Cyradon PDF

Crothian

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Description: NOTE: This is the electronic download version of ST#4300 Cyradon.

Cyradon is a brand-new world setting for HARP. The land waits, petrified, deserted, waiting for life to return. In the centre of the wastelands, lies the wizard's city; its streets empty and silent save for the echoing of the wind and the shifting sand. In the great mesas, high above, the Gryphons sleep.

Below in a great courtyard, there's a strange pattern carved into the stone. A small jewel is embedded into the ground. The patterns stream out from that central point. And one night, the jewel flickers into life, and thousands of humans--weary, defeated, starved, and terrified, emerge into a whole new world.

Westward, beyond the desert, beyond the western mountains, lie lands unexplored for millennia…who lives there now? What will your role and destiny be in this new world?

Format: 27MB ZIP file containing the Cyradon book PDF plus 2 PDF maps.
 

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Appearance: Cyradon comes in a 26 megabyte zip with 3 PDFs. The Core book is 186 pages, all black and white for printing. It has excellent book marking and a solid index. The cover, which shows a Griffin in battle, is very nice though it doesn't do justice to the print color version (also previewed on the website) which is beautiful . There are also 2 color ink intensive maps, one of Cyradon itself and one of the city of Belynar. Both are 10 by 14 and decent.
I have no complaints about the appearance and layout at all though the download may be a bit slow for folks on dial up so just be warned eh?

lets start out the review by saying that I recommend using Cyradon with HARP but with the D20 conversion on ICE's site and a little work it would make a very fun setting for D&D or any other game you might like. It really deserves a 5 for use with HARP

The first section of the game is the overview of the setting.
It covers a bit on races, cultures, people history and the like. Its enough to get folks into the setting with a reading of just a section of this chapter. My main problems with this section (and its a small one) is that the author insists that Cyradon is a swashbuckling setting, something I don't see at all. I see this is a survival or exploration setting, thats a small thing really

The next section discusses the entirety of the world (called Mithra) and covers information. like names of days, continent information and the like. This is followed by ancient history and a nice timeline. This section is information dense and a little turgid to be honest. It reads like a textbook at times. I didn't enjoy this chapter but it was solidly written.

The next chapter is the continent of Anaias. This chapter has short clean regional breakdowns and mini maps. It is succinct and well laid out.

Next chapter covers Cyradon the eponymous continent the book is named for. It is a long chapter with each area given a short bit of text, just enough for GM's to follow up on or to leave open for future books. I especially like the nation right ups as they contain what I would consider just the right amount of data.

The next chapter is Character creation. It is the section of the book that is most HARP specific. It contains information for every race and its new variants, weapons new races ( including Gryphons and Gnomes) cultures, training packages martial arts, new skills and more. I find it one of the best chapters I have ever seen in terms of having everything that a GM needs to ground players in a setting. Kudos to ICE

The next chapter is the cosmology. Its is pretty complete covering afterlives, gods and the like. It doesn't stint on any of the races and even has information for such races as Gryphons and Gryx. This chapter also includes all of the variant clerics with enough detail to really get into playing one.

The next section is the magic section which includes more class variants and also reprints certain spells and the cantrip system from College of Magic. It gives racial magic styles and where needed variant classes. This is something quite cool and is another way to hook players in.

Following the magic section is a section on Belynar, the ruined city. This ties in with the PDF map and gives GM's a place to start adventures. I suspect the city will eventually be expanded in a supplement but as written there is plenty for would be GM's to do
Second to last chapter is an extensive bestiary with lots of nasty monsters, random encounter tables and some spiffy templates ala 3e. The templates are especially nice as I hadn't seen anything like them in HAPR before. Templates can adds a lot to a game. This chapter doesn't stint.

The last chapter is a chapter of starting advice for GM's and adventure seeds. Its a great way to close up the book and make the book a little ore approachable. It can help an intimidated DM understand how to use this wealth of data.

The book ends on a detailed index

All in all I recommend Cyradon for all HARP players. While a bit at pricey for $15 as a PDF it is a solidly designed world that takes the strengths of the HARP system into account. For players of other games its not quite as good. The setting is excellent but it will require a fair bit of prep work to convert. Still if you want and exploration driven game with loads of detail Cryadon may be just what you want.
 

Cyradon

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Welcome to HARP. HARP is a fantasy game system that stands for High Adventure Role Playing. It is its own system so not d20. And that is one of its strengths and one of the reasons as a die hard d20 fantasy person I enjoy it. Every game comes with assumptions that are built into the rules and the way things are done. Now in d20 some companies have fought these and done a nice job of expanding beyond what D&D is but it is nice to view another fantasy game that has roots well away from D&D and see how they do things. HARP is solid game that is a lot of fun and comes at fantasy in a familiar yet different way. It is point based, has a nice spell system, has easier character generation especially for people that have to stat out ever NPC, and captures fantasy very well. I have said that many of the books for HARP would make great d20 books if they followed the d20 rules. They books about fighters and mages have a better approach then most of the d20 counterparts. Their monster book is very useful allowing for construction of monsters as well as presenting ready made monsters. One of my bigger complaints about the game was that it had no setting. I find settings to be very informative as they tell me how the writers envision their game being played. So, I am very pleased to see Cyradon, a fantasy setting for HARP.

