Thanks for taking the time to answer my questions. Things are shaping up very nicely, and I am already sold on the game. I am crossing my fingers on good sales, so we can see Eldritch flourish past a one-shot rulebook.
The setting sounds very cool as well. It almost has a Lord Dunsany / Clark Ashton Smith quality to the description. I have always been drawn to the idea of the realms of dream and myth colliding with the real world. I can't wait to see what you guys have come up with.
I am very pleased by the interest here. I did a good bit of research on how to present the campaign setting, and I think I'll share that format here, w-a-a-a-y in advance (this synopsis of the format is in the words of Peter Schaefer (who was the principle writer for the setting). Also, I'll probably use a similar format in presenting locales in adventures...
PLACE NAME – This is the name of whatever place currently being described. It is often accompanied by a map. Kinda obvious, that one.
Description: Here, obviously enough, is a description of the place. It is reasonably (but not disgustingly) thorough and includes a measure of the location’s history. Enough to tell you what you need to know without putting you to sleep, hopefully.
Regional Pantheon: What gods or similar entities are worshipped in the place, openly or not, and what such creatures exert their influence over the area, recognized and worshipped or not. Some places have no “regional pantheon” entry, indicating that they default to a larger location.
Population: This is a short entry. It describes the local population density as sparse, moderate, or heavy and includes a short description of why or how that is.
Economy: Here is where you learn about the location’s economic survival. What it buys, what it produces and sells, what it needs more or less of. That sort of thing. Many places have specific or unique economies based on whatever qualities makes them stand out (and be worth describing in a list of interesting locations).
Whether a gamemaster-controlled character or a well-known monster, they will be described and given statistics here if they’re important to the region. Only the most influential or mighty creatures deserve definition on the grand scale of a nation, so most end up within a specific location. Also in the individual character descriptions will be some rough directions for rivalries, alliances, and how else they might play out in a game.
Local Authorities: Who lays down the law? Well, this is where you go to find out.
Noteworthy Landmarks: This tells you what all pilgrims, travelers, locals, or sightseers recognize about the place, what’s famous or infamous, and what isn’t well-known, but still maybe important. Great pyramids and great whorehouses both fall under this category.
Relics and Treasures: Famous bits of loot or powerful artifacts that can be found in the region. Anything important enough to draw a petty thief’s eye but be too well-guarded for him to steal falls under this category, as do other interesting prizes.
Vendors and Dealers: Every good adventurer needs someone who can turn the treasures she “finds” into lovely, lovely cash. These are the good ones (and sometimes the bad’uns, too). These can also serve as “fixers” for some mission-style games.
Guilds and Training: Not every place is large enough for organizations to take over, but when they are, this is where you find them. Thieves’ guilds, mage’s guilds, churches, and the like. Also, when a character wants to find a teacher for some skill or the other, guilds and individual teachers or independent schools listed in this section fill that need.
Regional Monsters: Here you find a description of the sort of thing your heroes can find to fight in any given place, along with sample statistics.
Adventure Hooks: This is just about the most important entry in the whole list. Sure, you need to know what a region looks like and how its inhabitants act, but what you really need are some good ideas for your games. Let’s just hope these are good ideas.