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Join Date: Sep 2004
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So, a while ago I got the pdf for Dangerous Journeys: the Epic of Aerth, a setting originally created by Gary Gygax, not for D&D, but for his own proprietary gameline, Dangerous Journeys. I've grown to love the book, although I certainly have no intention to learn yet another fantasy game system (and from what I've seen, it's a bit more esoteric then I'm comfortable with).
But I think Aerth would be a great setting to convert to GURPS, and especially of great use for a Dungeon Fantasy campaign. It presupposes an alternate Earth divided into an Outer World, an Underground and an Inner Aerth, as well as being in constant contact with a parallel world of magic called Phaeree (pronounced Fairie), from which magical creatures and races hail. Outer Aerth is an amalgam of Medieval, Renaissance and 17th century cultures and technology, only with added magic. And Monotheism has never arisen, and instead the world's people worship the various historical pantheons of their region: celtic, olympian, aesir, babylonian, etc. And "Lost Continents" such as Atlantis, Lemuria and Lyonesse never sank below the waves, and continue to exist. Now, admittedly I have issues with the original book; there's no details on the actual pantheons (I assume would've been left to an unprinted book, as the line ended quickly), the gazeteer of nations does spend a lot paragraph space discussing trade resources more then adventure hooks, and the less said about some of the sadly outdated terminology like "oriental", the better. But in spite of it all, I feel there's a lot of potential in using Aerth as a setting for a Dungeon/Clockpunk fantasy campaign, where adventurers of various playable races, some Aerth-born, others from Phaeree, fight rampaging monsters together for coin and glory. I intend to use this thread as a depository of various conversion ideas that strike me as I work on and off with this project. |
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| Tags |
| aerth, dungeon fantasy |
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