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Eluraelon


Round 2 - Top 32: Design a Country

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>
Qadira RPG Superstar 2008 Top 6, Contributor , Dedicated Voter 2013

Eluraelon
“The Sheltering Ring”
Alignment: Neutral
Capital: Eluraelon Island (pop. 2,600, human)
Notable Settlements: Antata (pop. 5,700, human), Ronjir (pop. 850, human), The Reef (pop. 1,200, sea elf)
Population: 27,500 above water, primarily human with a handful of gnomes, halflings and surface elves. 8,000 sea elves and 700 locathah live in the lagoon, along with the occasional half-sea elf. The majority of the islands are populated by the original human natives of the atoll. The non-native population is concentrated on Eluraelon Island and Ronjir.
Rulers: Rorik Kandalos, High Arcanist; Amalina Greycloak, Seer Beyond the Veil; Petros of Orthat, Speaker for the Merchants.
Government: Oligarchy comprised of representatives from the Arcanist’s Guild, Assemblage of Seers and the Merchant’s Consortium. Each of the three ruling guilds appoints one of their own to serve upon the Triumvirate. All three of the current Triumvirate are non-native humans, as are the majority of their guilds.

Description: Located just north of the equator within the remote reaches of the Western Sea, Eluraelon is comprised of the 57 coral islands making up Eluraelon Atoll. The islands range in size from 4 miles by 2 miles for Eluraelon Island to sandy outcroppings barely exposed at high tide.
Eluraelon’s location makes it a useful refitting and supply station for merchants plying the routes of the Western and Southern Seas, but it would have remained a small and relatively obscure port were it not for the Arcanist’s Guild. The mages of the Guild found the atoll uniquely suited for magical research due to its equatorial location and small population, leaving it free of contaminating arcane influences. The Guild owns the desolate northern island of Ronjir, and allows entry only to Guild members and their geased servants. Their demand for reagents and taste for luxury accounts for much of the trade that is the lifeblood of the islands.
The native human population is concentrated on the island of Antata, much poorer and more crowded than the neighboring Eluraelon Island. Many natives make a daily trip to the capital, serving as servants and laborers in exchange for a handful of copper coins.
Eluraelon Island is both the largest island and the capital. It is dominated by a large harbor, built on the lagoon side of the island. The homes of the wealthier merchants are built along the ocean side, and the temples and observatories of the Assemblage of Seers are clustered at its southern tip.
The lagoon itself is home to a number of sea elf towns and villages. The largest of these is known as simply as “The Reef” in Common, a beautiful town sculpted in the living reef. Dolphin-mounted sea elf patrols keep the lagoon safe from dangerous predators, whether animal, monstrous or human.
The primary export of Eluraelon is food, sold to trading vessels stopping at the islands. They also sell fresh water, but as supplies are limited few captains are willing to meet the asking price. Native human and sea elf artisans make a modest profit selling their works to visiting ships as curiosities.
The island nation relies on visiting ships for nearly all luxuries and crafted items. Even the wizards of the Arcanist’s Guild rely on trading vessels for the majority of their needs, as importing via magic is beyond the means of the majority of the Guild.

DM Secrets: The lagoon inside the island ring of Eluraelon is scattered with underwater ruins, once the cities and temples of a great sahuagin kingdom. The sahuagin were driven out centuries ago by an alliance forged between sea elves, merfolk and locathah. The sahuagin still lurk in the ocean depths outside of Eluraelon, their strength waxing over long years. Promises of dark power and unlimited treasure have gained the sahuagin allies amongst their racial enemies, and these traitorous elves are scouring the ancient ruins, searching for the lost Trident of the Leviathan, an ancient relic of the sahuagin lost in the fall of their cities. The sahuagin have established a number of small outposts inside the lagoon in preparation for their war of retribution.

Tilanta, a member of the Assemblage of Seers, has spent years studying the trajectory of falling stars. She has charted the course of a meteor that she believes will impact in the ocean only a few hundred miles from Ronjir, and seeks escorts to aid her in its recovery. Tilanta is unaware that the meteor is being called to this location by the rituals an undersea cult of diabolists led by a powerful kraken. The cult plans to use the unearthly metals of the meteor to brew and spread an alchemical blight through the ocean, sacrificing thousands in a blasphemous ritual.

