some unique aspects of the Kerren star and planet. I wanted that to keep the Dragons from leaving the system after the star people get there (if they do). However, This assumption is completely tossable.

    You make a good point. They may all be the same thing, but people would use different terms for different aspects. (a proud Ryder would not do the same thing as some dirty zhan, right?). So there could be multiple terms for the same exact effect, just for the psychological comfort.

    Actually we could make it a plot line, like the "maybe there is a cure or innoculation" plotline, that would be an investigation finding out that Dragon and Zhan do exactly the same thing. Maybe the Ryders could warp back to the hell that is the Zhan homeworld. (Thus the concept of space suits will be revivied from the old records...

    oh oh oh! Then if the star people show up... and in space you have a really far line of site, the dragons rule the spaceways.
  4. The world of Kerren

    #44
    Dragon's in Space. That would be a name! :wink:
    or
    Space Dragons! :P
  5. #45 Nope

    #45
    That would make it Dragon Star. No I want Star People to be a suggestion option... A direction to take the campaign after you have established it as a Kerren Science Fantasy Campaign. You could go fantasy and have dragonoids from a fantasy gate arrive. Apply a plauge. Have a deluge. Do what you want to keep the campaign dramatic.

    You see drama is what it is all about. The setting is dramatic. The monsters create a setting of constant physical danger. The real danger and drama in the world comes from the human conflicts. First the personal ones, between people at the ward. Then you will get into larger conflicts.. intra ward, intrawarden, political... you get the idea. However, if the conflict gets stale, you can inject a new source of drama.. star people, dragonoids, aliens from under the sea, a new plague, a plague that strikes only dragons, or any number of disasters. If the game does not have tension, if the gamet does not have the potential for change, if it has no inherent drama, then it become less interesting... potentially boring. We all know what happens to boring campaigns? That is right, They end, either mercifully (by the GM) or players begin to vote with their feet. So every campaign suppliment should always have a section on how to help build and maintain the drama of the campaign setting.

    A few things I need to type about...

    a) Greetings should be an arm clasp (if you are familiar with the person) or a bow, (if you don't or they are significantly your social superior).

    b) A wave is always the good bye or get attention.

    c) Food has an Asian Feel to it, given rice being the dominant grain. However, meat seems to be a popular food source for humans as well as dragons. We should generate some regional cuisines.

    d) The funnerary customs are to burn the bodies on a high standing prye. The local scavangers would to taught the Colonists the futility of burying people.

    e) Marriage is the handfasting I listed before. While it is a contract that lasts X length. If you renew once, it is assumed you will renew forever, there being a bit of shame attached to not renewing.

    f) Remember that Kerren Clusters are small towns in very many ways, with large ones being 5000 people. So think small town... small airforce towns.. with new pilots flying in frequently.

    g) In many ways, Feudal Japan is a good way to think of Kerren. There co-op economic systems, their elite fighters, a lord that rules over most aspects of life in their domain/ ward, and an honor system (more chivalric than bushido), all have echos to Feudal Nippon . However, the change of honor code and the loyalty projected to the Ward, rather than the Lord/ Warden, make all the difference.

    h) Clothing:
    Male: Breeches and shirts. An over jacket for nicer occasions.
    Most of the men's shirts are of the Cavalry or Russian cut, so the buttons go up the side and across the top of the chest.

    Female: working- Breeches and a variety of tops
    : less active working or off work, skirts, with a variety of tops.
    Single piece or nice dresses for nicer occasions. Souther women tend to wear them all the time.

    Boots are the normal wear. They range from low to thigh high, cuffed and non cuffed. The bugs in Kerren make flats/ slippers for anything other than inside very impractical. (heck even then...) . Short people wear higher heels, male or female both.

    Ryders wear breeches and shirts. Sometime the pants are leather. They almost always wear a leather jacket, again with the Cavalry cut. Many of their jackets and some of their pants are hard leather or with hard leather patches. This allows it to function as Armor against Zhan. Some people wear an aviator's cap, of soft leather or hard. They will frequently have goggles and their wing scarves. They wear heeled boots as well, to help with their stirrups. When not on duty, they will wear more normal clothing, but often throw parts of their Ryding uniform in to show off their status.

    The rain gear of choice is a duster, perferably of oiled cloth or soft leather. Herders tend to wear a distinctive hat (cowboy).
    Umbrellas are seen in fair and foul weather, for shade and protection.
    Fans are common for women and men in the South, but only for women in other areas.
  6. please vote/ post in the Kerren Poll II

    #46
    I am looking for acceptable ideas for new names.
  7. #47 Honor code:

    #47
    It is the presence of the honor code that makes Kerren such an interpersonal drama (soap opera). Everyone follows it, to some degree. Only Ryders are held to it.

    Honesty:
    To self: Since you have to be honest with your self, you find yourself doing and acting on feelings, that other societies would normally suppress (by lying to yourself about their importance)
    To everyone: You are supposed to be honest with everyone, yet we we all know how too much honesty can be a problem. This rule is often in conflict with Duty and Cooperation

    Co-Operation: Kerren society is built upon the foundation of cooperation. You are bound to help people in need, to do what you can for the wing/ ward/ cluster/ society as a whole. You may hate someone's guts, but when the Zhan are falling, you work with them as a full part of your team. Sometimes people repress honesty to make cooperation possible. Sometimes your need to do what is best for the group, you have to toss personal loyalty out the window.

    Duty: Every person has a job to do and they should do it, no matter what. Kerren's cooperative society, everyone does there part. If you have been given a duty, you have to do it... everyone is counting upon you. Some people see this as a need for excellence, however.. the code implies you just need to do the job well... not better.

    Loyalty: Loyalty to ones's crew, one's "captain", and one's friends is a very important ideal. However, it creates the conflict when dealing with duty, cooperation, and honest.

    "Word": This is not technically part of the "code". It is a bi-product. It is one's reputation. In a society and as stratified and small as Kerrens, your reputation is how people see you. Since many of the laws and rules are subjective to the Warden (head of the ward), the ward's opinion of you becomes very important. that is why when someone is a bit too honest, duels will often errupt to defend one's word.

