A semi-official podcast dedicated to the Earthdawn role-playing game, hosted by Dan Boice and Earthdawn developer Josh Harrison.
Whether it's rules basics, setting lore, or behind-the-scenes insights, this is the place to start building your legend.
Blades in Depth: Bond Breaker
Lou P. responds to previous Blades episode
Origin of the interludes.
Concerns among the writers about the curse.
Short adventure
Written by Robin Laws
Interlude One: Secret of the Runes
Open-ended, lays groundwork to kick the story into motion.
Clearly provides what they need to learn and how they can learn it.
Good use of higher skill test results for additional detail/insight.
Handy NPC to provide key info if necessary.
Designed for Journeyman-tier characters.
Goal: To find Gnanagh to get key information.
Discussion of notable NPCs and their stats.
Copper Cauldron and the Wedding Feast
Early focus on role-playing and interacting with the orks
First meeting with Gnanagh and activating the curse.
The assassination attempt on Moschtug and its aftermath.
Pursuing the Righteous Vipers and Gnanagh.
The fortress and navigating the conflict.
Learning the Key Knowledge... and the curse.
Open-ended resolution, classic Robin Laws structure.
Solid adventure, but not an introduction to Earthdawn.
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Sky Point and Vivane Boxed Set
Josh and Dan's experience (or lack thereof) with the set
FASA's history with boxed sets
Overview of the box's contents
Publication history context
Not capturing attention or focus
Barsaive vs Vivane as a region
Dan's misconceptions
Sidebar about Earthdawn art
Vivane "province"?
Writers for the set
Overview of locations
Smaller geographical area but still much open area for GMs to develop
Perspective on Cara Fahd in the set
Cara Fahd and Theran slavery
Connection to Blades collection
Hildingrist Crest and magical weirdness
Perspective on Landis
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Introduction to Blades
Fantastic adventure collection.
Example of building story arcs around thread items.
Strongly aligned with Cara Fahd.
Using the items will make the game about the ork nation.
Book structure: Five adventures, each related to one Key Knowledge.
The Blades' curse and potential pitfalls.
While a good template, you don't need to go to this extent with all thread items in your game.
One line summaries of the different adventures.
Interludes to introduce how the characters learn the first part of each Key Knowledge.
History of the Blades of Cara Fahd.
Finding the Blades and Shattered Pattern.
The Powers of the Blades and number of player characters.
Deeds and Legend Points.
GM preparation before running the adventures.
Item History is helpful, but not required.
Non-orks and ties to the new Cara Fahd.
The introductory chapter to the book has good advice on potential player issues.
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Mailbag!
GenCon recap
Email from Chris: Space travelers using magic to travel to Earth?
Email from Patrick: Alachia, Immortal Elves, and the Books of Harrow
Email from Konrad: Plans to rework other old adventures for Fourth Edition?
Email from Matt: Many questions about the Passions?
Email from Brandon: Any information about old dwarf Kingdoms mentioned in Throal Sourcebook?
Expanding on undeveloped areas like Landis, Ustrecht, Scavia, etc?
Sourcebooks on other parts of the world?
Any information on the Slithering Wastes?
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Notable Places Within Cara Fahd
Quick recap of Kickstarter
Ancient Cara Fahd
Citadel of Tirthon
The Hold of Courage
The t'skrang of Kelpoya
The Black Quarry
Lelisthala - Former elf and troll slaves
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Deeper Secrets: Third and Fourth Circle Nethermancer Spells
Third Circle Spells
Animate Spirit Object
Astral Whisper
Bone Dance
Pattern Spike
Spirit Double
Discussion and preferences
Fourth Circle Spells
Aspect of the Shadow Hunter
Blood Servitor
Fatal Food
Forget Hunger
Spirit Servant
Summon Shadow Hunter
Discussion and preferences
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Mailbag!
Not sure what is up with the audio this episode.
Dance with the Serpent Kickstarter just wrapped
Plugs for Novel Games and Shadows in the Smoke
Email from Matt P: Questions about the Books of Harrow
Email from Phillip: How did wild animals and other creatures survive the Scourge?
Email from Matt M: Help me understand Friend or Foe?
Email from Nicholas: Which adventure would you run to feature Earthdawn to new players?
Blades is awesome, but not the right choice.
Post-Closing: Trailer for Shadows in the Smoke
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Current Earthdawn Kickstarter runs through July 8!
Deeper Secrets: Circle 3 & 4 Illusionist
Third Circle Spells
Conceal Tracks
False Floor
Hidden Weapons
Papers, Please
Time Flies
Discussion and preferences
Fourth Circle Spells
Blazing Fists of Rage
Drunken Stagger
False Enchantment
Friend or Foe
Puppet Show
Secret Door
True Blazing Fists of Rage
Discussion and preferences
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Tribes of Cara Fad: More Minor Tribes
The newest Earthdawn Kickstarter is live!