Piracy has been a thorn in the side of Eluraelon for some time. While the atoll itself has been quite safe for shipping, the past year has seen a steady increase in pirate attacks in the open ocean outside the atoll. Zemthir, owner of a cash-strapped shipping line, has suffered more than most from the attacks. In truth, Zemthir is in league with the pirates, and targeted his own ships in order to avoid suspicion. As a result of his outspoken calls to put an end to the pirate menace, Zemthir has been put in charge of coordinating Eluraelon’s efforts against the pirates by the Triumvirate. He has been feeding the pirate captains regular information on shipping schedules and naval operations, all the while squirreling away his ill-gotten gains and plotting his flight from the island.

Conditions on Antata are appalling. The island has far more population than it can easily sustain, but the prospect of earning hard coin on Eluraelon Island brings in more of the outlying native population every year. A charismatic young man named Rongelan has been fanning the flames of unrest on Antata. He preaches the need to return to the old ways, and rid the islands of the corrupting foreigners.

Founder, Legendary Games & Publisher, Necromancer Games, RPG Superstar Judge

Submission checklist:

Submitted on time? Check.
Submission is a "country"? Check.
Submission contains all of the mandatory content as required by the contest rules? Check.
Submission is within the word limit? Check. 981.
Submission is free of inappropriate content in violation of the "taboo" guidelines? Check.
Submission does not use content from a source other than those listed? Check.
Submission does not reference a published campaign setting? Check.
Submission does not include maps or art? Check.
Submission is a suitable setting for roleplaying with the d20 system? Check.
Submission is not a "joke" or otherwise completely fails to meet the minimum requirements of the competition or other contest rules? Check.

Qadira Contributor; Publisher, Kobold Press; RPG Superstar Judge

The comparison to Olanra, the country of undersea enchantment, is inevitable as both emphasize oceanic cultures. So I'm just going to do the side-by-side.

I like both countries, but personally, I think the writeup of Eluraelon comes out on top for four reasons:

1) More emphasis on the surface: the use of atolls and sea elves works better than an entirely undersea setting for mainline D&D gameplay.
2) More concrete details: The throwaway mentions of things like "dolphin-mounted sea elf" patrols does a lot to define Eluraelon.
3) More reasons to visit: Both cultures use arcanists as a lure to draw PC visits, but Eluraelon does more with it.
4) Stronger hooks. The plots here are easily to implement.

The strength of the prose is also slightly better here. Craft counts.

Recommended for Top 16.

Founder, Legendary Games & Publisher, Necromancer Games, RPG Superstar Judge

Fluff (writing, grammar, style, evocative prose, etc.): B
The Good: Reasonably well written. No glaring gaffes.
The Bad: Not grabbing me, though.

Crunch (basics, rules issues, depth of the setting, details, etc.): C+
The Good: Some interesting references such as the trident and the rituals of the diaoblists.
The Bad: No real true crunch, and it could have been useful.

Design (choices made, format, naming, originality, theme, balance--ie, is the submission heavy in one part but lacking in another?): B-
The Good: Pretty standard formatting. The names are good. There are things going on above and below the waves, which is important in a setting like this. Too often, the setting focuses on one or the other. Good balance between the description and the DM secrets.
The Bad: The originality isn’t that compelling—some islands with sea elves and sahuagin, what a shocker! There is a kraken and pirates. I’m sure somewhere there is a tropical island with dinosaurs. Never really found a theme or angle that separated it from the crowd. It is unique in that it uses its aquatic setting. Aside from that, however, there is very little about THIS aquatic setting that is unique.

Play (setting for adventure? campaign? is there conflict? are there play limitations?): B
The Good: Pretty accommodating for a water-based setting. Not seeing tons of limitations. In fact, there are some good options here.
The Bad: These type of settings can be a bit limited.

Tilt (my personal take, is it evocative? do I want to play there? does it capture my imagination?): B-
The Good: Well done for an underwater setting with good above-water setting options as well.
The Bad: Never found a theme or an angle that made it unique. Pretty generic.

Overall: B-
An aquatic setting that is interesting, but too generic in the end.

