Kaer Life

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
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Kot
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Re: Kaer Life

Postby Kot » Wed Feb 01, 2012 4:35 pm

1) In my Kaer campaign the T'skrang used necklaces infused with True Water to keep them from hibernating, but their supply of those amulets was limited, and thus the population of T'skrang strictly regulated.
2) There were three groups of Obsidimen in the Kaer. One of them joined in Dreaming in the middle of the main square, and was covered with vegetation and revered as guardians of the Kaer. Their awakening would mean the Long Night was over. The second was lured and corrupted by a crystal entity, that left them maddened and overgrown with crystal spikes. The third was made of four Elementalists who were working on the Kaer in question, but stayed behind when a part of it was breached, to protect a hidden living crystal cave - they hibernated by joining in Dreaming in the crystal formation, but one of them was always in half-dreaming state, serving as guardian.
3) The Air Sailors and Sky Raiders had a cavern in which they build a model of a skyship, but made only of decks and masts. There were no cavalrymen, but they could have survived among the Beastmasters who tend to the herds of lizards serving as pack animals and food source.
Besides that, you can always have Ghost Masters in the Kaer. In my case it was a dozen of Namegiver Spirits of former Adept defenders who pledged to protect it beyond death. Off course to reach them the characters had to pass through the testing grounds.
Mariusz 'Kot' Butrykowski
"The only way to keep them in line is to bury them in a row..."

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kosmit
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Re: Kaer Life

Postby kosmit » Thu Feb 02, 2012 7:27 am

I recommend you to run Ardanyan's Revenge. Great adventure for new players. The whole kaer is described with it own story and characters. There is also mentioning about t'skrangs and obsidimen :)
Duvvelsheyss


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