New adventure, novel reprints, Legends of Barsaive Vol 2, and more!
Thunderaxe's Cleavers
"Tribe" of Sky Raiders and Air Sailors
Stole a Crystal Raider ship to start Cara Fahd's naval forces.
The Elf Eaters
A group of bandits, thugs, and murderers in the southern jungles.
Loosely allied with Zarass, causing problems with Landis.
The Two-Hands Tribe
Former rivals that put aside their differences to get land.
Have a small population of humans among them that are considered equals.
The Namdroth
Secretive society of orks from a kaer in the Delaris Mountains
Supposedly have the original prohpehcy of the Mahuta
Very devoted to Krathis Gron, but not acting at her direction.
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Deeper Secrets: Third and Fourth Circle Shaman
Third Circle Spells
Autumnal Bear
Creeping Viper
Crow's Affinity
Eagle's Bearing
Flash of Insight
Invigorate
Invoke Falcon Dive
Wake the Sun
Discussion and preferences
Fourth Circle Spells
Awaken
Bioluminescence
Invoke Hedgehog Nip
Mark of the Crane
Meerkat Estate
Octopus Snare
Share Senses
Discussion and preferences
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Mailbag!
Tariff talk
Josh is in another play!
Email from Dean the Machine: Any plans for Cathay?
Email from Tibor: Thanks for the podcast!
Group pattern for the Throalic Army?
Email from Paul: Campaign tales!
Email from Justin: Upcoming Roll20 materials?
News about the upcoming Legends of Barsaive: Haven Vol 2
Email from Michael: What's the deal with dwarf sword game stats?
Email from Brian: Inventory spell and ChatGPT
Extensive discussion about LLM "tools" like ChatGPT
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Minor Tribes of Cara Fahd, Part One
Smaller groups and tribes
Righteous Vipers
Led by Orguk.
They also appear in the Blades collection.
Only 50 or so warriors.
Allied with the Fists of Fahd through marriage, but relations are strained.
Live in the Delaris foothills, raiders and more "traditional" ork scorchers.
Orguk is desperate to make alliances and build power, has been making overtures to Zarass Icethought.
Useful as low-stakes antagonists and rivals, not significant movers and shakers.
Having some difficulties dealing with the changes in Cara Fahd and how it hinders their traditional lifestyle.
Henkar's Spears
Group of orks that lived in southern jungles.
Recently got new chieftan, Henkar, a Swordmaster from Travar.
Welcomed "city orks" from other parts of Barsaive to join a "traditional" Carad culture.
Grown from around 300 to over 1000 members, tribe is becoming more prosperous.
No cavalry; they are premier source of infantry for Cara Fahd.
Cosmopolitan, an example of what Krathis is trying to achieve with Cara Fahd.
Potential conflict with more traditionalist tribes as they have grown.
Thunderborn Cavalry
Lives along the Greenheart River.
About 600 members, 100 cavalry that ride dyre.
Very close cultural bonds with dyre; more than just mounts.
Raids into Vivane province.
Sworn oath of mutual aid with the Thunderers tribe.
Building their value as a cavalry force for coming conflict with Thera.
Uses for minor tribes in a Cara Fahd game.
Continued variety and detail fleshing out the ork nation.
Traditional tribes each dealing with the new situation in different ways.
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Deeper Secrets: Wizard Spells Circle Three and Four
Third Circle Spells
Fulcrum
Addressing a listener question about the spell.
Makeshift Missile
Mental Library
Shatter Lock
Silence Objects
Temporary Erase
Discussion and top picks.
Fourth Circle Spells
Etch and Sketch
Icy Protection
Inventory
Mystic Vines
Sanctuary
Stick Together
Discussion and top picks.
Mystic Vines versus Binding Threads
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Tribes of Cara Fahd: Fists of Fahd
Ruled by Moschtug who claims to be the true King of Cara Fahd
Claims descent from Cathon Grimeye.
First appeared in the adventure collection Blades.
Similar to Zarass's Chargers, Moschtug is set up as an antagonist.
More canny than Zarass but still a warlord.
Resents the presence of the new arrivals and their domination of the area.
Self-important, egotistical, convinced with ork purity.
Controls Copper Cauldron, an important resource for Cara Fahd.
Trapped by his own narrative; ambitions ran into Krathis Gron.
Was a big fish in a small pond, but now the pond is much bigger.
Is on the council because of the importance of Copper Cauldron.
His ego and self-importance could make him easily manipulated.