Hesitantly RECOMMENDED for top 16.

Paizo Employee Publisher, Chief Creative Officer

For starters I think an atoll kingdom is an interesting choice that definitely sets Eluraelon apart from many of the more standard submissions in this contest. I like the idea of the secluded arcanists guild, and the throw-away reference the isle of Ronjir being the exclusive domain of guild mages and their geased servants tickled the "cool" reaction I always pay attention to when reviewing submissions (for this contest or for Paizo as a whole).

The submission is marred considerably by overuse of the passive voice. Here's an example of passive construction that could be tightened, thus improving the essay:

"The homes of the wealthier merchants are built along the ocean side, and the temples and observatories of the Assemblage of Seers are clustered at its southern tip."

How about: "Wealthier merchants build their homes along the ocean side, while the temples and observatories of the Assemblage of Seers cluster at the island's southern tip."

I think mine sounds better, and I saved you three words. I'd run that filter over future submissions. It'll make the language seem more immediate and accessible and will make for punchier submissions.

But I still really like the submission. I think you could run a very interesting campaign sojourn to this isle, perhaps while a wizard trains with the Arcanist's Guild or while the party consults a sage in the Seer's Assemblage. The DM's Secrets section provides plenty of meaty ideas to fill up such a campaign arc. I especially like the one about falling stars and the kraken cult. That's good mojo.

So, I like the submission, but there is a LOT of passive construction that keeps it from being as good as it could be. My sense is that a punchy edit would make this clearly one of the better submissions of this round, but you don't get the luxury of an editor until after you've managed to win the contest.

So, despite some problems with the language that I'll be hoping Russ improves on in the future, I think this entry deserves promotion to the next round.


Great job Russ. Atolls are neat, just ask Wikipedia.

Osirion

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

This was a pretty interesting country, I'd place it somewhere in the middle of all the (six or so) entries that I have read so far.

While having a portion of the country on the surface may make it more accessible to PC's I still find myself liking the completely undersea country of Olanra better.

Things I liked:
That it is an oligarchy, ruled by the guilds
The sea elf settlements on the coral reef
The wizard controlled island

Things I did not like:
The pirate story hook. I know people love pirates, but I feel they are way overdone at this point.

~Rusty

Qadira RPG Superstar 2008 Top 6, Contributor , Dedicated Voter 2013

Thanks for the feedback, folks. I really appreciate the comments. I hope to see you all again in the next round.

Osirion Marathon Voter 2014

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I must admit that of the two watery kingdoms, I like the mixture of above and below better than all below.

I think this one is in my top ten.

Of course I only get to vote for 5.


This caught my attention and held it. However, it exports food? Should that read "fish"?

Osirion

While nautical settings normally aren't my thing, this one was enough to really grab my attention. Mostly I dig the hook--small nowhere fishing and trade town that catches the attention of arcanists who need a place that's magically uncorrupted, in a way that reminded me of how astronomers build their telescopes out in the middle of nowhere so they can better see the stars away from the smog and lights of the city. What a wonderful concept. So then they take over, and where the trade was originally pretty boring before, it becomes reagents and other goods peddled to eccentric wizards. That's just cool. Plus I like that the town has this really salty, driftwood and pier feel to it. I like that. The smattering of undersea ruins is a nice touch too. I think I'll keep a bookmark in this one and maybe come back to it. Nice stuff. I especially appreciate how you didn't take the opportunity to go for something super out there, that you tried to keep things real and grounded. There is so much uberscale I've noticed so far in a lot of these submissions. This, on the other hand, feels like the sort of place people could actually be from.

Star Voter 2014

This has a shot at earning a vote from me so far (I have only read 3 entries at this point).

I like it, plain and simple. Without going into too much detail, the bottom line is I could easily see myself importing this into my homebrew.

This one has a shot for me.


I like the fact that aside from name of the country itself, which I don’t really care for, the others names are flavorful and fun.

The diverse population, especially the inclusion of water cultures is pretty creative and allows for all sorts of game play potential. “Geased servants” on the arcane island though doesn’t really mean a whole lot and seems a bit contrived.

