Nouvelle Gazette pour Calidar

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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Sam 6 Oct 2018 16:03

Dernier message de la page précédente :

Et l'objectif #1 a été atteint tôt ce matin, donc +4 pages sont ajoutées au livre d'aventures CA2 "Adventures in Caldwen," qui complémente le livre principal.
Le nouveau projet Calidar fait son petit bonhomme de chemin. :chin:

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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Dim 7 Oct 2018 18:01

Bon, allez: deuxième objectif atteint ce matin. Zou! :applause:

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Re: Nouvelle Gazette pour Calidar

Messagepar Toko » Lun 8 Oct 2018 09:32

Bravo !
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Re: Nouvelle Gazette pour Calidar

Messagepar Dox » Mar 9 Oct 2018 08:49

Au fait, où est-ce qu'il est possible de trouver quelques infos sur le Royaume de Meryath ? J'ai cherché sur internet mais je n'ai pas trouvé grand chose.
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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Mar 9 Oct 2018 13:59

Dox a écrit :Au fait, où est-ce qu'il est possible de trouver quelques infos sur le Royaume de Meryath ? J'ai cherché sur internet mais je n'ai pas trouvé grand chose.


CAL1 "In Stranger Skies" :D
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Re: Nouvelle Gazette pour Calidar

Messagepar Dox » Mer 10 Oct 2018 10:18

Bruce Heard a écrit :
Dox a écrit :Au fait, où est-ce qu'il est possible de trouver quelques infos sur le Royaume de Meryath ? J'ai cherché sur internet mais je n'ai pas trouvé grand chose.


CAL1 "In Stranger Skies" :D


En effet mais je cherche juste une courte présentation générale du pays. Si cela me plaît, j'envisagerai l'achat du CAL1. ;)
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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Mer 10 Oct 2018 13:33

Ah, ok.

Inspired from the Voyage of the Princess Ark stories published
in Dragon Magazine in the 90s, the World of Calidar is a
fantasy setting for use with any role playing game. It focuses on
skyships, atmospheric flight, and space travel. Its universe spans
more than just one world. With its three moons and another two
known planets, there are endless adventures to run and plenty
more to explore. Calidar brims with magic. Semi-sentient souls
inhabit these worlds. They are the source of life, and life itself
is the source of power for mages, for priors, for the gods, and
for the land itself. Calidar’s tone and style match the Mystara
Gazetteers from the golden age of TSR, with an emphasis on
narratives in the spirit of the Princess Ark’s short stories.

Three Moons, Three Empires: Calidar is the name of a
planet around which circle three moons, one for each of the
main off-world races — humans, elves, and dwarves. For centuries,
these rival empires have coveted the big blue world that
looms large in their skies. Facing overpopulation and their lunar
resources’ approaching depletion, they’ve yearned for new lands
over which to expand.

The Dread Lands: Learning how to travel through space
enabled colonists to finally set foot on Calidar’s surface, only
to discover that its vast and rich lands were hostile to newcomers.
Soon after colonies were established, not only did fellfolk
tribes—native of this world—relentlessly attack them, but nature
itself rebelled, with wildlife and foliage coming alive, spurred on
by powerful elemental spirits. It didn’t matter where colonists
landed. Whether they chose wind-swept mountains, forests,
swamps, sun-drenched deserts, or icy reaches near the poles,
the outcome always was the same. Newcomers were prompt to
call this deadly wilderness the Dread Lands.

Planetary Life Force: What the three empires did not know
is that most worlds of Calidar’s universe are receptacles of colossal
magic, a life force ebbing and flowing eternally from all that
rises and dies thereon. This world is semi-sentient in some ways,
reacting against the injuries of civilization and the encroachment
of careless newcomers who do not respect the sanctity of nature.
But a time came when Calidar’s world soul suffered from an
outer-planar malady. It recovered, but during its moment of
weakness, the Dread Lands became dormant in a small region.
Colonists seized this opportunity and rushed to establish new
dominions on the Great Caldera, a small ring-like continent. The
growing presence of civilization there prevented the return of
the Dread Lands, and all was fine until the colonies rose against
their imperial overseers and wrenched independence from them.