    Cool little honor system. In theory, a perfect one. Like all honor systems, when you take them a bit farther than they were designed, they can create some strange results.


    You know. I sort of miss Penguin's meltdown on this thread. Oh well. It is probably for the best

  8. #48 Why is this not Pern.

    #48
    The entire article is located at http://www.randomhouse.com/delrey/pern/amcc/article.html

    The key quotes are I do have to be ruthless with those who want to write--or play in--Pern. Although I allow a fair amount of latitude (there are plenty of directions that don't violate my sense of what is possible, or permissible, on Pern), sometimes the imagination of those fascinated by Pern exceeds the bounds of the common sense that dictates what may, and may not, happen to the Weyrs, Holds, Halls...and, of course, the dragons. so I've occasionally had to police online games, and turn down ideas for MOOs, MUSHes, and IPGs. I have also had to staunchly turn down offers of ideas for stories. My works must be original to me, and I've no lack of ideas of my own to explore.

    In short. Pern is hers. Even if I applied for a license, it still has to be hers. I totally respect that. If I had the Pern license, I think I could stay within the spirit, but I would be loathe to think I might stray beyond it.

    Yet, Pern, as a roleplay environment, has some issues that need to be addressed. If I addressed those issues, I would stray beyond cannon. Thus, Kerren... a world that has similarities to Pern, yet is very, very different. That is why not Pern.
  9. #49 Religion...

    #49
    Thoughts on it.

    There is no organized religion on Kerren. Either there were no priests, or the priest died early on and the doctor/ healers took over as the spiritual leaders of the people. Since they were doing the educating, it was easy.

    The religion is analogous to Confusionism, a self of general beliefs and vauge spirtuality. It is taught as part of their culture, rather than a subject to study unto itself.

    All Kerrens have a general beliefs

    1) The Honor Code is part of the religion tennents

    2) People have to live with harmony in nature, you must respect it. They had this idea before they colonized here and learned greater respect for nature when they found out "nature" would casually walk through their city walls and rip people apart. (The first Guliver quote: "See, I told you so.")Kerrens do not build damms or change the environment on any scale. They don't build in flood planes or places where they would be in danger. After all, the world is dangerous enough... why add more danger to it.

    3) There is a generalized belief in a blance and flow in the universe. If you are in harmony with the universe, the universe will be in harmony with you. The universe has a plan that you can't see in the chaos of the details, yet each piece of the plan is important to the whole plan.

    4) A Karmic ideal is there.. action have consequences both in this life and the next.

    5) Afterlife is returning to the spiritual whole. You heal and learn from your experience and then come back some day.

    6) Technology is not bad, but it needs to be responsive and appropriate to the world.

    Okay... this is sounding like the Force from StarWars... Maybe they rerleased the first trillogy in 2090...

    We know the colonists wanted a simplier life, after some technical disaster on Terra (Some nano-tech probably turned a city in grey goop before contained). there was a "lets live simplier and with less technology" movement. I am sure there was some charismatic public figure leading this movements. He did not come along on their ship.

    They arrived with this pioneer idealism... and some basic social ideas (though some of these ideas come from their society in the last 21st century). These were the foundation of their cultures.
  10. #50 Radios and Electricity

    #50
    If these people have electricity and radios, why aren't they using them?

    Some of it has to do with the excessive nervous structures found in all Kerren animals, but especially in the Dracos (Dragons, Chirpers, Jumpers, Swimmers, etc). It makes them sensitive to electromagnetic fields. Longer radio broadcasts and electrical fences would attract animals.. large animals... flying animals...

    So. While there can be electric lights, radios, TV, and electric fences, they actually caused more harm and trouble than their advantage. Now, only Warrens have radios and they are used for short messages. Since Dragons can send a message in a few minutes anywhere in the world (a few dozen jumps) and not attract large critters, radios are used for emergencies or very short messages.
  11. #51 food

    #51
    I decided that only two Terran staples took hold on Kerren: Soy Plants and Rice (they both are quick growing and can grow in a variety of terrains/ soil conditions). There are a few other vegetables and fruits that made the transition, Potatoes not being one of them. Open fields are possible here, as they are outside the walled clusters. A variety of veggies (native and not), some grains (the local wheat needs a few centuries of domestication before it is really worth eating, so we have rice and soy), and a variety of fruit and nut trees.

    All the Terran food animals (cows, pigs, chickens, and goats) didn't survive the local preditors. Neither did the horses. Soon after they were all eaten, the colonists discovered that the electric fences actually attracted most Kerren animals (see radio/ electricity). Lucky for the colonists, Gips were practically domesticated when they arrived. In addition to producing leather, and producing leather without having to be killed (by peeling off some levels of their thick skin... like sheering a sheep but with a machette), they produce tasty white meat.

    Fishing is possible, but is never going to be a recreational past time on Kerren. Lake, Delta, and river fishing is possible, but dangerous. Fishermen need dragon overwatches to make sure the large critters in the water don't decide to snack on them or their catch.

    Other animals are also good food sources. Since megafauna is quite prevolent, one kill can feed a large number of people for days.

    Given Warrens and Clusters being dug into cliffs, Litchen and mushrooms are also cultivated in those dark, wet cliffside caves.

    Bee Keeping would be a more dangerous habit here, given the fact that insects are normally three to five times larger than their terrestrial analogs, and more robust because they are competing with megafauna. However, given the size of the local bees, they would produce larger quantities of honey.

    What does this mean for the local culinary scene?

    We have dinner items akin to Japanese, Chinese, and Indian cooking: rice bases, with other items in a sauce. Veggies and Mushrooms, plus meat, add sauce, place over rice (Or just mean in sauce). Pasta with rice flour noodles would be another popular item. Riceballs and sushi like tidbits would be other options

    If the tomato grows in the local area, then you would have Italian food, as prepared by Japanese/ Chinese chefs who never had eaten Italian food. Similar forms with very different spices.

    Given the type of food, chop sticks were probably the primary eating tool for sit down dining, though the knife/ fork/ spoon would be available.