The “Sheltering Ring” is lost on me. (but I am not that bright)

I had an issue with the “food” for income thing also but only because it seems as though there would need to be LOTS of shipping to earn enough money/goods to keep a population of 27,000+ people in good stead. I know some of them are poor and would get the bottom of the barrel, etc. but something just doesn’t jive for me here.

The whole meteor blight thing is too much like Savage Tides for me.

Rongelan seems like a last minute addition and there is little in the way of flavor with the addition of that “traditionalist”.

I love pirates but I don’t even use them myself because I just see them everywhere.

With all that said I still like it. The first one out of three. It is creative and the names are cool. The writing is well done and it was fun to read. Mostly I think it would be fun to play a character in Eulearon (still don’t like the name though).

Well written the more I read it.

Forged Goo adventure scale: Good
I thought of a few adventures that could take place here even before I got to the DM’s secrets and after I read that I felt as though I could almost build a small campaign around the secrets. How can you infiltrate the arcane island pretending to be geased? Are the Seers secretly trying to wrest power from the arcanists and have gone in-league with the sahaugin as a result? Are the sahaugin somehow causing the meteors to fall closer and closer to the islands?

Good Job,
Goo


Finally, someone using the DM Secrets section! The sahuagin tidbit's a yawner, sad to say. The falling star bit is kind of interesting, but would have been cooler had it been a living thing rather than some alchemical taint that has become overwhelmingly cliche in Warh... some other game. I have no objection to pirates plaguing an atoll and was amused by the clever twist revealed here. Antata's unrest is intriguing, but I'd like more information on Rongelan. Is he native?

The actual writing is only okay and suffers from redundant redundancy. "Serving as servants"? "The largest of these is known as simply as “The Reef” in Common, a beautiful town sculpted in the..." wait for it... "living reef."

Interesting, full of conflict and opportunities for adventure, but perhaps just a little too predictable for me. Right now it falls on the bubble. Thanks for letting me read your work.

Andoran

Pathfinder Adventure Path Subscriber

Coral Islands. This looks like a solid entry to me. I prefer it to the other island chain entry I have read, it seems that a bit of thought has gone into the interaction between the above water and under water civilisations. And an island/ocean based nation that does deal with sea travel! Points. This entry also made good use of the DM Secret section I think.

I don’t have an issue with the use of sahuagin or pirates. Sure, they are somewhat expected in this kind of setting, but they are expected because they make sense. Chances are that if this sort of country existed, it would be preyed on by pirates. And as for evil, undersea dwelling humanoids, you could either ignore them entirely, or use what the srd gives you: sahuagin.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014 aka SmiloDan

I really like this country. If I hadn't been booted out of the contest, my country would have been very similar, even to the point of having a major plot point based on falling stars, pirates, and kraken.

This entry read like the most professional to me. It seemed like a real place that was being described, with a quiet confidence that didn't rely on fancy writing or super gonzo ideas.

Cheliax

@Clark Peterson: Just out of curiosity; what kind of crunch did you expect in a country-description? These are all about fluff, aren't they? And the word count was really limited so that I really can't see how crunchy stuff could have been included in it without lacking vital informations on the country itself.


Hum. There were bunch of fascinating tidbits around for me to exploit but in general I didn't really get any feel from the country. Should we compare the two aquatic entries, this is easier to use but I like the other better.


I like this one, and far from turning me off, the use of pirates and sahuagin make me like it more.

This is definitely the better of the two acquatic countries.

This is in my fifth spot at the moment, warring with two others.

- Ashavan


Some of the writing jolted me a bit like "serving as servants" and
"lost Trident of the Leviathan, an ancient relic of the sahuagin lost".

The plot hook about underwater treasure makes me wonder why the sea elves haven't plundered it yet.

I can picture this place and it looks cool. I like the natives being used (although it's common) but it didn't come out that exciting for me. It almost seems to D&Dish (not sure if that's a bad thing). I might have dumped the sea elves and had the constant threat of sahuagin (or worse) attack.

Good luck!

RPG Superstar 2008 Top 32

Interesting setting: tropical atolls, undersea ruins, pirates, and a nice mix of races. Reminds me a bit of a fantasy Blue Planet.


Meh, not as exotic as I was hoping for, but a nice write-up nonetheless. Just for sheer potential, this might still make my top 5...


