Showing posts with label JMG0041. Show all posts
Showing posts with label JMG0041. Show all posts

Wednesday, June 1, 2022

Isle of Eldisor: A Realm of Crawling Chaos

The Isle of Eldisor comes across in most ways as an Epic High Fantasy campaign setting, but, in truth, it has more than a dash of Lovecraftian Cosmic Horror lurking beneath the surface. Literally – beneath the surface of the land and sea.


Thus, if you are running an Eldisor campaign you should check out Goblinoid Games’ Realms of Crawling Chaos, a guide to using Lovecraftian elements in your Labyrinth Lord or OSR RPG campaigns.


If you are running Eldisor using 5E, then I would suggest checking out Sandy Petersen's Cthulhu Mythos for 5E. It is an amazing, in-depth, and novel treatment of the Mythos for use with 5E by a past-master of the Mythos Horror RPG genre.


First and most prominently, of course, are the Morlocks, which are not Lovecraftian per se, being an invention of H. G. Wells, though even then they have more than a touch of body horror and cosmic horror about them. In Eldisor, they are a full-blown Lovecraftian fusion, as they worship the Old Ones, notably Abhoth, Atlach-Nacha, and Tsathoggua. They are the bogeymen who haunt the nightmares of the Tribesmen and the colonists. Orcs and goblins are monstrous, but Morlocks? These are monsters that are supposedly men…



Then there are the Cavemen, which would on the surface seem to be normal, everyday Neanderthals. However, many of the Cavemen clans are corrupted by Chaos, and for all intents and purposes these should be treated as Voormis… Dreadful Secret: true Voormis are found on Eldisor, in the Northlands. More on that some other time… But if you want to give a corrupted clan a bit of a boost, check out the options available via various Mythos magics and abilities. The Subhuman race from Crawling Chaos is a possible player character race for extended OSR Eldisor campaigns.


Then there are those that dwell beneath the surface of the deep waters… the Deep Ones. These monstrous fish-folk are ever at their age-old schemes to try to take over the surface world for the greater glory of Cthulhu, Father Dagon, and Mother Hydra. Fortunately, they are mostly limited to the waters and coasts of the Twilight Ocean, though they continually seek to make inroads into the waters and coasts of the Merrow Sea. There are minor hamlets of Sea-Bloods scattered across both coasts, with all the dangers and potential treasures they offer. The Sea-Blood race from Crawling Chaos is a possible player character race for extended OSR Eldisor campaigns.

Note: For the Deep Ones, if you do not have a proper source for their game stats, you can use Sahuagin in their place, or if using official 5E, you can use Kuo-Toa.


There are other Mythos elements at work in Eldisor. Humans are hardly the only ones corruptible by the Old Ones and their minions. Giants, dragons, trolls, ogres, orcs, and goblins can all be corrupted by True Chaos. Such creatures should possess strange, unusual, and terrifying powers. If using Realms of Crawling Chaos, Sandy Petersen's Cthulhu Mythos for 5E, or another Mythos source, you should also feel free to add in more proper Mythos creatures, though do so lightly, if you wish to maintain the High Fantasy veneer on the setting.

And then there are the Cults, which bring corruption on a societal as well as individual basis. Rare among the Continentals, these cults are de rigueur among the Morlocks, far too common among the Cavemen, Gray Folk, and Trolls, and only moderately less so among the Tribesmen and Kruski. Such cults often disguise themselves as cults of the King of Hell, much as the cults of the King of Hell disguise themselves as the cults of other gods. Only at the last are they revealed to be far more than a mere Hell-bound cult, providing the players a glimpse into the cosmic horror of the Realms of Crawling Chaos…


Monday, January 24, 2022

[Now Available] Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer

By James Mishler & Jodi Moran-Mishler
Designed for use with Labyrinth Lord
 
The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.
 

Jordvann was once a land dedicated to Law and Good, until the rise of Eldisor, the Devil’s-Son, who together with his hordes of giants, dragons, trolls, ogres, orcs, and goblins conquered the land, reduced the people to slavery, and brought down Fimbul Winter, which caused empires to fall world-wide. Eldisor ruled for 400 years, until he was slain or brought low during a rebellion of his captains, the Old Evils. Fimbul Winter ended, and civilization rose again elsewhere, while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.
 
Now, descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island, building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor, and what little is known is merely myth, legend, and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways – find and recover the lost treasures of the ancient civilization; discover, ally, and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants, dragons, trolls, ogres, orcs, and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.
 
The setting is presented as a Hexcrawl sandbox, and includes the following details:
  • History of the Isle of Eldisor.
  • Details on the Colonial Powers.
  • Geographical information, including specific regional encounter options.
  • The Jordvanner (including the four descendant peoples – the wild Cavemen, the sorcerous Gray Folk, the monstrous Morlocks, and the savage Tribesmen, as well as their cousins, the barbaric Kruski berserkers and vikings).
  • 13 Gods, Demi-Gods, and Demons of the Isle of Eldisor and the Continent.
  • 36 Myths, Legends, and Rumors.
  • Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique.
  • Details on the Weather on the Isle of Eldisor, still recovering from Fimbul Winter.
  • A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements.
  • A gazetteer detailing 156 major settlements, strongholds, ruins, and lairs.
  • New monsters, including the Mammoth, Northern Titan, Giant Troll, and Multi-Headed Troll.
  • An Appendix N detailing literature inspirational to the campaign.
  • The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across, providing more than 50,000 square miles of adventure!
  • The map (also available as a separate file), is provided in the book, divided into eight sections for easy reading.

The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!

Designed for use with Labyrinth Lord, easily adaptable to any Old-School RPG or even Fifth Edition!

76 Pages (70 pages of content), PDF format with PNG Map, $15.

Click here to buy the Isle of Eldisor!

The map is also available separately PWYW!