    Soy products would take the place of dairy. Soy Milk and Cheese would be their dairy. Eggs of Gips would be edible, but since they reproduce nealy assexually (only way to keep up with predation), they are almost always fertilized. The Kerren have not found another Saurian that they can easily domesticate for meat or eggs (It took nearly 1200 years to make the chicken the egg laying machine that we know today, so give them some time... they have only been here for 7-10 generations).

    There is not the variety of spices on Kerren that there are on Terra, so the food is a little blander. Garlic is there and possible a great animal repellent (as well as people repellent). Honey is there for sweetness (lots of it because the local bee creatures are 5xs earth size).

    The food in one area of the world would be similar to the food in every other area of the world. This is because things can be traded across vast distances via Dragons in a few minutes. The ability to travel and communicate great distances easily blocks the creation of regional styles and tastes.

    Cookies and Cakes would be possible with Rice and Soy flour. The lack of Eggs would be an issue, but cooking with Honey, chocolate, and Soymilk should make a variety of tasty treats possible.

    Alcoholic beverages would be Local Wheat Beer, Rice Wine, Fruited Rice Wines.

    Non Alcholic drinks would be a variety of carbonated waters with syrups, root beers, and lemonade like drink.

    Tea? Probably. It can grow in a variety of soils. Would they bring Coffee? maybe.. but coffee trees are not very robust. Chocolate? I can't see humans existing willingly without it. We add a twist and make Dragons chocolate addicts...
  12. #52 Night Sky and Calender issues

    #52
    The Nightsky over Kerren is fairly basic.

    One Moon, smaller than Terra"s moon, but closer.
    The Lunar Cycle/ Year is 30 days. The Lunar day is 10.
    That means the face of the moon changes visably over the night and the period of the moon from new to full and back again is 30 days
    I want the periods to be something like this...

    There will be one planet close enough that you can see it most summer nights to be nearly moon bright.

    There should be bright star bands... they can see the Milky Way in a way that no one on Earth/ Terra could see if for over 150 years. The night sky should be intensly bright.. as they don't have the smoke of the industrial revolution and industry since to blight the sky.

    I never considered the time issue for the planet. Oops.

    For Kerren
    One day is 22 terrestial hours.
    One cycle/ Year is 340 Kerren Days.
    That would make the seasons ever 85 days.
    Axis tilt is a mere 4 percent so the seasons are not severe in their change

    So this is not neat like so many fantasy worlds. However, what in the real world is. I am not wedded to these times, but it does have a feel to it.


    Calender
    The question I ask is would they a) import the earth calender and adapt it, b) make their own based on the cycles of their new world, c) be very science like and do metric time.

    c) is unlikely given their "less science and tech stance"
    a) Possible because they did name their kids after where they came from.
    b) Possible to exert their independence and to make a time system that make sense for the world.

    Sigh


    Months can't be based on the moons.. there are 10 extra days.
    We can have a synthetic calender like ours, with 10 months of 31 days, and one month of 30.

    Weeks should be 10 days any way we cut it. You could tell the day of week by the face of the moon.

    Would they keep there 12 month calander 28 days and every 3 months being 29? This fits nicely with the seasons.

    but it makes the other elements messy.

    Time:
    Should it just be an 24 Kerren hour day? Kerren Hours being .91 conventional hourr, but still
    11 hours a day, with days going to each month
    12 hours a day if they go with the 12 month calander
    Perhaps metric time? Noon being Point 5, Six o clock Point seven five

    So a Kerren second is .91 seconds to make the system work, if they do the 12 hour break down. I could use the standard seconds, minutes, hours situation to avoid player confusion. Unless you have a Terran timepiece, you would never notice the discrepency.

    They would use the standard Terran second if they used 11 hour day.
  13. The world of Kerren

    #53
    Chocolate? I can't see humans existing willingly without it. We add a twist and make Dragons chocolate addicts...


    Not that it really matters, but there the only place that can grow the cocoa beans that create chocolate is in a small band around the equator. I thought that was pretty interesting.

    Several people has stated a dislike for the name warp. Shall I just call them Ley or Dragon lines that the dragons move throught? However, this metaphor does not work well for the fading ability, nor some odd warp abilities of zhan and jumpers. I am taking suggestions if you have them...


    Warp. It disagrees with me. Dragon Lines is very nice but not a universal I guess. But we call roads, freeways, expressways, etc. Perhaps Dragon Lines could be the generic, Zhans Jump, Others Fade, others do whatever, just call it what it what they do. Dragon Lines is the main freeway, but the Saurians (can't remember the name of the dinosaurs, will fix it in a moment) could fade in and out of the Dragon Lines the Zhans jump or pop out of the Dragon Lines. Doesn't necessarily have to perfectly describe the "warp," not like warp perfectly describes it anyway. Dragon Lines is intuitive and more or less describes the majority of PC use with it. The other things can just be different ways to use the Lines. (I may be off track a little, will try and reread some posts)

    Timelines: I never use them. .91 is a little too in depth for me to spend time figuring out and anytime I have ever tried my own system of time (months and day names only) it always reverts back to the familiar. Doesn't really add anything to my game except for the fact that a moon will be full every 10 days and another one every 30, or something generic like that. All I need are the large differences. Different color sunsets, two different sunsets, colors of the moons and directions they can be seen (for navigation)...stuff like that. Cool that you figure it all out though, and I am sure there are some that use it and are nitpicky about the subject, just not me. I say the less you deviate from the norm, the better. 6 hour days and nights would be fine because you can still divide them into a normal day. Stuff like that, but to make it so close, yet be different....

    It may, when it comes down to it, not really matter. If their manner of time is different then earth, they wouldn't know it and so would go on the assumption that it is simply normal. So if it is normal to them, it may as well be normal to us and go with our normal times. It is relative. Maybe good for background info, but through time they would probably develop their own timing more naturally. I don't know, I confused myself writing this.
  14. The world of Kerren

    #54
    dont take away chocolate, it is our life support.
  15. #54 Chocolate and Thoughts on WarpSpace

    #55
    Chocolate. Hmmm. I guess the chocolate on this world will have to be Carob or gene modified chocolate trees. In addition, milk chocolate is no longer possible as are some other kinds, since we lack true dairy.



