Note on Rules
Eralfast is not a rules heavy compendium but suggestions and templates are used at times. This is not an attempt to rewrite existing rules. The scribe is much more interested in creating a world setting where adventure both high and low can take place. Those using any ideas found herein are welcome to adapt them as they see fit. Game mechanics are needed for consistency and guidelines, but Story has always been paramount over seemingly endless rules and variations.
As this game setting originated in 1978 or so, the unfolding of D&D systems have overlapped as Eralfast developed. The current format used is Castles and Crusades, but earlier ideas, items, themes, classic spells and NPC’s have been incorporated into the world history. Eralfast is intended as a campaign setting world: it can be easily adapted to any roleplaying system a DM and PC’s agree upon. (In fact it has been adapted several times from the early little Greyhawk books on through AD&D, 2.0 and 3.0, 3.5, Pathfinder, etc…) If ideas seemed sound, such as Paizo contributions, old Dragon Magazine, on-line D20 variations, and Judges Guild sets … they were likely included in some fashion along the way. In an effort to ‘return to basics’ our table top adventures are using C&C from Troll Lord Games. We like it.
Judges Guild in particular is a good template. The adventure ideas were sometimes as simple as one sentence “You find a well near an old church graveyard and hear a ghostly female voice singing a beautiful lament for a knight who was buried there.” The DM could find inspiration from that idea to create a full encounter or adventure. The notes in Eralfast are intended to create such settings.