Not a threat like Zarass, but could cause problems.
Could be a source of comic relief in Cara Fahd politics.
Still a tough character; strong Cavalryman.
Ideas on bringing Moschtug into games.
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Earthdawn West Marches: https://discord.gg/hhHDtXW
A ream of email from the mailbag!
From the Discord: Stealthy Stride, duration, and narrative context.
Email from Eli: Comments about production quality.
Question about FreedoniaCon.
Urupa book is in development.
Metaplot comments.
Josh's Gencon adventures?
Legend of Earthdawn podcast still running?
Attacking an illusion and sensing tests.
Why didn't Horrors kill everything in the astral during the low magic period?
Email from Allan: Follow-up tale from the table about group pattern and Horror marks.
Best stats to ask for Creature Analysis/Call of Harrow?
Do Defensive Stance penalties apply to Damage rolls?
Weaponsmiths and thread weapons/armor?
Interaction of Sprint and Great Leap?
Battle Bellow penalties?
Josh's favorite Nethermancer spells?
Neat rules from earlier editions we use at our table?
Avoiding getting bogged down in combat at higher Circles?
Email from Chris: Weaving threads into a song?
Creating astral storage boxes as thread items?
Troll clans in other mountain ranges?
Illusionist slowing down or stopping a curse?
Email from Michael: Surviving descendants of House T'kambras returning from Theran slavery?
Wilderness Survival for specific terrain/environment types?
Comments about actual conditions in jungles.
Email from Rasmus: Updates on upcoming product releases?
Email from Ted: The Alarm spell and Disarm Trap.
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Tribes of Cara Fahd: Zarass's Chargers
First tribe set up as potential antagonists
Led by Zarass Icethought
Deals with family dynamics and weird magic.
Zarass is daughter of Terath the Contemplative.
She joined Cara Fahd against her father's wishes.
Terath's Chargers work for Throal, he thought highly of Varulus.
Zarass's older brother Earal is enamored of Throal.
Terath is not fully aware of conflict between his children.
Zarass is bitter and a strong believer in the superiority of Cara Fahd.
Would act against Krathis Gron if she makes a treaty with Throal.
Obsessed with ruin found in southern jungles.
Other perspectives that ruin is a bad place.
Getaft Allthought sees Zarass as a potential, but not current, threat.
He believes she could be easily manipulated to cause trouble for Cara Fahd.
Information on the ruins: Citadel settled by Landisian citizens and their ork slaves.
Site of a battle between Dis and Lochost that killed all the residents.
Ruins are severely cursed; astral space is corrupted.
Lifting the curse is a potential high Circle objective.
Zarass's tribe is less about a different slant on ork culture, more setting up hooks for future problems in Cara Fahd.
Discussion of Zarass as a character. Potentially set up as a tragic character.
Closing thoughts.
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Earthdawn Shards: Tear for Jaspree
Novice-tier adventure.
Hired to accompany a tailor's assistant.
Adventure revolves around espagra.
Premise presents some nice world building detail.
Broader context that isn't necessary, but is appreciated.
Encounter with young espagra.
Shrine to Jaspree and white espagra.
Attack by brigands hunting the espagra.
Town of Safeway and the missing tanner.
Assistance from a questor of Jaspree.
Rescuing the tanner and dealing with the brigands.
Town is useful but not critical to the adventure.
Solid adventure with good themes and throughlines.
Discussion of thread dagger included in the adventure.
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Mailbag!
Josh catches us up with the production.
Email from Michael: Elementalist spell idea.
Feedback on why Flameweapon doesn't work on arrows.
From Joel: Only 3 councilors in Travar
More from Michael : Weaponsmiths and downtime.
From Cobrasai: Thanks for connection with Foundry team.
Healing potions and the "bonus" Step 8 test.
From Eli: Horrors targeting other netherworlds? Elemental planes? Land of the Dead?
Ideas for teaching Earthdawn to new players?
Pregenerated characters?
What happens to Death's Sea when the magic level is low?
Ideas about the Ivory Codex.
Where to find info about Aardelea?
Namegiver cross-breeding?
Adjusting difficulty for small groups (2 or 3 characters)?
Organizations that help those emerging from kaers?
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Tribes of Cara Fahd: Rejruk's Foxes
The first "indigenous" tribe we've encountered.
All chiefs take the Name Rejruk.
Live in Gevosht, a planned community.
Don't have high opinions of the other tribes.
Very small force - maybe 50 mounted warriors.
Located between the Iron Fist and Broken Fang lands.
Scouts and couriers; focus on speed and stealth.
Rite of adulthood; emphasis on patience and focus.
Train in varied terrain so they can function anywhere.
Historical need for mounted messengers and couriers.