Very cool, I like it. Creative use of politics in the story, and I like the thread about the falling meteor. T'would be a fun place to explore. It would be even more interesting if the pirates were not the usual pirates, but unusual somehow, the pirate story lines have been milked pretty hard lately.

Osirion

Paizo Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

I have just finished reading the 32 entries. I am not going to comment on any of them. My vote will be my comment. I must, however, make a complaint.

I do not think it is fair to any of the 32 finalists for Erik, Wolfgang or Clark to compare any entry to another when they make their recomendations for the Top 16. That is just plain rude.

As fair and impartial judges, you should limit your comments to what you believe are the pros and cons of the entry and tell us your recomendation. Let the readers compare the settings and make their own decisions.

Thank you.

Osirion RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Grimcleaver wrote:
While nautical settings normally aren't my thing, this one was enough to really grab my attention. Mostly I dig the hook--small nowhere fishing and trade town that catches the attention of arcanists who need a place that's magically uncorrupted, in a way that reminded me of how astronomers build their telescopes out in the middle of nowhere so they can better see the stars away from the smog and lights of the city. What a wonderful concept. So then they take over, and where the trade was originally pretty boring before, it becomes reagents and other goods peddled to eccentric wizards. That's just cool. Plus I like that the town has this really salty, driftwood and pier feel to it. I like that. The smattering of undersea ruins is a nice touch too. I think I'll keep a bookmark in this one and maybe come back to it. Nice stuff. I especially appreciate how you didn't take the opportunity to go for something super out there, that you tried to keep things real and grounded. There is so much uberscale I've noticed so far in a lot of these submissions. This, on the other hand, feels like the sort of place people could actually be from.

That last part gets a "me too." I was trying to figure out exactly what it was as I was reading it, but that was it. It wasn't the super-mega-ultra-island. It was a cool, nuanced, interesting island setting, that handled well the above and below water, and inside the islands and the ocean beyond. Good work.

Osirion

Paizo Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber
Wolfgang Baur wrote:

The comparison to Olanra, the country of undersea enchantment, is inevitable as both emphasize oceanic cultures. So I'm just going to do the side-by-side.

I like both countries, but personally, I think the writeup of Eluraelon comes out on top for four reasons:

1) More emphasis on the surface: the use of atolls and sea elves works better than an entirely undersea setting for mainline D&D gameplay.
2) More concrete details: The throwaway mentions of things like "dolphin-mounted sea elf" patrols does a lot to define Eluraelon.
3) More reasons to visit: Both cultures use arcanists as a lure to draw PC visits, but Eluraelon does more with it.
4) Stronger hooks. The plots here are easily to implement.

The strength of the prose is also slightly better here. Craft counts.

Recommended for Top 16.

Sorry about my previous post. I accidently erased Wolfgang's comment that contained what I was complaining about.


I like the geography of the country.

I really like the adventure hooks that you presented.

Marathon Voter 2013, Dedicated Voter 2014

There's some cool stuff there. The atoll itself is cool. The idea of needing an uncorrupted location for arcane research is cool. Some other hints of deeper structure.

But it doesn't all come together for me. Reading it, I'm thinking of ways to better use the elements for a grander scheme, and while that's good in a way, it would have been better to actually see that grander scheme in the entry itself.

maybe maybe.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber

Bikini Atoll H bomb tests with merfolk.

Qadira Contributor; Publisher, Kobold Press; RPG Superstar Judge

Charles Scholz wrote:

I do not think it is fair to any of the 32 finalists for Erik, Wolfgang or Clark to compare any entry to another when they make their recomendations for the Top 16. That is just plain rude.

As fair and impartial judges, you should limit your comments to what you believe are the pros and cons of the entry and tell us your recomendation. Let the readers compare the settings and make their own decisions.

I could not disagree more.

Direct comparisons of similar themes (undersea, evil country, desert, what have you) are one of the best ways to show what strengths and weaknesses a particular text has. In this cases, both entries also got my recommendation.

A weighing or judging on the merits relative to other contestants is simply not rude in any sense I understand. I'm comparing texts, not people. Editors do this constantly, and I believe it's much more honest to be upfront about the nature of the comparison.