Sailing Among the Dead: Reeling from their losses and
opportunistic raids from their lunar peers, the empires vowed
to retake what they had fought so hard to establish, and never
recognized the Great Caldera’s independence. But wars across
the Great Vault are expensive. Enabling warships to travel from
the moons to Calidar (and to worlds beyond) requires oil of seith,
or seitha. It is a concentrate of magical life force that sometimes
can be found in the bowels of the moons. With this substance
and the right rituals, a flying ship can enter limbo, the realm
of the rightfully dead, and navigate through it. It is a mystery
of Calidar that time and space in the netherworld differ from
the world of the living, enough so that skyships reappear far
away in the Great Vault, well beyond the reach of a traditional
journey with simple ethereal sails. Precious and rare, seitha is far
more common in the Dread Lands than anywhere else, hence
the empires’ fierce desire to recover their colonies so they may
exploit Calidar’s arcane resource more easily, for sooner or later
the empires will clash, and much seitha will be needed.

A Universal Peril: The independent states fear the return
of the empires. They have become tacit allies to protect their
freedom and to keep seitha out of rapacious imperial hands.
Elves, dwarves, humans, gnomes, and also native fellfolk of the
Great Caldera work together to help ensure their success, for an
even greater danger lurks far away beyond the darkness of the
Great Vault. It is known as Ghüle, an artificial planet bereft of
soul and built by monstrous gods. Within the confines of its vast
dungeons, malevolent lords housed millions of orcs and other
creatures of evil. Seemingly on a whim, the masters of Ghüle
hurl this world into Calidar’s universe. As it hurtles through
the Great Vault and slingshots round mighty Soltan, orcs and
demonic horrors raid nearby worlds and their moons, plundering
treasures and enslaving all in their path. When the orcs return to
their monstrous universe, their beastly gods feast on the captives,
and if there aren’t enough to satisfy their hunger, they devour
their servants as well. Therein is rooted the orcs’ reckless rage
and determination to challenge the mightiest empires, to ignore
whatever hardships and losses they must endure, and to never
return empty handed.

Godly Puppets: But what can fledgling realms of the Great
Caldera do to oppose such ghastly peril? Another mystery of
Calidar is that its world soul’s magic can be called upon if enough
sapient minds pool their thoughts and beliefs. It is so that the
people of the empires as well as those in the Great Caldera have,
with the help of prophets, created gods in their image. Divine
patrons emerged from the vast pool of Calidar’s life force, both
to lead their faithful and to behave as their mortal creators
hoped they should. They too, among the divine, gaze with
somber concern at the dimness of Great Vault’s outer reaches.
They worry about losing these legions of worshipers upon whose
fragile existence the gods rely. To be more truthful, it is their
foes’ nightmarish power they most fear, for if it grows strong
enough, Ghüle’s hellbound overlords may break into Calidar’s
universe and devour its gods as well.

Epic Heroes: Yet, it is in the hands of a mere few mortals
that lies the fate of the gods. On Calidar, one isn’t thought to
be quite dead until all memories of one’s deeds are forgotten. It
is the prevailing belief as well as the origin of countless ancient
legends. The strange marvel of Calidar’s world soul makes it so
that mortal champions, fearless adventurers, notorious villains,
and frightening monsters do not age, so long as their tales are
told across the land. These few are bold enough to defy fate itself
and reach for the stars, beyond which even the divine dare not
venture. Competing deities will just as soon endeavor to sway
to their sides these epic heroes or their villainous rivals, so they
may bestow mighty quests upon them, possibly offering them
in return for service and glory a path to true immortality and
an honored place among gods.

So, what are those empires like? In a nutshell, the human
powerbase located on Munaan, is more like Byzantium on steroids,
a monotheistic theocracy bent on serving a one true god.
Elves of Alorea are tree-hugging Nazis with living skyships that
suck sap and can grow deck weaponry as needed. Dwarves of
Kragdûr come off as gold-loving, earth mining, steampunk
Klingons (the best analogy possible). Their ships are made of
steel and shoot cannonballs. The gnomes are a mysterious and
highly magical race, enslaved on both Alorea and Kragdûr, but
free on Calidar. The fellfolk are native half-pints with large, hairy
feet. They established a free kingdom in the Great Caldera. Their
wild counterparts of the Dread Lands, on the other hand, only
obey their tribal shamans and live in harmony with the Dread
Lands (usually) and the planet’s world soul. And, yes, they hate
everyone else.