Krathis and Titanstroke recognize the value of the Foxes.
"Town orks," not nomadic the way the other tribes we have discussed.
Gevosht is your stereotypical "fantasy starter town"
Little sidebar commentary.
Discussion of some tribe-specific magic and gear in the back of the Cara Fahd book.
"Keepers of Secrets"
Practical folk, another twist on ork society.
Commentary about variety and no "one true way" for things to be.
Both Dan and Josh are fans of this tribe.
Image of Cavalryman mounts charging in to aid their riders.
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Welcome to 2025!
Production schedule for the next few weeks.
FreedoniaCon: February 21-23
Kickstarter fulfillment
Earthdawn Shards: Betrayal's Sting
Journeyman tier adventure
Less structured, more free-form design.
Part 1: Something That Might Interest You
Primary goal is to motivate characters to travel.
Easily adapted to other campaign circumstances.
Part 2: Who Are You? What Do You Want?
Meeting traveling merchant.
True "hook" for the adventure.
Investigation into what's going on.
Appreciation for the chapter's Troubleshooting section.
Part 3: The Madman's Diary
Finding and fighting the Enrager; a Horror construct.
Locations provided; ways to track it down.
Different paths to find the answer.
Unrelated adventure hooks; small sandbox area.
Following up on the adventure.
Closing thoughts.
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Tribes of Cara Fahd: The Thunderers
Astrologically-inclined tribe.
Emerged from their kaer during a storm.
Adapted and changed from raiding to trade and mercenary service.
More spiritual bent; influence from their shared experience.
Are not family-exclusive. Open to other orks joining them.
Significant portion of their tribe are cavalry.
Overview of Thunderer training.
Forces organized around "cerri" -- small, tight-knit groups.
Adept cerri frequently swear oaths and form group patterns.
Elite forces, but not egotistical about it. Much respect from other tribes.
Very organized, routine-oriented tribe.
Feelings of obsidiman or troll spirituality to the Thunderers.
"Strong, silent types."
Questors are rare; they honor them all (thirteen) in turn.
Association with Cara Fahd
Waited for sign to join Krathis Gron... and got it.
Have adapted again, settling in to Cara Fahd as their home.
Current chief is Krathis Gron's primary military advisor.
True believers, but not as dramatic about it.
Speculation on the Thunderers' role in the Second Theran War.
Rebuilding the ruins of an old Cara Fahd city - New Revalk
Influential members of the Thunderers.
Clever twist/deconstruction on the stereotypical ork tribe.
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Ending the year with an email episode!
Whoops! This should have gone out last week. Sorry.
Email from Patrick: Reach out to him about the Earthdawn Foundry modules!
Question about the orichalcum "orbs" (aka "loci")
Email from Tim: Moving more than standard movement rate?
Discussion of a couple possible interpretations of the question.
Movement cap on Great Leap?
Multiple "things" as a single thread item.
Discussing the Blades of Cara Fahd, Lightning Bolt Earrings.
Group patterns are weird!
Email from Jay: Story about finding Earthdawn, introducing new players!
Tale from the table about The Search for Wisdom/Runvir's Tomb
Durability from multiple Disciplines. (Highest applies)
Karma pool for multi-Discipline characters. (Highest Circle counts)
Harvesting parts from creatures? Applicable skills and rolls?
Timing of combat options? How do they fit into the combat round?
Is initiative an "Action test"?
Do group threads count toward the maximum thread limit?
Being a member of multiple group true patterns?
Talent rank increases from thread items and how they affect duration, etc.
Resources for faster answers to your rules questions!
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Tribes of Cara Fahd: Asok's Armbreakers
New tribe founded alongside Cara Fahd.
Broke off from Herok's Lancers.
Tale is five "songs" composed by the founder, Asok.
Herok denied Krathis Gron's claim and declined following her.
Herok killed a family that was leaving to follow her.
Asok's gahad triggered, challenged the chief.
Stirring speech in front of the tribe.
Invoked the Passions and used his Troubadour magic.
Approximately one third of the Lancers followed Asok.
Followers mostly women, children, and civilians; only a few hundred fighters.
Settle in Claw Ridge and call it home. Declines tribal lands.
Devoted to Krathis, act as militia for Claw Ridge.
Tribe of "true believers" in comparison to Metal Fist and Broken Fang.
Herok has sworn vengeance on Asok and Cara Fahd. Potential threat.
Potential source of inside intel about Claw Ridge and the nation's situation.
Great presentation; written as a bit of epic poetry.
More nuance to the varied cultures making up the new nation.
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Earthdawn Shards: The Flames of Avarice
Books and stuff are at our distributor and should be on their way soon.
