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Setting

The Elder Isles is a High Gothic/Early Modern setting borrowing heavily from a variety of extant sources. Terry Gilliam’s Brother’s Grimm, Adventures of Baron Munchausen, and Time Bandits with a little bit of the Fairy Tale logic and aesthetics of Ridley Scott’s Legend. Notable books with a heavy influence are: The Compete Fairy Tales of the Brother’s Grimm, Lord Dunsany’s, King of Elfland’s Daughter, The Sword of Welleran, Jack Vance’s Lyonesse, and Clark Ashton Smith’s Averoigne tales. — The world of the mundane and pre-modern butted up against the ineffable, weird and ancient.

Rules & How to Play

The game uses the Renaissance RPG by Cakebread & Walton, as well as bits borrowed from other d100 based games (The Fey Magic section from Advanced Sorcery, for example).

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INDEX

Brainstorming

Collaborative World Building Section

House Rules

Play AidsResources, tables, helpers, character sheets, etc.
New Factions — New factions that your character can join
Firearms — modifications to the firearms rules presented in the core rulebook
Non-human RacesCharacter Creation guidelines for playing Elves, Dwarves, and Grimalkin

The Setting

A Brief HistoryNotable events of the past
GeographyPeoples, Places & Cultures
Current EventsCurrent fashions, trends and politics
Persons of NoteMovers and shakers
Inspirational MediaThings to watch and read

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