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General Tabletop Discussion
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Good Obscure Settings? (and some ruminations on classic vs. newer fantasy settings)
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<blockquote data-quote="Wik" data-source="post: 5631845" data-attributes="member: 40177"><p>Jakandor, published late in the lifetime of TSR. The basic gist of the setting was that two human cultures, neither "good" or "evil" were involved in a war. Both hated the other, and the PCs could play a part on either side of the conflict.</p><p></p><p>The first culture were the Charonti. They were reclaiming their homeland, after it had been destroyed by a magical plague. A Nation of Wizards, with each magical "school" specializing in a different field a bit different from the usual D&D idealogies, the Charonti were ruled by a benevolent queen. They were seeking to reclaim lost spells, and using their teleportation gates and airships to explore the island. They had undead servants, had a mixture of egyptian, mayan, and china to their culture, and were educated and lawful.</p><p></p><p>Then there were the knorr, barbarian invaders who distrusted magic and believed firmly in a clannish code of honour. They had some magical powers relating to the natural world that, of course, they didn't feel were "magical". They felt that the Charonti were terrible for enslaving the dead and toying with fell magicks, and felt it was their duty as Knorr to wage perpetual war. The Knorr were kind of a mix of Vikings, various Native American groups, and maybe a touch of Samurai thrown in for kicks.</p><p></p><p>It was a D&D setting that was unlike any other D&D ever published. It was one in which clerical magic was shunted to the side (neither culture received much in the way of healing). There were no non-human playable races. The "monster mix" was very much non core in nature, with no dragons, giants, orcs, goblinoids, kobolds, or any of that. Dungeons were scattered everywhere, but they actually had a reason to be there, and PCs actually had reasons to explore them beyond "loot them for cash!". And PCs had a reason to interact with their culture and become part of something bigger than themselves.</p><p></p><p>It saddens me that fewer people are aware of the setting. Every now and then I debate running it in 4e, which seems like the ideal system to use for it, now that power sources and roles exist (The Charonti would consist entirely of Power Source: Arcane characters, while the Knorr would be a mix of Martial and Primal characters).</p></blockquote><p></p>
[QUOTE="Wik, post: 5631845, member: 40177"] Jakandor, published late in the lifetime of TSR. The basic gist of the setting was that two human cultures, neither "good" or "evil" were involved in a war. Both hated the other, and the PCs could play a part on either side of the conflict. The first culture were the Charonti. They were reclaiming their homeland, after it had been destroyed by a magical plague. A Nation of Wizards, with each magical "school" specializing in a different field a bit different from the usual D&D idealogies, the Charonti were ruled by a benevolent queen. They were seeking to reclaim lost spells, and using their teleportation gates and airships to explore the island. They had undead servants, had a mixture of egyptian, mayan, and china to their culture, and were educated and lawful. Then there were the knorr, barbarian invaders who distrusted magic and believed firmly in a clannish code of honour. They had some magical powers relating to the natural world that, of course, they didn't feel were "magical". They felt that the Charonti were terrible for enslaving the dead and toying with fell magicks, and felt it was their duty as Knorr to wage perpetual war. The Knorr were kind of a mix of Vikings, various Native American groups, and maybe a touch of Samurai thrown in for kicks. It was a D&D setting that was unlike any other D&D ever published. It was one in which clerical magic was shunted to the side (neither culture received much in the way of healing). There were no non-human playable races. The "monster mix" was very much non core in nature, with no dragons, giants, orcs, goblinoids, kobolds, or any of that. Dungeons were scattered everywhere, but they actually had a reason to be there, and PCs actually had reasons to explore them beyond "loot them for cash!". And PCs had a reason to interact with their culture and become part of something bigger than themselves. It saddens me that fewer people are aware of the setting. Every now and then I debate running it in 4e, which seems like the ideal system to use for it, now that power sources and roles exist (The Charonti would consist entirely of Power Source: Arcane characters, while the Knorr would be a mix of Martial and Primal characters). [/QUOTE]
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