    Thoughts on Warp or WarpSpace: Warpspace is like subspace or hyperspace or N-space that sci fi writers just love. It is a different dimensional level that physically overlaps with our dimension universe. The different universe has different spacial properties, allowing you to do things like FTL.

    My view of this Warp area is that it is a large fluid space, with rivers/ flows of energy sliding from high potential areas to low. This view comes from thoughts on the flow of CHI. Is warp the chi field? Perhaps.

    The Warp lines the dragons use are the same as Dragon Lines or Ley lines in the air. Being in the air is important because you can exit and not worry about landing inside or nearly inside something.

    Are you entering hyperspace? Maybe. Are you entering the Astreal plane for a moment? Maybe.

    You move into warp. In a moment later you move out of warp. To you it appears one world ripples out to be replaced with another- a fade desolve sort of thing. In addition, you have a sensation of movement- a whoosh.

    Fading is only possible if you are immobile. Shunting is grabbing the first line you encounter and going a random direction.. preferably not into something solid. Warping takes finding the right dragon line and sliding through it.

    We can call it all the same thing.. entering warp. We should have different names for each aspect of it. I think warp is sticking in my mind because the colonists would of called it warp after their warp drive...

    But I could be wrong...
  16. #55 Lighting

    #56
    If we do not have electrical lights... how do people see in the caves and dark.

    Candles: Wax Candles are very do able on Kerren. However Bees are nearly 5 times their terran counterpart's size, so wax and honey gathering requires brave people in hard leather suits.

    GlowGoo: Glowgoo is some biologic slime that often falls from storms (usually Zhan storms, but not always). It is a biolumincent slime that is a plant parasite. As it draws the water out of a plant and into itself, it glows. This goo, plus an air fern of any variety creates a symbioltic relationship. It supports the goo without having enough water pulled through to kill itself, thus glowing softly for nearly forever (the air fern gets its light to grow from the goo). This stuff is planted along the upper part of walls, adding a soft glow to rooms and corridors.

    Biome balls: Water, Air, Water Pant, GlowGoo, and a fish, all in a sealed glass ball. It becomes a well balanced little environment. Fragile and not as useful, but pretty.

    DiVinci Globes: The most advanced glass oil lamps ever created. The ball inside a ball design allows for 360 degree lighting with the oil betweent he two balls actually magnify and spread the light.

    Shutter Lanterns: An advanced design requiring glass, hard leather, and oil. Used for mining on Earth, they provide stable flash lights on Kerren.

    Glow Sticks: Snap the little cartridge and these sticks glow for ours. Yes, they still have a strong grasp of science here.

    Any other questions?
  17. Re: #50 Radios and Electricity

    #57
    Some of it has to do with the excessive nervous structures found in all Kerren animals, but especially in the Dracos (Dragons, Chirpers, Jumpers, Swimmers, etc). It makes them sensitive to electromagnetic fields. Longer radio broadcasts and electrical fences would attract animals.. large animals... flying animals...

    So. While there can be electric lights, radios, TV, and electric fences, they actually caused more harm and trouble than their advantage. Now, only Warrens have radios and they are used for short messages. Since Dragons can send a message in a few minutes anywhere in the world (a few dozen jumps) and not attract large critters, radios are used for emergencies or very short messages.


    Since ANY electrical circut using alternating current has a frequency, I must assume that it is not the frequency, but the amplitude that irritates or attracts the local wild life. This would also rule out using microwaves instead of radio, since a microwave generator uses a high amplitude. Lasers communication would still be available since it can use DC, but that restricts you to line-of-sight and gets all but nonfunctional in anything less that clear weather.

    Couldn't the wildlifes issues with electrical frequency be utilized in some way, say to lure them to one location or keep them away from another?Even on a metal poor world, you could just use some metal to make a small generator, like baseball sized, and use something else to create the circut. Other things can conduct electricity, like water. You could put the generator into a small stream and divert part of the water to make the circut and then leave and let the beasties be distracted.
  18. #57 Lures

    #58
    When you put it that way, I guess I will need to add a "lure" to the equipment list. The Lure would be a small hand cranked radio transmitter. It would attract many saurian and all Dracos in an area when "set off".
    ***Thank you Agar***

    The neverous systems of all Kerran critters are sensitive to electrical and paraelectrical forces. There spinal lines create an antenna of sorts. Dracos, who have wings (or large skin flaps) have more antenna area, therefore are more sensitive to transmissions and can broadcast. Because they can broadcast in the paraelectrical ranges, they can enter and exit warp.

    (Paraelectricity is related to Warp and is part of the psuedo science mythology of this game)

    The Kerran desire to live with nature dictated their removal of electrical items, which was perhaps a bit lower tech than they had originally planned.

    Note: The most interesting use of a lure is the ships beacon. Long ago, when they figured out that the electrical connection, they had to do something with the colony's (ships) beacon. Without the beacon functioning, interstellar society would lose track of them. (It seems that even with the beacon, they lost track of them... but I digress). They shipped the beacon to a semi-stable area away from all the colony sites in a fairly uninhabitable area. Of course, fifty to 100 years later, somone inhabited the area. They found a plentiful number of wild dragons (and jumpers). This Ward uses its dragon resources as its primary trade item. The Ward is currently hiding the Beacon in their Ward, to attract wild dragons to the Warren.

    Note: Dragons can tell who is imprintable and who is not. They tell their partners when they are searching for them among the people. This fact allows me to avoid humans that are developing real psionic powers.

    Note: The Sun of the Kerren system is responsible for the odd energy field that allows for Dragons and Zhan to Warp. This field effected the scout ship and the colony ship coming in. It could be the reason that no body outside of Kerren has picked up the colony beacon.
  19. The world of Kerren

    #59
    So the beacon is like the thumpers in Dune? Neat. But what happens if it conks out?
  20. The world of Kerren

    #60
    Ya know, since I've been reading Children of Dune, a thumper is exactly what I was thinking of.
  21. #60 DO'H!!!!

    #61
    A thumper. I should of thought of that. That is exactly what it is.