What Should I Start With? The first book published is
CAL1 "In Stranger Skies", the initial Gazetteer. It introduces
recurrent heroes and their skyship, the Star Phoenix, as well as
their home base in the Kingdom of Meryath. The second book
is an accessory devoted to the many gods of Calidar and their
pantheons. CC1 “Beyond the Skies” originally introduced the
mechanics given in this pamphlet, as well as insights on the ancient
history of Calidar’s races and how they created their gods. The
third book’s estimated release is December 2017. CA1 “Dreams
of Aerie” describes a mini-setting centered on a flying circus and
provides a wealth of adventures connecting with all parts of the
Great Caldera and beyond. Two more books are presently in the
works, intended for 2018 or later. CAL2 is the gazetteer detailing
the Magiocracy of Caldwen. CC2 focuses on skyships, deck
plans, legends of the sky, and vastly expanded game mechanics
for aerial and combat in the Great Vault. Calidar is primarily
distributed in print or digital form via DriveThruRPG. If all of
this piques your curiosity, drop by and peruse the author’s blog.

The Great Caldera: Most adventures are likely to begin here.
A misnomer in that it never was part of a volcano according to
sages, this giant crater is home to ten realms. Free and independent
from each other, they form a loose alliance to keep at bay
attempts from their former colonial overseers to reassert their
past hegemonies. Elves, dwarves, native fellfolk, gnomes, and
humans stand together where they once fought, making the best
of what each can bring. Jealous and somewhat petty, realms of
Calidar remain nonetheless rivals vying for regional supremacy.
They keep a wary eye on the Dread Lands, ready to pounce upon
sources of seitha despite the dangers of the world’s vast wilderness.
One is never too sure whether spirits of nature might return and
wreak havoc upon settled lands. Airborne surveillance of all that
lies beyond Calderan shores also is a must to keep interlopers out
of the Dread Lands, especially pirates and smugglers working
for the benefit of the lunar empires.

Alfdaín: The realm of elves, a vast forest with cities nestled
where rivers and meadows meet, includes three federated states
whose capital city is Mythuín. The Matriarchy of Andolien and
the Kingdom of Lathraël are home to the Sherandol, forest elves.
The kingdom of Fëoros belongs to the Elëan, winged elves living
high up in the Elëaras Range. The High Matriarch, Mistress
Dwëara Darkwood, administrates the federation with dignity
and wisdom. Elves worry most about the return of Dread Lands
in their primeval forests, or so they hear from plants and trees
with which they can commune.

Araldûr: Under King Rothbrîm II’s steadfast authority at
Hamarfold, the dwarves hold the Mountain-Island at the center
of the Great Caldera’s inner sea. Industrious and materialistic,
these dwarves hail from old ethnic clans. Proud of their heritage,
the Dârgilath are reputed for their engineering skills, the
Bhalrûd mastered metallurgy, the Hâradhir shine as merchants
and bankers, while the Khôr-Halad stand as the best among
warriors. To the risk of awaking what ought not be disturbed,
dwarves mine the depths in search of precious araldium and
blackstone, which powers their fearsome ironclads.

Belledor: After centuries of abuse and injustice, Calderan fellfolk
held on to the last bastion of freedom yet unclaimed by the
colonial powers. There, they adopted the ways and trappings of
outer-world civilization, and proclaimed the Free and Sovereign
Republic. The Grand Fyrst at Seahollow, Golliwin Strikeforth, is
a champion of liberty and justice, and the protector of gnomes,
many of whom escaped their former masters in Alorea and
Kragdûr, and settled the cold northern mountains of Belledor.
Ironically, Belledorans and their tribal kin of the Dread Lands
who know of them despise each other.

Caldwen: This mountainous region is home to wizards and all
creatures who wield the magic of life. Eight arcane colleges rule
deep valleys on behalf of the High Wizard Chancellor at Arcanial,
Vardalas Dardael “The Green.” Caldweners are reputed to be
the most skillful spell-weavers, and the most adamant foes of
the old colonial theocracy on Munaan. Only here do the living
coexist with manifestations of demons and the undead. Though
commoners fear creatures of the dark, pragmatic mages see them
as a source of knowledge about the fundamental nature of worlds
and the power of magic, life, and death.