If two contestants write up liches for their villains in round 2, you can bet I'll compare them again. The whole point of the contest is comparison, by judges and by the public.

And then, as you say, let the votes decide.

Founder, Legendary Games & Publisher, Necromancer Games, RPG Superstar Judge

Absinth wrote:
@Clark Peterson: Just out of curiosity; what kind of crunch did you expect in a country-description? These are all about fluff, aren't they? And the word count was really limited so that I really can't see how crunchy stuff could have been included in it without lacking vital informations on the country itself.

Good question. Please understand I took some license with "crunch" and "fluff." I basically called fluff the writing part and crunch the depth and detail part. (heck, i called grammar fluff :) ). So forgive my broad category names. BUT that said, I think a superstar would try to work some more meat into their submission--a stat line for a few NPCs, a new deity with domains, some terrain data, etc. Superstars go above and beyond, and that is clearly a way that in this contest you could go above and beyond. So i rewarded it.


I've always loved sea elves and other aquatic races and found it strangely odd that they seldom ever play a prominent role. Therefore, I found this entry to be a refreshing take.

Another thing I've always had a soft spot for would be adventures that involve defeating aquatic demon cults... and this certainly provides a backdrop for a campaign promising many such brushes with them.

The names don't get me excited, really. I did think the tagline, "The Sheltering Ring," was pretty cool at first, but I had I imagined a group of islands that formed a circle or even a neatly circular-shaped bay punching into the coast of the mainland somewhere, but the description implies neither, so it's sort of lost on me.

Overall, I thought it was a well-done and wholly original submission. Kudos!

Osirion RPG Superstar 2013 , Dedicated Voter 2013, Dedicated Voter 2014 aka Steven T. Helt

This is becoming unsettling. I had five potential entries for round two, and didn't advance. Darn you people and all your augury items!

So reading these, with a few yet to go, I find:

An island setting with locathah, and a deep sea threat with long range plans.

A fallen nation (well, mine was fallen, the submitted one is still falling), the people of which have lost their identity as a result of a recent war.

A vast, dense jungle full of ziggurats erected by bureaucrat-priests in worship of manifest gods (sort of, in my case).

The claim by Erik Mona that tightening your prose will save you words.

YOU PEOPLE GET OUT OF MY HEAD!!

As an aside: Erik - is an alchemical blight helpful in your bid to see something other than a cancerous blight?

Osirion Marathon Voter 2013, Star Voter 2014

This is my number 5. It just beat out the were-elephants.

This is a nice backdrop for a sea-based campaign, and I think with some modifications it would fit nicely into my Eberron campaign as a light in the darkness on the trip to Xen'drik. That journey through th teeth can be quite harrowing if you don't pay the sahaugin their toll.


Several of the entries brought me glimmers of the "Original" D&D setting "Mystara" when I read them (in a good way), this one especially. Specifically, I find Eluraelon is a unique blending of some of the best elements found in:

I definitely like the mix, although I have to agree that the DM tips are a bit on the "meh" side.

There's a very good chance this will get one of my five votes.


I liked this better than the other underwater country. It was definitely a much more well rounded and put together submission and I can see possibilities for any level of adventuring.

Qadira

Got my vote too.

Well Done Russ

Osirion

There are a few things that will grab my attention like aquatic-themed settings, and this one, being set at the boundary between sea and land, making room for both, is excellent. Reclusive mages, working their mysteries, an undersea reef city, sahuagin ruins, tense living conditions and a population bursting to get out, high-seas piracy, this has a lot of stuff that calls out to me.

I really don't have a clear concept as to the population numbers relationship to the land area, but with 57 islands they could be spread amongst, perhaps it's not as bad as it initially looks (27,000 people on a 4 mile x 2 mile island gives me the mental image of them stacked like cordwood!). It's no surprise they do a lot of fishing, since there doesn't sound like there could be much agriculture going on... :)

RPG Superstar 2008 Top 6 aka adanedhel9

A very solid entry, Russ. I do have some thoughts, though:

The primary export is food (and maybe also freshwater). But the islands don't have enough resources to support their own inhabitants. This seems like an oversite; it could very well have turned into an opportunity for some good low-level adventure hooks.