    What happens when the thing conks out is that the animals are no longer attracted to it. So they will either settle in their new area, look around for what it was that attracted them, or head home to their home range. Kind of what happens when wolves or dogs hear an ultrasonic call.

    So if you are counting on the distraction, you better hope it continues to run. Of course, as the GM, I would frequently apply a "mission impossible" like complication, and have an unexpected problem with it just to spice things up.

    Dune, the book that made me want to use the term speculative fiction for most sci-fi and some fantasy. It has fantasy elements, science elements, and some good dramatic elements, as well as some strong alegories.
  22. #61 Weapons of Choice...

    #62
    I was playing with the weapons a Ryder would carry. The weapons need to be primarily one handed and designed for use against monsters rather than humans. (though we will be using them against humans from time to time... Warfare is not practiced on Kerren, but duels and assasinations are)

    Also remember that most items that we would think of as metal are hard leather, treated Gip hide that is nearly as tough as steel.

    *Combat Knife: A multipurpose tool really. Weapons a Ryder might use need to have really good grips, lest they drop them and they fall to the ground.

    * Crescent Knife: A knife made from a dragon's claw.

    *Circle knife: A round bladed circlular blade. Used in China. Can be thrown. And is also a tool for skinning animals. Good ones are metal, but leather ones are quite common.

    * Spear with a cross bar on the head- a boar spear: Normally only used when hunting Zhan

    * Halberd: All around great weapon. A weapon that actually had a western martial art attached to it, in the 1400-1500s.

    * Spear with sleeve catchers: Ryder vs criminal weapon.

    *Javalin: Used in several of the mock combat dragon tournament events. Add an Atlatl, or spear thrower, and it can be a formitable weapons.

    *Crossbow 1 handed: They need one hand for holding on to the Dragon.

    *Crossbow 2 handed: For killing Zhan dead. Requires a steady ride or being tied in to use.

    *Bola: A great thrown weapon good for capturing or slowling down the critter in question. Great for catching humans as well.

    *Whip: A hard weapon to master, but very versitle if you do.

    *Firebombs: also known as Motloff cocktails

    *Boomerangs: While they make the toy ones, that return automatically, they will make the heavier war boomerangs. These thrown items have ranges equivalent to a bow and are large and heavy, suitable for taking down game/ smaller saurians and annoying bigger megafauna.

    *Triffle: This is a three tined throwing toy. Not normally used as a weapon (it has the throwing characteristics of an airfoil), but used as a throwing toy. Therefore it is used by children to hunt insects (while the insects hunt them... so it is only fair) It is also used in an ariel football like game (frisbee football/ rugby rules). Since it is something that people might have on hand that can be used as a weapon if thrown just so, it should be listed as one.

    *Hatchet: Another tool turned to weapon status.

    *Multipick: A tool used by the American Pioneers, the head includes a hammer and a wide bladed pick, the other end a shovel. This is a useful tool for a variety of purposes... including the splitting of skulls in anger.

    Swords are great, but mostly as an anti-personel/human weapon. Not as efficient vs animals. Maces are great weapons, but require you to get closer to the megafauna than you would normally want, plus cutting is better against thick hide creatures. That is why I choose spears as their primary weapons against animals/monsters. Given the lack of metal, martial arts/ unarmed combat will be a very common form of combat.

    Thoughts on that?

    Armor: Ryders will be wearing suits of full leathers for protection from the elements and from dangers.


    Soft Leather armor: We have some pretty thick hides on this planet, as well as some very nice ones.

    Waxed leather: Curboli

    Hard Leather armor: Add a little resin from a tree and some heat and pressure, and soft leather and you get hard leather. The suit would be soft leather with section of hard leather.

    Buckler: Pretty pointless, but might be included.

    Reactions?
  23. The world of Kerren

    #63
    Finally!
    The mighty sword has been cast off it's podium as weapon of choice in a fantasy setting!

    There's a shortage of metal on this planet, yeah?
    So, might it be expensive even to make the small head of a spear or round knife?
    Could these weapons be passed down family artifacts and heirlooms?
  24. Yeppers- Metal Heirlooms

    #64
    Swords were designed for human vs human combat. They are most effective against under armored foes, but are quite useful when fighting another person using a weapon. On Kerren, people are not your main combat concern.

    Most people don't understand combat and how weapons are used. When a European Knight wanted to kill another Knight (something they tried not to do... setting a bad precidence), they shethed their sword and pulled out a mace. The mace is the best weapon to take out a rigid armor foe, as it transmits all its force to the target, without counting on cutting. Swords were good for taking on peasants and people not in plate mail. They are good against weaponed target.

    On Kerren you really want to keep the monsters as far away from you as possible... hence the reason that pole arms are the weapon of choice.

    There is metal on the planet, but it is of a low grade for most uses (copper or tin). They are used for some utilitarian uses, (pots/ pans/ woks, tablewear, mugs) but metals this soft is mostly good jewelry and accessories. Iron is achievable, but it is expensive. Wardens make sure that any Iron that comes into their ward's control is made into something useful and something that needs the durability of iron.

    Doors/ Hinges and machine parts are the primary use for iron. Certain cutting and digging tools would also be made of iron, as humans sometimes have to help the dragons dig warrens and new places in the cluster. Weapons are a good use for iron, but often retreiving weapons becomes problamatic, so Iron is not used for most weapons- just hard leather.

    However, metal of any kind is not something that you just throw away. You keep the item or recycle it at one of the few forges in the ward. That knife you have may have been a knife made by the colonists 350 years ago. You are not going to toss it aside, because you or your family may not rate a metal knife.

    The Warden controls all the resources of the Ward (like a Feudal Lord did in Japan). People are given resources and items based on their position in the Ward (what they do mostly) and what they need (they try to accomidate the large family, even if that much space is a bit beyond what they rate). Rating a metal weapon would mean you would be quite a special member of the Ward.
  25. 64 Other Heirlooms

    #65
    Things from the Colony ship (A modular affair designed to be taken apart) like windows or velcro (In space the most common sound would be velcro... just ask the shuttle astronauts).

    Also things of a higher tech level or of intersting manufacture, such as a gold ring, a terran Astrolab (useless on Kerren), a music box, an stuffed moose head, hologram globes, plastic clothing.....

