Category Archives: World-Building

Setting: Groups of Interest on Kyper

In town Fair Vickelt and Low Vickelt are rife with guilds: organizations that act in part as unions (protecting their members, providing training, advancing capital, guaranteeing quality, and setting prices) and in part as protection rackets (doing their best to … Continue reading

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A Meta-Mechanic

The Slakiv investigation into the Sons of Du Van Ku continues apace.  But that doesn’t stop the approaching series of adventures in Fair Vickelt; rather, it hastens their approach. It should be noted that those who ply their trade in … Continue reading

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Mini (“Doom”) campaign

A few years ago, a death cult was found operating in Slakiv lands.  The self-styled “Sons of Du Van Ku” simply set up a secret lair and start scouring the countryside for likely-looking victims to kidnap and murder or drug … Continue reading

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Location: Fair-Vickelt-after-the-Flood

History and overview The island of Kyper lies in the northern reaches of the Diarchal Archipelago.  Even less hospitable than its neighbors, for centuries its largest sign of civilization was the thrice-rebuilt city of Vickelt, a sea-town with decent natural … Continue reading

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The Diarchal Archipelago

“Setting” entries detail various aspects of the world itself.  Here’s a colorful one that I hope to use for a coming RPG campaign. Geography The continent of Vestan, heart of the known world, is a vast open grassland, surrounded by … Continue reading

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Making with the House Rules

Although I hope some day to finish a fully workable gaming system of my own, campaigns set in the world of Shankhar are currently being run using a house-ruled version of the Pathfinder system, a.k.a. “Dungeons and Dragons edition 3.75.” … Continue reading

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