Josh has run this adventure; vague memories.
Novice-tier, features a magician's retreat near the Scarlet Sea.
Might be difficult to relocate, unless you're willing to hand-wave.
Some adventure background.
Tears of the Dead - orks exiled from Cara Fahd.
Attack on an inn/waystation, PCs come upon the aftermath.
Raiders will be returning; defend the location.
Fight should not be difficult.
Map to the raiders' base, track them back to deal with them.
Motivating the group to follow the orks.
Encounters on the way.
Dealing with the orks; not much guidance in the text.
Opening and exploring the magician's retreat.
Thread item treasure at the end; Staff of Avanthus
Backstory to the retreat; setup for campaign antagonist.
Dichotomy between the scale of the adventure and the campaign seeds.
Extra stuff feels strange; too much garnish/fluff/glitter.
Josh's opinion of the adventure shifts as time goes on.
Discussion of the Staff of Avanthus
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Tribes of Cara Fahd: Broken Fang
Josh repeats praise for world building.
Broken Fang: Claims to have never lost a battle.
Founding of the tribe.
Claims Krathis is descended from Hrak Gron and their forbear.
Details of tale insight into people; not really "history".
Oral tradition and the lineage of cultural belief.
More claims the clan makes to tie themselves to Cara Fahd.
Limits of our modern perspective and authenticity of in-setting point of view.
Fourteen clans; nine heroic, five of the Passions.
Back to the Metal Fist and connections to the Passions.
Discussion of Broken Fang clan divisions and culture.
Overview of Passion Clans.
More tribal traditions and practices.
Multiple tribal claims to the "true way" of orks.
Leaders and prominent personalities.
Discussion about the differences and similarities between the Metal Fist and Broken Fang.
Cara Fahd is a nation... that isn't quite there yet.
What if something happens to Krathis Gron?
Old ways versus new.
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Earthdawn Shards: Tournament Troubles
Josh and Dan are on Bluesky!
Josh talks about prep levels in play.
This adventure can be enhanced with material from the Travar sourcebook.
Journeyman-tier adepts; some prep and experience is required.
Quick overview of the Founding Tournament
Early adventure plotline involves activity around the tournament.
Politics and intrigue between different candidates.
Culmination of the adventure is the tournament itself; players may compete.
Some media inspirations; espionage/heist/maguffin tales.
Healthy amount of role playing and investigation; not much action until the end.
Heist against the Body of Five.
Outside interests.
Climax: The Tournament.
Overview of challenges provided in the adventure.
Keeping pacing up by limiting die rolling.
Rival adept groups past and future.
Decent amount of room for customization.
Good capstone to a campaign arc, or starting a new one.
Make sure the player characters are down for this type of political adventure.
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You can catch Josh on the Novel Games podcast!
Tribes of Cara Fahd: Metal Fist
Largest tribe in Cara Fahd; led by Bronze Eyes
Differences (or lack of) between first and third edition versions
Origin legend of the Metal Fist
Djoto; the Metal Fist way of life
Another example of cultural tradition and self-justification
In-text call outs from chieftan's daughter.
Summary of the ten points of Djoto
More musing about culture and how authentic it feels
Population and family traditions of the Metal Fist clans
Cultural relics; the clan chiefs each have a metal gauntlet thread item
Upbringing and training of the clan's youth
More commentary from Tresseg about some drawbacks of clan traditions
Bronze Eyes; Metal Fist chieftan
Tresseg, Trajak of the Broken Fangs, and their daughter -- heir to both tribes
Rivalry between the tribes, and lack of monolithic culture
Lots of seeds for story hooks or future developments
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We're back from hiatus!
Quick bit of catching-up.
Returning to the mailbag.
Email from Michael: Deliberately increasing a spirit's Strength Rating?
Shield Bash (talent) and Shield Drive (knack)
Air Speaking praise!
Intimidating Bellow (Knack) versus Battle Bellow (talent)
Email from Walter: Tales from the Table about "Kept in the Dark"
Email from Mark: Returning to Earthdawn!
Contacting residents of sealed kaers from outside.
Email from Simon: Support for virtual table tops (especially Foundry)?
More email from Michael: Interaction of Forge Weapon and thread item damage bonuses.
Versatile spellcasting with a "loaned" spell matrix item.
Forge Weapon and "personal" adjustment; why forged weapons aren't effectively overrunning the setting.
Josh talks about the GM as ultimate adjudicator of when/what kind of rolls are called for and what is possible.
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Josh has wrapped production on the local theater project he was involved with, but the Survival Guide will still be on hiatus for a couple of weeks until a new episode is recorded and released.