    Things that they can make here that you would not think of given the

    Astrolabes, Watches (winding), crank phonographs, cylnder sonographs, photographs (old black and white plate type), steam turbine engines, hang gliders, parachutes.... the list goes on.
  26. The world of Kerren

    #66
    Another possibility for a weapon is some thing I've called a Dervish Blade (think I'll post it in items) In brief, it is a hunting knife with a short chain attached to the pommel and linked to a ring. The ring is worn on the middle finger with the link to the chain facing out. Not only does the ring keep the wearer from losing the knife if dropped, but the knife can now be swung about in much the same manner as numchucks. For reversing directions, the knife handle is flipped over the back of the hand or bounced off the palm, I wouldn't recommend boucing the knife blades off your shoulders.

    On Kerren, substite a leather thong, or maybe a rawhide chain, for the chain, and maybe use that strong leather for the knife blade.

    Has anyone re-discovered flint knapping? Flint is a type of shale that is commonly found with oil and natural gas deposits, I would think it should be found on any most planet type, but I'll research that some more.
  27. #66 The weapon you described is....

    #67
    The weapon you described is one of the variations of the manriki-gusari. However, the ring is wrapped around the wrist, not the finger. The reason?
    Make a plastic ring about 1 cm/ .25" wide. Knot a 1 meter/yard string to it. Get a soup can and tie it to the other end of the string. Swing. Swing faster. Note that a short length of chain plus a knife of any heft will weigh more than the can. After getting your finger reset by a doctor, you will understand why the weapon did not link to the finger. Remember, the longer the chain, the more force you can generate... both to the target and the finger..

    You really need to hold the chain to control the swing of the weapon end. Especially if you want to do effective swinging. You can't shorten the swing distance on the ring unless you are holding the line. You also can't throw the weapon if it is teathered to you (well you can, but only to the length of the chain... the longer the chain the harder it is to control sooooo)...

    Any Gusari weapon is cool, but one a Ryder would not use on Kerren. You swing the weapon around while ryding, and whack the Dragon's wings or get entagled on something and get pulled off your mount (insert decceleration trauma of your choice) or try to use such a weapon in a very strong wind (like when ryding a dragon at 40-75 MPH (60-110 KPH)).

    So we are back to pole arms without teathers. Thought about teathers and rejected them because of the swing back issues and the being pulled from mounts issues.

    Flint weapons would be an option. Flint and Obsidian (both available on a volcanic and young geologic planet like Kerren) would be possible materials. Obsidian might be used for medical equipment there, as they are used for surgical equipment here. I do not know if there would be a big call for them. Stone weapons are not as durrable as any metal (from Copper to Bronze on up), and Kerren Hard Leather is nearly as durrable as Iron. They take 3-10 hours to make a single proper point (per anthropologists). Pressing out a hard leather knife would take a fraction of that time, but you would have the 16-24 hours for curing the resin.

    They would make great bow/ crossbow tips. They may be used for that. The Bow, being a two handed weapon, might not be used by Ryders, but may be used by Outsiders. Hmmmmmm.
  28. #67 Building materials and tools..

    #68
    Substances:

    Adobe: Baked Dirt Bricks with the right waterproofing element can last near forever. Without the right waterproofing element casually last 200-500 years. Some of the adobe bricks on the Great Wall have properties equal to or in some cases better than modern concrete bricks.

    Concrete: Simple, easy, and low tech one you have done all the development. Many buildings around prime ward (and second site and third site) are made of concrete.

    Stone: You can't beat it for strength and durability. On Kerren, strength is the big consideration. You want to be able to hide in the building from megafauna, jumpers, and other such critters.

    Bio-crete: A substance just being developed. Throw a yeast, some biomass, and some warm water into a mold and a few days later... out pops a wall, a dome, or whatever. If they can keap a yeast starter alive, they can still be using this stuff.

    Wood: Used for supports and decorative elements. It is not strong enough to defend against most megafauna, so it tends not to be used for anything that a person might need to hide in.

    Bamboo: This is not terrestial Bamboo, but it is bascially the same plant (Bamboo was on Terra long before the Dinosaurs, so a similar plant should develop on Kerren). It is used in place of wood for support and decorative elements.

    Glass: A substance that the locals can casually make. With their knowledge of advanced technologies, they can make glass stronger than we can today with less technology. Windows are always small, and usually tinted or reflective to the outside. Why? Windows are the weakest part of the wall and if the critter sees you it will attack the window to get to you. Tinted or reflective glass prevents the critter for comming at you.

    The Primary Digging Tool for larger constructs is Dragons. After all these critters dig caves out of cliff sides, they should be able to handle any dirt or stone. They are also the primary lifting tool, though Gips in harnesses can be a formitable pulling animal. Some wards are experimenting with domesticating Saurians, with varying degrees of success.



    Building in a cluster are reminiciant of the Anastazi/ Pueblo indians of the South West (or any cliff dwellers really).
  29. #68 What buildings look like...

    #69
    Buildings in Clusters on Kerren will be square in general shape. The walls will be of stone or adobe. Most buildings will be recessed into the cliffside, but others are free standing.

    Since space will be at a premium in a walled clusters, most of these buildings will be built right next to each other, with no alleys between them. There will also be a tierred effect. A second set of smaller buildings will be built on top of other buildings, with their being a path or small road on top of the original, lower buildings.

    The look will be like the pueblo indians of the South West Americas, however there will be Incan and early North African looks to these buildings. Both areas used the same materials and the same terrains for their cities.
  30. #69 The Events Chart

    #70
    In process...... When properly formatted, it looks like a list with some small indentions, but it becomes a weighted "encounter chart" for scenario ideas. The numbers are two to three sizes smaller.. almost ignorable... The formatting sucks, need to work on this...

    This current format is very much a chart. The Chart uses 1d20. The convention is to roll the given number and up to the next number listed. I need to play with these numbers to better represent things (as well as add a few entries).


