The idea materialised over coffee between writer and worldcrafter: an organic sci-fi with gods and the kind of myth that goes with them. It would be an idle collaboration for the fun of it, but yet might become something more. So, while the writer wrote, Woodchi began crafting a universe from the main agonists to the very woof and warp.
Before the oddball Realms got steampunk‘d it was a quirky fantasy for a boardgame that would take a player across eventful seas from isle to isle. While Woodchi established the essence of the world and played with the art style he also threw together mock-ups for the prototype.
The designers took the idea to an expo to test the waters, bringing packets of paper minis and a field guide along to see how they would be recieved.
The world of Edath was crafted over a long period of spare time, evolving and refining. When it came time to work on the card game ‘War for Edath‘, just two factions were chosen for exploration, and in service to the game many troops, masters, standards, plus common events and the conflict cards were devised.
The world became a rich resource with original species and distinct cultures that a player would want to play - which was the acid test.
A motley troupe of cloud-browed old toys track down the patron of their kind for a settling of the ledger of fate for being left, lost and forgotten. Each has their story and each their journey for a release from their fate. Funnier than it sounds.
Sometimes an idea doesn’t fit in any already crafted world, or not as they happen. Such as the Cloigthithe (mediaeval round tower) & the Monk. These brief explorations can end in a satisfying individual work or series.
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