In the meantime, here's the "Introductions" episode for an actual play podcast project Josh is involved with. "Novel Games" is created and produced by Susan Quintana, looking to release short campaigns dedicated to various independent TTRPGs.
The first game is Apocalypse Keys, and the first story arc has been released in full. The show is still making its way out to the various platforms, but you can visit I'm such a dummy. There's the show link. https://shows.acast.com/novel-games to listen or download episodes directly.
Reminder: The Survival Guide will be on hiatus until November!
Coming at some point in the future, Josh is in an Actual Play!
Deeper Secrets: Nethermancer Spells
First Circle
Detect Undead
Preserve
Putrefy
Spirit Labor
Undead Struggle
Top choices and First Circle spells from earlier editions
Second Circle
Animate Skeleton
Death Trance
Netherlight
Sculpt Darkness
Translator Spirit
Top choices and Second Circle spells from earlier editions
Final discussion and commentary
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Good news: Josh has been cast in a local show!
Bad news: Survival Guide going on hiatus until November.
Send us emails or suggestions for future topics!
Journey to Lang
Introductory adventure by Lou Prosperi
First Earthdawn adventure
Straightforward, no complex mystery or twists.
Plot summary.
Hired to travel to find what has befallen the village of Lang.
T'skrang riverboat ride, first tests.
Travel to village; clues and an encounter.
At the village; encounter with cadaver men.
Meeting the surviving villagers.
Defeating the corrupted obsidimen.
Introduces many key themes and concepts of Earthdawn.
Early adventures as a template for typical stories in the game.
Excellent for a first-time Earthdawn GM.
Little room to wander off the map, great for new players.
Difficulty of combat encounters.
Possible hooks for follow-up adventures.
Comparison to airboat scenes in Terror in the Skies.
Final thoughts.
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Deeper Secrets: Illusionist Spells!
First Circle Spells
Bellow of the Thundras
Light Show
Pauper's Purse
Phantom Astral Spear
Phantom Crow Tear
Rope Guide
Warning Signal
Spell Discussion
Second Circle Spells
And Their Money
Billowing Cloak
Chicanery
Impossible Knot
Phantom Liquid Arrow
Remove Shadow
Tailor
What happened to old spells?
Analysis and Discussion
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Diving into the mailbag!
YouTube comments and restructuring of video releases.
Official FASA Games podcast recording Thursdays in the Discord.
Email from Walter: Caught up on the podcast! What now?
Email from Anthony: Fatigue and sleeping in armor.
Some design and playtest insights.
Email from Patrick: Questions about Life Light spell.
Found in Deeper Secrets, page 138.
Probably not meant to move with the caster.
Email from Jesse: Windlings in Blood Wood?
Size and shape of riverboats?
Size of the Floating City?
Discussion of underlying game world math and maps.
Blood Elves and the Outcast Path.
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Earthdawn Adventure Shards: Kept in the Dark
Dan has run this one, Josh hasn't.
Expedition into the Servos.
Written by Gary Bowerbank
Coincidence of name "Akarem" from Mists of Betrayal
NPC employers.
Highlights the dangers of wilderness travel.
Possible error with troajin in place of crojen.
Broad event overview.
Tonal shift in second half of adventure.
Variety of encounters; mix of role-play and possible combat.
If... then statements that steer the story.
Theran hunting party.
Ruined temple.
Options for heading out of the jungle and consequences.
Lots of things going on, several choices.
Analysis and discussion.
Solid adventure design; multiple paths.
Good introductory/low Circle adventure.
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Josh is back from GenCon!
GenCon recap and review.
New Earthdawn products!
Other games played.
Deeper Secrets: Shaman Spells
Recapping Elementalist and Wizard spells from previous editions.
First Circle Spells
Alter Tracks
Animal Friendship
Recap of Pack and Spirit keywords
Badger Mettle
Cetacean Breathing
Hungry Like the Wolf
Pack Mule
Woodland Helpers
Thoughts and commentary.
Second Circle Spells
Bear's Sleep
Bleeding Edge
Hair Frenzy
Invoke Turtle Snap
Invoke Wolf Maim
Porcupine Quills
Tiger Roar
Thoughts and commentary.
This year's GenCon pregens.
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Earthdawn Adventures: The Search for Wisdom
aka "Runvir's Tomb"
Question from the Discord about setting it in Parlainth.
Good introductory adventure.
Differences between original version and RedBrick update.
Connection with Kratas and Garlthik One-Eye.
Former Kingdom of Ustrect.
Likely reasons for Third Edition rework.
Plot overview: Getting the Job.
Travel the Runvir's Tomb.
Encounter with Crystal Raiders.
Exploring the Tomb.
Potential backstory issues.
Josh talks about broader development concerns.
Skarvik, The Horror that haunts the tomb.
