Strolen\s Citadel content. 
By: MoonHunter

2006-12-09 01:52 PM
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Planets and Places of Kerren Locations  (World)   (Space)

Kerren is the common/ colonial name for Kerros IV. Kerros is a G3 star in Sector 460. It is a Early Series System off the Bael Line. To players, Kerren is the home to an Against the Storms Campaign. Planets and Places of Kerren is a scroll and codex that will include information about the Planet, the Places, and the Clusters/ Warrens/ and Villages of Kerren.

By: MoonHunter

2006-12-07 12:40 PM
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Kerrenese Wings and Crews Society/ Organization  (Ethnic/Cultural)   (World Wide)

“The People of Kerren have created a tight knit society based upon “crews”, “wings”, or other small groups of people….”
Excerpt from Terran Expeditionary Scout Force ReContact Report 2280

By: MoonHunter

2006-12-06 12:44 PM
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Personas Against the Storm Society/ Organization  (Ethnic/Cultural)   (World Wide)

Ryders, Scales, Crafters, HighBloods, and Villagers, these are the people that populate a Kerrenese Against the Storm campaign. This section give examples and directions on how to create them.

By: MoonHunter

2006-12-03 02:38 PM
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Preserver Thought System  (Divine/ Spirit)   (Specific)

Preserver Thought is “The School of Thought” on Kerren. It motivated the Colonist to colonize. It is what led them to their unique technolgical and social mix. These Preservers live up to their own ideals.

By: MoonHunter

2006-12-02 05:26 PM
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Ryder Honor Code System  (Societal/ Cultural)   (Specific)

“If you are going to live in the Warren, you need to live by The Rules,” The Edge said.

“I can follow the Ward Rules as good as anyone,” the Green Ryder said.

He waves dismissively. “Those are not the rules I speak of. I speak of the ones that make you more than just another fool with a dragon mount. I speak of the ones that make you a True Ryder.”

By: MoonHunter

2006-11-30 04:54 PM
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Encyclopedia Kerrenica System  (Knowledge/Lore)   (Specific)

While someday this will be available in the twenty three GIP soft leather bound volume set, this abbreviated version is here for your viewing

By: MoonHunter

2006-11-30 03:31 PM
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Sagas of Kerren System  (Knowledge/Lore)   (Specific)

Sagas are the “oral tradition” of Kerren. Sure they are written down, but they tell stories of The Days of the Ships, of Onterio, of Earlier Days. In addition to history, they are used to teach moral lessons and Preserver Ideals to the younger generations. Though the Sagas, one learns to of Kerren and how to be Kerrenese.

By: MoonHunter

2006-11-30 01:34 PM
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Against the Storms - The Kerren Setting Articles  (Campaign)   (Game Mastering)

For hundreds of years colonist from Earth have lived on Kerren.  They came to Karren to live a simplier peaceful life. A pity that dream never materialized. 

Kerren is a world in an age of Saurians.  Giant megafauna live among huge trees. Smaller saurians and giant insects live in their shadows.  The Humans live in Clusters, walled cities usually along cliffs, to protect themselves. 

Kerren is a world of little metal.  The colonists expected resources to maintain a minimal level of technology.  Those resources did not exist or were unobtainable given their tools.  They adapted to the materials they had.

In short their life was simplier, but it was not peaceful. 

Zhan are extradimensonal blobs that fall from rifts caused by electrical storms.  Zhan infect living things, twisting them into rampaging monsters.  If Kerren was not dangerous enough, now “things” roamed the lands.

However, the Colonists found allies on Kerren- The Dragons. Working with this native animal species, The Ryders defend their people.  Riding their dragons they destroy Zhan as they fall before they can contaminate the world, remove Zhani monsters in Grey Zones, and wrangle Mega Fauna and Jumpers. Together with their Dragons, Ryders help build and maintain the colony.

By: MoonHunter

2005-12-07 01:07 AM
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City Image - Twin Pole Locations  (City)   (Any)

Twin Pole, like most Kerrenese cities, are defined by their terrain. Twin Poles is in a deep and broad river valley, with broad color banded walls, built upon one long raised promotory from which two tall "spires" rise. The water is broad, but not too deep around the "island", keeping bothersome the aquatic megafauna to a minimum. (Though the local Dinosaur Watercows are quite dangerous).

By: MoonHunter

2005-12-06 01:07 AM
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City Image - BroadMound Locations  (City)   (Swamp)

The underlying terrain of the city defines it. It is a large, broad mound. This cluster is as strange to the Kerrenese as Venice or a sunken city is to most Westerners.

By: MoonHunter

2005-12-04 01:35 PM
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City Image - BlueFord Locations  (City)   (Mountains)

This Kerrenese town is of classic design.  It’s strong walls surrond the Cluster on three side, a large rocky cliff side closes the square.  The Warren is above the city, with a tourney ground on the plateu above it.

By: MoonHunter

2005-11-29 01:56 AM
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Hexagon Plaza - A Kerren Neighborhood Locations  (Neighborhoods)   (Any)

Hexagon Plaza is a “zone” in a cluster, not far from a gate. This is because gips are herded to the plaza, the shortest distance possible is the best for creatures, handlers, and people nearby. Note: For this area to make sense, check out the Encyclopedia Kernnica for details on gips, hard and soft leather.

By: MoonHunter

2005-11-17 02:12 PM
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Ryder Spear Items  (Melee Weapons)   (Non-Magical)

A Ryder Spear is the quintessinal Kerrenese weapon. It is used by Ryders in combat and in tournament, the two most important parts of a Ryder’s life.

By: MoonHunter

2005-11-13 12:45 PM
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Hovers Lifeforms  (Fauna)   (Forest/ Jungle)

Named after some Oldthings by the early colonists, these large, even by Kerrenese standards, these iridescent insects are a common sight everywhere in the world.

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While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way. The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin. The Party spends another night and day with Ferrin's group. One of four things can happen on the third night. 1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's. 2: Hordel gets mad after repeated questioning about his life from the PCs. 3. Preminitat gets mad after repeated questioning from the PCs about what god he worships. 4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult. All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.
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