    01 Patrol
    01 Outlands
    01 Patrol for Storms
    10 Patrol for Zhan
    18 Patrol for Saurians
    06 Wilds
    01 Patrol for Storms
    09 Patrol for Zhan
    16 Patrol for Saurians
    13 Settled Lands
    01 Patrol for Storms
    11 Patrol for Zhan
    13 Patrol for Saurians
    18 Other Wards regions reroll for type
    01 Patrol outlands
    10 Patrol wilds
    18 Patrol Settled lands
    08 Wing Duty
    01 Alarm-
    01 Zhan Storn
    15 Zhani
    18 Saurian
    07 Defend
    01 Outland Village
    11 Transport Tower
    12 Free Ward
    15 Cluster
    09 Transport
    01 Messages
    06 Good
    15 People
    12 Escorting Traders
    14 Wing Practice
    01 Duty
    11 Tournament
    17 Tournament-non flight

    13 Cluster Duty
    01 Patrol the City- Watch
    01 Mischief
    06 Maintain the Peace
    15 Ryders
    18 Crime
    06 Investigate-
    08 Low Justice
    14 Construction
    16 Goods
    01 Collecting goods for central stores
    11 Distrubing goods from central store
    18 Guards for High Justice
    16 Warren Duty
    01 Digging Warren
    06 Warren Chore
    16 Hunting for wild dragons

    18 Complications
    01 Events
    01 Festival and Tournament- Wing
    07 Festival and Tournament- Ward
    09 Festival and Tornament- Region
    10 Festival
    14 Celebration/ Party
    06 Natural Disaster
    08 Community events
    01 Birth
    07 Death
    10 Illness
    12 Hand Fasting
    11 Challanges
    01 Challange Bet
    12 Challange Honor
    16 Duel
    [list/]01 Duel-honor
    09 Duel-justice
    13 Duel-romance
    12 Community Conflicts
    01 Conflict with a Cluster
    01 Trade
    06 Personal-Leaders
    15 Pride
    06 Conflict with a village
    01 Trade
    06 Personal-Leaders
    15 Pride
    09 Conflict with a free Ward
    01 Trade
    06 Personal-Leaders
    15 Pride
    15 Conflict with another Ward
    01 Trade
    06 Personal-Leaders
    15 Pride
    16 Personal
    01 Romantic Interest
    07 Loss of Romantic Interest
    xx Gain a friend
    xx Lose a friend
    18 Gift: needing to get one/
    20 Gift: receive
    18 Dragon Related
    01 Wild Dragons
    06 Chirpers
    11 Bonding season
    15 Hatching of a dragon egg
    18 Dragon Death
    20 Odd
    01 Discovery of OldThing (tech or items from colonists)
    14 Supernatural?
    18 Mythic

    Plot Inspiration Summary
    Conflict between friends
    Conflict between Allies
    Conflict between opponenets
    Conflict between two other groups
    Personal, Economic, Political, Social.

    Revenge upon someone because of

    Birth in a Warren/ Cluster/ Village
    Death in a Warren/ Cluster/ Village
  31. #70 Kerren Geography/ Geology

    #71
    Kerren is a very young planet. Only recently, geologically speaking has its Pangea, its first land broken up into several smaller tetonic plates. This shifting has created a huge number of high mountain ridges (sharp without much errosion) with accompanying valleys. Volcanic activity is fairly common, as is fitting for a younger planet. The planetary temperature is fairly warm as a result of vented heat and atmospheric conditions.

    The Ocean is a huge affair with emense storms and winds. The seas between the continents are still fairly fierce, with strong winds and storms generated. These winds whip across the continents, channeled through valleys.

    As was stated before, Kerren has a 4 degree tilt. That is a little tilt. Consider it officially increased to 8%, less than quarter of Terras. Either way, Summer, Winter, Spring, and Fall all look pretty much alike. For some seasonal variations is the reason I want to increase the tilt to 8-12%. The other reason for this is that without tilt, there would be very little weather on the oceans, and thus even less weather on the surface.

    What does this mean to you?
    It means that the average Kerren lives on a mountain side with a valley below them. Most of these valleys have a river of some depth between them. It is usually fairly windy. Clouds and Storms are fairly common, more so in the summer months. There are occasional period of cold if there is notable volcanic activity somewhere on the world.
  32. #71 What Kerrens do when they drink.

    #72
    First of all, they run a tab that gets charged in terms of credits against the Warren.

    As for the rest, they play darts. They play a liars dice like game. They look for companionship. They may start making boasts and challanges/ bets that will have to be resolved.

    Cards may be an option, those would follow the people from Earth.

    They may drink enough to get a little drunk. Nothing more than that unless they are off the flight list. At any moment the alarm (be it a gong, a horn, or a siren) could go off and they will need to ride to a storm or some other threat. You could go into battle tipsy or drunk, but it is your funeral.
  33. #72 The Map

    #73
    The Map of strolen is in my mind... I just need to find a d20 hexmap to convert it.

    The world's pangea (super continent) recently (geologically speaking) broke up, so all the continents will be fairly close to each other. The world has a hydrographic percentage of 68, slightly less that Terra's 71%.

    It will have 4 continents fairly close together. Each of these will have several "folds" or sub plates moving at slightly slower plates. This should give each continent 1-4 ridge lines/ mountain ranges. The plates have not subducted, but have compressed and pushed up.

    The Oceans between the continents will be fairly good sized, much like the Indian ocean (space between india and africa or india and asia). The increased distance removes the chance of ships that travel between the continents.

    Since the mountains are fairly new, there will be volcanos that are active (but not explosive) and the moutain peaks will be very sharp, perhaps sharper than the Canadian Rockies.

    There are only four sites on the map that are set, the rest are up to the GM to fill out (if they wish). FirstDown (where the ship landed), FirstWard (the first Warren set up by First Down), Sitetwo (second colonial site, set up on other continent), Othersite (3rd colonial site, on another continent). Other than these and some mention of these, the GM can populate their Kerren as they wish. (I will give a list of example ward names, with wings associated with and their colors, so they can just populate the world).

    The reason the map will be open to the GM is to allow the GM to customize the Wards on their world to fit what they need for their saga. For example in a NIppon game, you normally redraw the boundries inside a region to match the intra family dynamic of the various clans you want in conflict.
  34. Found the isohedron map projection...

