EDSG Episode 196 - Kaers - a podcast by Josh H & Dan B

from 2023-11-15T06:00

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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.




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Further episodes of Earthdawn Survival Guide

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