Cyraden right now comes in a nice PDF format and will be coming out in print in a few weeks to a month I believe. Iron Crown Enterprises (also known as ICE) are the publishers and have been doing a really nice job of making their books available as PDFs and as print books. The book is one hundred and eighty six pages long. The art is good to really good and the layout is easy to read and well organized. The book does have page borders and is black and white; printing will be noticed by the ink and paper it consumes but it is not as bad as other books I have dealt with. The book has a good table of contents, a great six page index, and nice book marks. As a setting book that will be referenced a lot by DMs and players these tools are invaluable.

Cyraden has what I believe makes a good setting. The first and probably the hardest part is the hook. This is built on mystery of people basically appearing in the setting after some huge apocalyptic event it seems. The world is being rediscovered and molded as the people go out and meet the races that have survived and find adventure and intrigue in the world. The second thing I look for in a setting is details. I do not want just an overview of everything I want good descriptions of places and people. This book has it. The first many pages is all about the world and the different places. It has good descriptions of the countries and places of interest and has enough places left undefined for the DM to be creative and place in their own things. Third, the book needs to have something for the players to do. This book has the usual adventure hooks that I get reading through settings but it takes it even farther. It has a section on just adventures. This is brilliant and I found that the adventures I thought of while reading the setting were for the most part the adventures they are pointing out and expanding on. I have never had a game company read my mind like that, it was quit eerie.

One nice thing the book does it is separates the rules from the setting. The setting info is not intertwined with the rules parts making it easy to use the setting for other systems. Do not get me wrong though, this book does expand on the rules for HARP over new player options for the classes and spells that really fit the setting. HARP for me seems like a game that really can be easily molded make the rules fit the setting. I never noticed it until I saw how well it worked for Cyradon. I think that makes the game very DM friendly allowing not to much prep time for a new setting to go a long way.

Cyradon is described as a swashbuckling setting but it is not limited to being a swashbuckling setting. There is a lot of potential for different styles of play and for a variety of adventures and campaigns. That is another strength of the setting and the system as it really does support the game a DM and players want to run.

HARP is a game that is growing on me. At first I was not as impressed with it as I am now. It just seems that the support books are really well written and do a great job of supporting the core game. This setting is exactly what the game needed I think to show the HARP rules in action and how they interact with a set place and how it can all be pulled together.
 

Cyradon Review

Cyradon
Written by Gavin Bennet, Tim Dugger, Heike Kubasch – it is a 186 pg PDF published by Iron Crown Enterprises. This is a complimentary copy for review and was not playtested.

This product, Cyradon, is the first release in Gryphon World, the house setting for the HARP (High Adventure Role Playing Game). Other products are planned to supplement the line.

OVERVIEW: Have you seen Stargate: Atlantis? That should give you a good idea of what Cyradon is about… except, of course, it is a fantasy setting. So, while Cyradon and SG: Atlantis boil down to similar core concepts -- what does that mean for your fantasy game? [Disclaimer – Cyradon has been in development for a long time. Parallel development happens and a good idea is a good idea.]

The players and a few thousand refugees find themselves transported to the lost and currently devastated city of Belynar. The Royal Roads, a dormant teleportation system developed by the legendary Cyrads, have sparked to life and fortuitously dumped a motley crew of elves, dwarves, humans and nearly anything else the gamemaster or players could want on the mighty doorstep of adventure. In conception, this is one of the most inventive and rpg friendly core concepts that I have had the luxury of reading. Really, think about it. You have to adventure and explore… No food, there aren’t any stabilized politics, magical ruins abound, monsters galore, and people who don’t want to be swallowed up by it all. Nearly any style of game can be accommodated within the setting. I’d like to repeat that – while the book labels itself as “swashbuckling,” it is the tone at your table which will determine if this is a political game, a dark exploration game, a dungeon crawl, hack-n-slash, or a sojourning type of game.

However, Cyradon does have its faults. If I could sum them up as an overview, I would say that it tries too hard. The book has three critical detractors - the writing is overdone and occasionally confusing, the editing needs to be toned up a notch or two, and the book needs focus. These problems stem from the scope of Cyradon - the book tries to be a world book, a regional setting, and a local setting all at once. There aren’t any critical failures but each of the sections could have been done better. All of these issues could be solved by a talented edit.

EDITING, LAYOUT, & DESIGN: Cyradon is clean and easy to read. The product is in a standard two-column design with gutter decorations and inline sidebars. There isn’t an over abundance of white space nor do you get lost in busy-ness. The PDF is well bookmarked and includes a 6 page index.

There is a large amount of art within the product including nifty sidebars, a gutter decoration, several different icons, and traditional illustrations. The look succeeds best with the various flourishes, which are top notch. Illustrations range from OK to a few really good pieces. I reviewed an older version of the PDF – the new version is rumored to be ripping with new art.

