Wik
First Post
So, a thread over in the 4e forum had me thinking about Jakandor, an old 2e campaign that was never really released as a "Campaign Setting" as such. It was in the Odyssey series, and from what I've gathered, it never really sold all that well.
The basic idea of the setting was that the magic-using Charonti, Aztec-like people that used their dead family members as a work force, had reclaimed their ancestral homeland Jakandor a thousand years after a Magical Plague had nearly wiped them out. At about the same time, on the other side of the island, the warlike Knorr (a cross between Native Americans and Vikings, as near as I can make out) clans set out to claim a new homeland.
The Charonti area tightly organized society that use magic for nearly everything, and shun physical labour. The Knorr consist of loose barbarian clans that hate magic, and find the use of undead repellant (since "we respect OUR ancestors..."). Naturally, the two cultures will clash.
The fun part about it was that there was no metaplot, and both sides had ups and downs - there was no evil culture, and the player group got to choose which side of the conflict they wanted to be on (I went for the Charonti, since I figured they supported better adventures). There was a lot of really cool things to say about the world - the magic system was neat (many spells that were overused in D&D, like Fireball and Fly, had been "lost" by the Charonti, and spells over 5th level were pretty much unknown), the kits actually seemed to work, and there was a lot of play potential in the setting itself.
Anyways, the setting didn't do too well. But I figure, we're a D&D based board, and I'm sure there are a lot of people that have played Jakandor, or at least own a few of the books. So, help me satisfy my curiousity here.
The basic idea of the setting was that the magic-using Charonti, Aztec-like people that used their dead family members as a work force, had reclaimed their ancestral homeland Jakandor a thousand years after a Magical Plague had nearly wiped them out. At about the same time, on the other side of the island, the warlike Knorr (a cross between Native Americans and Vikings, as near as I can make out) clans set out to claim a new homeland.
The Charonti area tightly organized society that use magic for nearly everything, and shun physical labour. The Knorr consist of loose barbarian clans that hate magic, and find the use of undead repellant (since "we respect OUR ancestors..."). Naturally, the two cultures will clash.
The fun part about it was that there was no metaplot, and both sides had ups and downs - there was no evil culture, and the player group got to choose which side of the conflict they wanted to be on (I went for the Charonti, since I figured they supported better adventures). There was a lot of really cool things to say about the world - the magic system was neat (many spells that were overused in D&D, like Fireball and Fly, had been "lost" by the Charonti, and spells over 5th level were pretty much unknown), the kits actually seemed to work, and there was a lot of play potential in the setting itself.
Anyways, the setting didn't do too well. But I figure, we're a D&D based board, and I'm sure there are a lot of people that have played Jakandor, or at least own a few of the books. So, help me satisfy my curiousity here.