This is a slice of a work in progress of the Ehdrigophr world map. It’s being created by the awesome Robert Altbauer and will be used to illustrate much of the setting info in the book. The final version will be a large beautiful poster map with considerably more detail than this first sketch currently shows. Click on the picture for a larger view.
In Ehdrigohr, magic is a manifestation of the Mysterious Ways. The Mysterious Ways can be thought of as the threads that make up the Great Web. In truth, however, they are so much more essential than that. They are the component pieces of existence, and the cadence in which they come together and interact maintains the happening that is the known world and all of its constituent realms.
Most scholars count four Mysterious Ways and arrange them in the way of a circle with the understanding that they all relate to, and support, each other. Interdependence is the natural way of the Mysterious Ways and isolation tends to bring imbalance. The act of creation, however, momentarily requires some level of isolation so that a flow can be changed or a pattern established. Those who can “Call the Mysteries” are able, through a variety of different processes, to isolate and manipulate individual Mysteries to create astounding effects. It is those who can blend the mysteries and reestablish the relationships into new patterns that are the greatest of all. Continue reading
We return after a hiatus, to talk about the society known as the Trouping Jays.
The Jays are an ecclesiastical order with a loose hierarchy which culminates in the Council of Joyful Vagabonds. They are also one of the most socially complicated of the Great Societies.
The Jays are taught the stories of the past with the expectation that they will travel the land and remind the people of what has come to pass and of their duty to the great web to ensure balance is among the people when the breachers come. Continue reading
There are a great number of groups and organizations in Ehdrigohr that work very hard to effect a change on the world. Most work, one way or an other, towards the betterment of the people and the human condition. There are others, however, that strive to bring sorrow and to shape the world to their own desires. Beyond those forces of darkness there are even more terrible groups who endeavor to bring the world to ruin and return us to the void.
Over the next few posts I want to detail some of the most important groups currently operating in the world. I’ll start with the Great Societies. These organizations were started by the Watchers known as the Thunder Brothers (Wa’Kya, Tohr, Radeen, and Uhdahl) ages ago when the first Turning happened. They were created to guide and protect the people and keep mankind from falling into complete disarray. As civilizations have grown due to the relative safety brought on by The Still, they find themselves at odds with men and women hungry for power as often as they are up against shivers and horrors from the Twain.
Lets start with the first two societies.
I’m getting closer to done with the beta for Ehdrioghr and will start some playtesting soon using family, friends, and students. In preparation I’ll be posting more about what the game actually is and some of the rules we’ll be using. There will be some sample characters, creatures, maps, organizations, and much more. So keep an eye out and if you interest gets piqued let me know if you’d like to do some playtesting with your group (or with mine).
There is an interesting debate that has popped up from time to time across the realms of game design about whether games should be considered art. My personal opinion as a designer is a resounding yes and no. I believe that games as a medium has the most profound capacity to move the human spirit but it can and does so in a way that is alien to what most people would consider art. Continue reading




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