Magical treasures.
The Oracle Fountain and potential campaign concerns.
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Deeper Secrets: Elementalist Spells
Spell comparison between fourth edition and earlier editions.
Circle and Discipline shuffling.
First Circle Spells
Dry and Wet
Ignite
Repair
Room Temperature
Smoke Cloud
Second Circle Spells
Balloons of Mist
Fire Whip
Grounding
Liquid Arrow
Throne of Air
Discussion and preferences.
Carrying somebody else with Throne of Air?
Wrap up.
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Throal Adventures: The Way Out
aka Westhrall's Passage
Josh shares a memory from when he ran the adventure.
By Sean Rhodes who also wrote Serpent River and the t'skrang chapter of the Denizens book.
Map fragment uncovered of the river tunnels below the Kingdom.
Straightforward exploration adventure.
Raft travel and navigation, underground survival, long-term journey.
"Milestones" along the journey, encounters, rhythm of travel.
Journey is part of the experience and shouldn't be skipped.
Arrival in the Great Dome and encountering the Pale Ones.
Characters must deal with the local problem to complete their expedition.
Mining camp with enslaved Pale Ones run by one of the exiled Throalic noble families.
The opposition, dealing with the camp, and the consequences.
High marks, feels like it has a lot going on despite the page count.
Characters need to deal with the problem, no easy backup.
Linear, but flexible when resolving the final obstacle.
Some room to expand earlier stretch of the expedition.
Final thoughts.
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Deeper Secrets: First and Second Circle Wizard.
Overview thoughts from Josh.
Number of spells compared to earlier editions.
What returning and new spells are there?
What spells are still missing?
First Circle Spells
Perimeter Alarm
Seal
Travelog
Triangulate
Volume Control
Wake Up Call
Second Circle Spells
Astral Flare
Clean
Entry Log
Makeshift Weapon
Search
Sterilize
Closing discussion
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Throal Adventures: Deep Trouble.
Also known as "Blackout" in the RedBrick rerelease.
The only adventure in the collection with a Horror.
Cloak-and-Dagger style introduction as a vetting process.
No direct politics, but there are potential political consequences.
Rival groups serving other parties that may work at cross-purposes.
Earthquakes below the city of Hustane, two scouting parties have vanished.
Rivals working to dig up dirt on Hustane's Baroness.
Watched during prep, then venture into the tunnels below the city.
Thoughts on updating the adventure to "present day".
Underground environments, critters, and rival parties.
The Horror: Emr'r'ko
Biggest obstacle: The Horror's darkness power
Despite political concerns, straightforward delve.
Possible conclusions based on what happened with the other groups.
The Horror's curse and possible sequels.
Other possible tweaks for a completed Hustane to establish stakes.
High marks for a short, direct adventure with potential consequences.
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Mailbag!
YouTube comment from Caroline Spector
Question from Skreng: Population percentage of adepts?
Blog post about adept populations: https://fasagames.com/earthdawn/adept-populations/
Email from Saint Bless: Suggestions for future episodes.
More about the war between the Serpent River t'skrang and Wyrm Wood?
What is known about that war in the Shadowrun era?
"Post-Hanto" drakes, The Vanishing Scholar and using thread items?
Emails from Will: Tales from the table! Old adventures in ED4.
Movement discrepancies when comparing first to fourth edition?
Changes to Barsaive at War and the time jump to Empty Thrones?
Short stories at the front of adventures?
Possible explanation of Lake Ban having multiple outlets?
Sidebar: The Marvel No-Prize
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Shosara: The Free Companies
An easy way to get characters involved with Shosara.
Adepts and mercenaries hired by Shosara soon after the Separation.
Developed into a more formal military structure.
Headquarters is the Grand Arsenal at the southern end of Shosara's Harbor.
Led by the Grand Captain, who has a seat on the Council of Princes.
Leveraged their position or that seat to have a say in the nation's leadership.
Most settlements have a militia rather than a formal fighting force.
Free Companies serve as formal army and navy.
Patrol trade routes and serve as city guard in Shosara.
Large contingent of Weaponsmiths to supply their forces.
Often dispatched to address mysteries and problems brought before the Council.
May hire freelance adepts to investigate these when official forces are not available.
Other freelance and mercenary work available through them.
An organization Player Characters are likely to work with or for in Shosara.
Current Grand Captain Damira Alessar
Dwarf responsible for arrangements with the Trisrora ranelle.
Concerned with national security and safety, not so much in elven politics.
Not concerned with personal political power.
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We've run into some technical difficulties and, unfortunately, won't have a new episode out until June 26, 2024.
Thank you for your support! We'll see you next week.