I'd like to see more on how the wizards and the locals interact. How do the wizards fit into the local economy, besides bringing in more people? Do they do anything to encourage or diminish the problems?

Your names have a fairly generic slant, but are generally good. Given the name of the country, I was expecting more vowels, though.

Thanks for sharing this, Russ.

Grand Lodge Dedicated Voter 2013, Star Voter 2014

It's a good description of an island nation. The real-world parallel is rather obvious, at least to a Kiwi, but it's one I haven't seen used before.

The sahuagin ruins and the meteor are interesting adventure hooks for the region. Several references in the DM's Secrets section break expectations for the races concerned which can only be a good thing.

I'm going to have to exclude it for lack of broad usefulness, though.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber

Place your votes.


I like it. You get one of my votes, Russ.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I really like the half terran/half aquatic nature of this city. Seems like one of those natural outgrowths of the fantasy/magic assumptions of a D&D world.

There were a couple items that bothered me, however. Their major export is food but there are too many people for the island to support? I guess that's explainable with the economy.

But worse, the recovery of a meteor that's going to hit 100 miles away? Not great science there, cause if something actually recoverable is going to show up I'm not sure Eluraleon is going to survive it.

In general I really liked the flavor, though! And maybe this gives me a reason to run an "underwater adventure"; I (and my players) usually avoid those like the plague.

RPG Superstar 2008 Top 16 aka amusingsn

I really like the name "Eluraelon" even though I have no idea why. I just really really do.


This is almost exactly the sort of entry I would expect to find when cracking open a gazetteer. Is that good or bad, I cannot say. But I think it is very sound in a nuts and bots sort of way as well as having playability.
I think it will come down to whether a person prefers a well thought out classic style entry that is a little bit common in nature within the fantasy genre or something less technically tight but more exotic.
Anyways you have a vote from me. I think you did a good job and would buy a product with your name on it. I get the sense that I could consistently expect this quality of work, which is definitely a compliment to you.

B+

I have found myself defending several authors’ decisions that I seem a little more plausible to me then some of the others. This is one. I get the image that Eluraelon doesn’t have that big of an economy and that its main export being food is more in the sense of provisioning ships then as a huge domestic surplus which is traded to other nations. Any way that is my outlook.


I really like this kingdom. Its a good kingdom to introduce aquatic races, but it has a really good tie to the surface races and a good reason for the PCs to get involved with the nation itself. I liked the saughaugin elements as well, since stopping an evil race from finding an artifact is an automatic built in adventure.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber

I like your entry a lot, but I decided finally to cast my fifth vote for Karistinia.
I am a stickler for realism, and I liked everything about your atoll except for this:

Tilanta, a member of the Assemblage of Seers, has spent years studying the trajectory of falling stars. She has charted the course of a meteor that she believes will impact in the ocean only a few hundred miles from Ronjir, and seeks escorts to aid her in its recovery.

A meteor is a transitory phenomenon. A chunk of rock enters an atmosphere and burns up in a flash. It is a shooting star, nothing more or less. You cannot chart its course in its brief flash of being. She could have charted a comet, but it is only very recently, with radio telescopes that we have been able to do so for comets that do not recur. Were she to track an asteroid, she would need powerful instruments to do so as they are fast and dark.

If an item did impact the ocean close to the atoll, it would become a meteorite by definition.

I live in asia and spend my holidays diving coral reefs. I wanted to like your setting, as I am intimate with places like it, but this imprecision killed it for me.

Best of luck in this contest and well done for making something sunny and well-contained. Your writing was solid and design exceptional.


Taliesin Hoyle wrote:
She could have charted a comet, but it is only very recently, with radio telescopes that we have been able to do so for comets that do not recur. Were she to track an asteroid, she would need powerful instruments to do so as they are fast and dark.

Or, y'know... divination magic? If she's looking for starmetal or whatnot, it wouldn't be all that difficult to divine the next impact location. Sheesh.

Qadira RPG Superstar 2008 Top 6, Contributor , Dedicated Voter 2013

As we roll around to the home stretch, I'd like to encourage folks who haven't posted comments yet to do so - I've been reading them all, and they've been quite useful. Also, if you haven't voted yet, pick your favorites and get them in. Here's hoping I'm on your list!

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