Ellyrion: Perhaps the closest heir to Munaan’s hated Nicarean
authority, now-independent Ellyrion styles itself after the old
empire. Warriors at heart and fiercely monotheistic, they worship
Teos, Munaan’s sun god. Their clergy honors fallen heroes as
divine scions of Teos, an unpardonable offense to Nicarea’s intolerant
and brutal theocracy, which once sparked the bloodiest
of repressions. Deimos IV “Teospatha” stands at Teosopolis as
Ellyrion’s Stratokratos, champion of Teos and self-appointed
defender of the Great Caldera. He dreams of carving an empire
out of the Dread Lands.

Meryath: If there was a place for adventurers, it would be this
lush, tropical kingdom. Munaani islanders called the Talikai first
came, brutally displacing the native fellfolk, and quickly forged
a lasting alliance with nearby Ellyrion. Their monarchy, now
under Queen Shardwen I in Glorathon, sponsors Calidar’s
ideals of epic heroism. In this utopian realm put in place by
adventurers for adventurers, honor and notoriety are everything.
Heroes of Meryath have become dedicated dragon hunters, as
a way to avenge a mythical king slain by a mysterious dragon,
and to finance their extravagant life styles.

Narwan: Desert dwellers, emirates, and jinn lie at the core of
this sun-drenched realm. Today’s Narwani are the descendants
of Arun-Te’s followers who’d fled Munaan’s repressive empire.
They adopted the language and the manner of the native jinn,
some of whom live among them. It is said that half-bloods now
walk the land, in violation of strict local laws. The Narwani are
devoted to the cult of Soltan, another name for Teos, sparking
fierce disputes and distrust between Ellyrion and the Sultanate.
Sahir III Al-Asad enforces with an iron hand the law and the
faith from his capital city, Tel Al-Maksur.

Nordheim: Ancestors of a lost Viking community brought to
Calidar’s universe from the real world, they worship none but
the gods of Norse culture. Beliefs were so strong that many
Asgardians have come to life, although they suspect they aren’t
quite who they think. It is a small matter for the subjects of Queen
Ulvheid I of Grimsvik, who endorse the old sagas all the same.
Distant kin have sailed far and wide to the Great Vault’s outer
reaches. There, they scavenge relics of long vanished starfolk to
repeal portents of Ghüle in desperate hopes of forestalling the
coming of Ragnarok as they understand it.

Osriel: Money talks in this Merchant Princes heaven. Rival city
states abound in this rich land, where trade guilds compete for
wealth, power, and prestige. Long ago, when colonial powers
vied for regional hegemony, people from diverse origins were
pulled in from other universes to help settle these lands on behalf
of sponsoring gods, creating a cultural kaleidoscope. Amid a
background of shameless greed, ethnic friction, and political
backstabbing, Lord Ardakeen, the elected Doge of the Writ in
Lorical, shapes Osriel’s foreign diplomacy and administrates this
Machiavellian vipers’ nest as best as humanly possible.

Phrydias: The smallest state in the Great Caldera, it became
a Bongorese colony of the Swamp Kings of Munaan, a land of
oracles and fortunetellers. Along the way, half-elves moved in
from Alfdaín and Ellyrion, fleeing conflicts between the two
realms. Under the guidance of Phrydian seers, the two races
blended together over time. Led by its Grand Lector at Phaeroth,
Sethrian the All-Seeing, a prophetic diplomat and clairvoyant
merchant, the island kingdom thrives today. Free of its past
Nicarean shackles, Phrydians revived their old and forbidden
Munaani faiths, now with an elven twist.
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Re: Nouvelle Gazette pour Calidar

Messagepar Toko » Mer 10 Oct 2018 13:40

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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Mer 10 Oct 2018 13:51

Et oui! :applause:
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Re: Nouvelle Gazette pour Calidar

Messagepar LLyr » Mer 10 Oct 2018 13:54

C'est dommage que cela soit dans la langue de Shakespeare et non celle de Molière, parce que l'univers à l'air particulièrement intéressant.
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Re: Nouvelle Gazette pour Calidar

Messagepar Bruce Heard » Mer 10 Oct 2018 14:06

LLyr a écrit :C'est dommage que cela soit dans la langue de Shakespeare et non celle de Molière, parce que l'univers à l'air particulièrement intéressant.


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