There are several maps included with Cyradon – two of them are stand alone PDFs for printing. These are solid pieces of cartography but I wanted a little more out of the City of Belynar illustration.

All this artwork comes with a price tag – your toner cartridge. Luckily, for those who just cringed, the book also comes in the dead tree version – ask at your FLGS or LGS for the poor unfortunates.

I have already mentioned some of the editing problems but one mans “poor editing” is another mans “better than Tolkien” so I had best explain what I mean. The writing in Cyradon pushes to ooze flavor and information but occasionally gets in the way of itself. To be clear, there aren’t a ton of flagrant grammatical errors such as fragments or punctuation errors. The editing issues are more benign such as long complicated sentences, referrals to previously undefined terms, and occasionally the overuse of a word within a paragraph or page.

CHAPTERS
Ch 1 Overview – this chapter covers all the basic topics like “how to use this book” and a few more including sections on “the story thus far” and a much needed glossary. The inclusion of the glossary in the overview chapter may have encouraged some synaptic overload with some of the unfamiliar cultures and places. Once you cruise past that and into “the story thus far,” things start to sort themselves out. The chapter ends with a discussion of the races involved in the setting.

Ch 2 The World of Mithra – Here we get all the nitty-gritty facts about calendars, continents, and a detailed history of the world. The chapter also ends on a discussion of the various races involved in the setting.

To distill, Mithria is fashioned in the vein of the Realms or Greyhawk – specifically that it includes most of the standard neo-Tolkien type races with the addition of several new creature-character types. Most anything “fantasy” can easily be inserted or removed from the setting without causing much of a ripple but there are some lynchpins.

Ch 3 The Continent of Anias – This is the first of two regional chapters. Anias is presumably the continent from which most of the characters have escaped. This chapter takes up six pages and includes several map extractions/graphics.

Ch 4 The Continent of Cyradon – This is the second regional chapter and goes into considerably more detail than the one on Anias. One particular rough spot is the very complicated weather patterns of Cyradon that are altered by conflicting and competing magical effects. I had to re-read the page devoted to explaining the weather patterns 3 times before I could really get a handle on it and even now, I am only moderately sure that I understand it.

By the end of the chapter, the world and the conflicts are coming together. From this point on the writing becomes far more realized and clear.

Ch 5 Character Creation – We start off with a discussion about why and who your character might be as well as how they ended up in an abandoned city situated on a volcano which is located in the middle of a magically devastated region. Kinda cool 

After that, we get into racial packages, followed closely by professional packages. The nice tid-bits here include sections on languages / language origins, martial arts, and weapons.

One of the dominant races of Gryphon World (Mithra or Cyradon if you prefer) is unsurprisingly Gryphons. Equally unsurprising is that a substantial amount of information is give on running them, including copious notes on aerial combat.

Ch 6 Cosmology – This chapter covers all the standard topics well and deftly avoids the pitfall of a unified conception of cosmology. Races and cultures have their own view of the world including the afterlife. Religion plays a large part in Cyradon, in fact one of the main “bad guys” is a theocratic sect of one of the main good religions. There is a good summation of the numerous pantheons.

The chapter finishes out with religious orders. There are a handful of well thought out religious extensions that just beg to be utilized.

Ch 7 Magic – Like the previous chapter, Magic picks up and runs with a well conceptualized system of magic. While magic comes from a unified source, there are dozens of schismatic traditions and styles that spawn dozens of different possibilities for adventure. Magic finishes out with a fairly robust selection of cantrips and spells.

Ch 8 Belynar, the City of Gryphons – Finally! It took us a 134 pages to get here but laborious paving of the road feeds the atmosphere of the crowning chapter. I am not going to spoil too much of Belynar or its mysterious builder(s). As a side comment, there are hints that at some point there will be a book devoted to the city proper – sign me up!

Chapter 9 Bestiary – If you have ruins, desolation, and dungeons then you have to have some monsters. These range from pretty classical monsters into strange creatures from the magically seal coliseum.

Ch 10 Adventuring – This is a companion chapter to Belynar and is a gem. Things are laid out in a non-binding timeline that gives some of the major events of the first few months and considerations for the gamemaster. The adventure seeds here are enough that you could run an entire campaign off them.

SUMMATION
Still with me? Cyradon’s main faults are in attempting to bite off more than it can chew and some meek editing. To its credit, the ideas and concepts buried in the text are stunning. A book on Belynar, paired down by a brutal editor and buffed up by more extensive local/city coverage would sell me in a heart beat - in any system. I see great things in the future.

As a footnote -- on the www.harphq.com website, readers can find a pdf version of the calendar which includes a few important events noted, as well as moon phases and weather for the entire year in which the campaigns are intended to start. This is free. Also, there is a Tablesmith file for creating your calendars (Tablesmith is a free program from Bruce Gulke, and the website contains links to his site as well).

:)
 

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