    #74
    I should have a scan of the map up and ready by thursday or friday of this week upcomming.

    This is the first fantasy map I have made in about 16 years. Since then, most of the games I have been playing have either been Modern/Earth as the setting, or on alternate earthworlds, or fedual Japan. So I will be dusting off all those old map skills, in addition to those planetology skills I developed. (Ever take Earth Science classes just because you wanted to create realistic worlds?)
  35. #74 Some campaign considerations...

    #75
    When creating a Kerren campaign, there are three considerations...

    1) Strength of the Prime Warden
    2) Strength of the Warden
    3) Relationship to other Wards

    for your campaign, you will need to make a decision for each of these points.

    1) Prime Warden
    In times of a strong prime warden, wardens tend to toe the line. Things are orderly, static, and very traditional. Trade is controlled by the Prime Ward and may Wards end up doing things or trading things that are not always in their best interst.

    In times of a weak prime warden, wardens tend to do what ever they want. While the prime warden and his people help keep things somewhat organized, the Wardens control what trade, manufacturing, and the resources of their Ward. They run things in such a way to benefit their ward, even though that might not be in the best interest of everyone. Times of weak prime wardens tend to be chaotic, ad hoc, and innovative.

    There may be something in between, with the Prime Warden being weak in some areas, and strong in others. You will need to set up the relationship between each power block and the Prime Warden. Each Power block controls/ made up of a group of Wards, has a certain ideology (progressive, traditional, independent) and promotes a certain person for the next Prime Warden.

    You will also need to determine if the Prime Warden is Young, Middle, or Old. If young, power blocks will be either currying favor or trying to discredit the Warden. (If discredited, the Warden will resign and a new one selected). If old, the jockying for position on who will be his replacement will be the primary topic. If the Prime Warden is middle years, then the various power blocks will try to intrigue against each other, trying to discredit or dishonor key members, to promote their own position in the Prime council.


    2) Warden:
    What will be said for the Warden, will be the same as was said for the Prime Warden, but the scale will be different. The Warden has to deal with each Wing, The Crafters, The Warren folk, HighBloods, and each cluster, in much the same way the Prime Warden has to deal with Each Warden and the Highbloods.

    3) Ward relationships.
    The history of ward relationships reflects the line of Wardens and the People of each ward. Just like there are rivalries between cities and states, their are rivalries between clusters and wards. These can be based on trade, on tournaments, something else that is prideful (Best Apples?), or some perceived slight (They allegedly did not support the Ward when Zhan came down/ or certain megafauna destroyed a cluster, so bad blood exists).

    Note: Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.

    This is just a quick doodle on the subject, more will be coming.
  36. #75 How the game needs to be presented.

    #76
    Kerren is like Pern, like every DnD world is like Tolkein... basically the same components, but packaged and presented a new way. If you are going to have dragons that are not stabled like horses, you are going to have something like Pern. Those comparisons are going to be unavoidable in the mind of anyone who has read Pern, but the same could be said about any Western Fantasy world and Tolkein.

    It needs to be presented as a Swords and Planet world, one where you get elements of low tech and fantasy (Spears, Dragons, etc) and Science Fiction (Colonial StarFlight, Some technology that survives, and science explaining all the magikal elements (warp, Zhan, etc). The world has more limits on it (Dragon teleporting, Dragon semi-intelligence, zhan monsters, etc) that increase the drama and provide gamers something to do. The elements presented later in the thread are some of the things which make the world more unique (building, food, animals, and the Encyclopedia Kerrenian entries). In addition to all the tangible differences, any game pack created from this work needs campaign advice. The first one is the way to weave the characters together, in a way moreso than "you are all part of the same wing". The style of the game needs to promote soap opera punctuated monster fighting (given the scope of the monsters... if kicking monster butt is all you do, it will become boring soon... besides if you are doing your job, there will be no monsters). So you need style directions on how to present that kind of game. Lastly, I will need to provide megaplot lines for the GM, such as A Prime Warden situation, and a few others.

    In format:
    The first few pages will include story bits and entires about the world in alternating sections. First a story bit (one to two small paragraphs expressing a scene or situation) to give some flavor and the look of Kerren. The alternating sections will include a movie text/ book blurb intro to the world, A minihistory, Zhan section, and Kerren Today (Wards/Dragons). A mini map will be in this section.

    On the sidebar through the entire book, there will be Encyclopedia Kerren entries. If you peruse these, you will get a good feel for the world in small cute chunks.

    The Next section will be character creation, 1/3 of which you have seen in the Archetypes area. The first part will be about generating character conceptions, and how to story weave characters together. The rest will be the Archetypes, gifts/ flaws for the genre/ setting, and some other details.

    The section next will be on Dragons (including Ryding, Warping, and all that)

    The next section will be about the rest of the flora and fauna of Kerren.

    The next will be society section, including technology and such.
    Equipment list

    GMing/ Campaigning
    info about the world, dove tailing with the previous section, key ideas for running a swords and planet/ Kerren game, things to consider when setting up your campaign (megaplotlines and storylines).
    The Creation of a Cluster/ Ward section will be here.

    Example characters, so you can fill out other wards or get character ideas

    appendix of useful things.. Map, Map of sample Warren, City. A few forms.
  37. 76 Scanner not giving me a good copy

    #77
    I will try the map again later.
  38. 77 I am getting a little burned out.

    #78
    My current problem is that I am just not motivated to write anymore. I have writers block/ burn out bad. There are real projects I need to do that I can't. Kerren was a little exercise to get my creative muscles going. When I had feedback or comments from others, I became motivated. I am not receiving the inputs like I used to on this thread. Without this, Kerren becomes a chore and something I am not motivated to do. I will plug at this from time to time, unless someone asks me a question or has a comment.. then I will answer.
  39. The world of Kerren

    #79
    So leave it alone until you feel like working on it again. I haven't been commenting because you seem to be getting it thouroughly (sp?) thought out. Don't feel bad. I haven't worked on Antasia in like... months.
  40. The world of Kerren

    #80
    D'arr!

    Drink some grog! It'll get yeh' goin!
    Yarr!

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