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* Kaers
* Significance of kaers in the game and setting.
* Common (and most dangerous) destination for adventurers.
* Mists of Betrayal, Terror in the Skies, Ardanyan's Revenge.
* Not a lot of concrete examples in later published material.
* Appearances in novels and fiction.
* What is a kaer?
* Purpose to keep people inside alive.
* Why are you going and what might you find?
* Kaers vs citadels.
* Traps and defenses. Could be turned off by residents to safely emerge.
* Traps are apt to be nasty and deadly.
* Other features of entry and approach tunnels.
* The kaer as a community like surface towns and villages.
* Don't necessarily need to map every inch of the kaer.
* How the residents and conditions might shape the environment.
* A kaer is not a D&D-style dungeon of 10-foot corridors.
* Need space for people to live for generations.
* Entry tunnels should allow room for livestock and goods to be taken inside.
* Concealing the entrance as an additional layer of protection.
* Obvious kaers are likely to have already been found and explored.
* Where kaers were built and why.
* Basic Theran design. Large central chamber with offshoots for various services.
* Mosaics or other fixed decorations as a source of lore or knowledge.
* Living quarters; tiny homes, apartments, dorm suites.
* Main thing about kaer design is there likely would be no wasted space.
* Growth or expansion during the Scourge.
* Wards and protections of the kaer interior.
* Oxygen and air filtration.
* Crops and greenery; rooftop gardens.
* Resource use and waste disposal/recycling (including the dead).
* Water - wells, water spirits, connections to elemental plane.
* Animals and livestock; diet variety (or lack thereof)
* More about crops and food plants.
* Five likely states for a kaer.
* Unopened and inhabited.
* Open and empty.
* Collapsed and not used.
* Failed by Horror breach.
* Failed by other disaster (starvation, disease, collapse)
* Adventurer groups and kaers.
* How do you get in and what do you find there?
* GM should think of the story of the kaer.
* Who lived there and what happened to them?
* Cultural drift (or lack thereof).
* Sidebar about Urupa development.
* How much of a role will the kaer play?
* Exceptions to expectations and what that can do.
* Magic can solve a lot of problems!
* Returning to water source and its importance.
* What do you find inside? Treasure, artwork, lore?
* Kaer-focused game ideas.
* Other sources and inspiration.
* Civic planning and civil engineering.
* Don't put more work into your kaer design than you must!
* City of Ember
* The Expanse
* Silo
* Ultimately limited only by your imagination.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn West Marches: https://discord.gg/hhHDtXW
4.8
1616 ratings
* Kaers
* Significance of kaers in the game and setting.
* Common (and most dangerous) destination for adventurers.
* Mists of Betrayal, Terror in the Skies, Ardanyan's Revenge.
* Not a lot of concrete examples in later published material.
* Appearances in novels and fiction.
* What is a kaer?
* Purpose to keep people inside alive.
* Why are you going and what might you find?
* Kaers vs citadels.
* Traps and defenses. Could be turned off by residents to safely emerge.
* Traps are apt to be nasty and deadly.
* Other features of entry and approach tunnels.
* The kaer as a community like surface towns and villages.
* Don't necessarily need to map every inch of the kaer.
* How the residents and conditions might shape the environment.
* A kaer is not a D&D-style dungeon of 10-foot corridors.
* Need space for people to live for generations.
* Entry tunnels should allow room for livestock and goods to be taken inside.
* Concealing the entrance as an additional layer of protection.
* Obvious kaers are likely to have already been found and explored.
* Where kaers were built and why.
* Basic Theran design. Large central chamber with offshoots for various services.
* Mosaics or other fixed decorations as a source of lore or knowledge.
* Living quarters; tiny homes, apartments, dorm suites.
* Main thing about kaer design is there likely would be no wasted space.
* Growth or expansion during the Scourge.
* Wards and protections of the kaer interior.
* Oxygen and air filtration.
* Crops and greenery; rooftop gardens.
* Resource use and waste disposal/recycling (including the dead).
* Water - wells, water spirits, connections to elemental plane.
* Animals and livestock; diet variety (or lack thereof)
* More about crops and food plants.
* Five likely states for a kaer.
* Unopened and inhabited.
* Open and empty.
* Collapsed and not used.
* Failed by Horror breach.
* Failed by other disaster (starvation, disease, collapse)
* Adventurer groups and kaers.
* How do you get in and what do you find there?
* GM should think of the story of the kaer.
* Who lived there and what happened to them?
* Cultural drift (or lack thereof).
* Sidebar about Urupa development.
* How much of a role will the kaer play?
* Exceptions to expectations and what that can do.
* Magic can solve a lot of problems!
* Returning to water source and its importance.
* What do you find inside? Treasure, artwork, lore?
* Kaer-focused game ideas.
* Other sources and inspiration.
* Civic planning and civil engineering.
* Don't put more work into your kaer design than you must!
* City of Ember
* The Expanse
* Silo
* Ultimately limited only by your imagination.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn West Marches: https://discord.gg/hhHDtXW
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