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Grand Bazaar and Deeper Secrets both available in PDF!
Kickstarter Backers have had their codes sent.
Deeper Secrets is big! 624 pages including index.
Throal Adventures: Purloined Provisions
Also released as the Shard "Pale River" by RedBrick
Designed for low Journeyman characters.
Like Parlainth Adventures, a collection of shorter, more straightforward scenarios.
Adventures all deal with traditional adventure/exploration.
Little direct interaction with Throalic society or politics.
Setup: Merchants in Grand Bazaar have been having their stalls looted.
Characters are hired to keep an eye out.
Encounter between pale ones and Throalic guards.
Characters follow the thieves into the tunnels deep below the Kingdom.
Learn the village is struggling because the river has dried up.
Venture upstream to investigate and solve the problem.
Combat encounters with stingers and shadowmants.
Cave trolls have dammed the river with an elemental to farm True water.
Likely combat with the trolls, and need to deal with the elemental.
Possible complications and side goals.
Fourth Circle updates and approaches.
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The Western Kingdoms: The Founding Ranelles
GenCon news! Earthdawn events.
Learning to work with Josh's brain.
Total eclipse discussion.
Quick recap of the founding ranelles.
Escalanas = Mystic, Fensalor = Physical, Trisrora = Social
The Escalanas Ranelle
Long dedication to research into the mystic arts.
First matriarch and the founding of Sereatha.
Distant relationship with the Escalanas ranelle in Blood Wood.
Not thrilled with Blood Wood, but may support efforts to end the Ritual of Thorns.
Post Scourge activity; expeditions and research into the Wastes.
Fewest, but most loyal gerryth in the Western Kingdoms.
Using the Escalanas ranelle in adventures and campaigns.
Current matriarch.
The Fensalor Ranelle
Founding and background
More self-interested and orthodox.
Had the most gerryth survive.
Not as concerned with consortis role.
Current focus; rebuilding infrastructure of the Gwydenro.
Making Sereatha new seat of Elvendom not top priority.
Growing trade relationship with Thera.
Using the Fensalor in adventures and campaigns.
Current patriarch.
The Trisrora Ranelle
Founding and background.
Similarities to Throal as a mercantile power.
Current focus and cultural philosophy.
Relationship with Iopos.
Current matriarch.
Using the Trisrora in adventures in the campaigns.
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Earthdawn Adventures: Shattered Pattern
Send us your questions if you have them!
Stands alone, but does involve an item found in Infected.
Pattern items as a maguffin or plot driver.
PCs hired to solve the mystery of their employer's identity.
Journeyman-tier adventure -- Recommended Circles Five to Seven.
Technically non-linear, but presents most likely order of events.
Features the Cult of the Great Hunter.
Initial clues: amulet, coins, and map, employer's pattern.
Mainly set in area along the Serpent River South Reach.
Broad plot summary; travel and sites.
Adventure background and primary antagonist, Tyrlaan.
Location 1: Ruined Temple
Location 2: Kaer Varenna
Joran the Shadow Hunter
Location 3: Tyrlaan's Lair
Adventure climax and conclusion.
Major rewards: A favor from Icewing, Blades of Cara Fahd.
Solid adventure with strong Earthdawn flavor.
Possible follow-up or sequel ideas.
Fourth edition timeline and stat updates?
Possible pitfalls and final thoughts.
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The Western Kingdoms
A little bit of background of the Elven Nations book.
The placement of the Western Kingdoms and relation to Sereatha.
Overview of the western kingdom's political structure.
Individual domains each ruled by a ranelle, called a gerryth.
Collectively called the Gwydenro, or "heartland".
The founding ranelles of the western kingdoms.
The legend of Sereatha's founding.
Ancient past, relationship to Wyrm Wood.
Tales developed to justify the way things are.
How the tales lead to Shosara's heresy.
Providing monarchs for the Rose Throne.
Lots of BS called out in this episode!
Josh's headcanon of elven high court politics.
The Orichalcum Wars and the Scourge.
Emergence after the Scourge and Sereatha's fate.
Reactions to the Blood Wood and Shosaran reconciliation.
The Roheline Wood and the Wastes.
Present-day political situation in Sereatha.
Sereatha's orthodoxy and the strength of cultural narrative.
The three-sided political struggle over the fate of elvendom.
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Mailbag episode!
Lou provided some insight into other pieces written by Sam Witt
Aleyn sent us a bunch of adventure journals!
We talk about character journals back in the day.
Email from Brendan: Penalties for sleeping in armor?
Josh suggests: Reducing recovery tests by the Initiative Penalty.
How long to put on armor? Related somehow to Physical Armor rating?
Email from Kenneth: House rules for thread weaving/spell casting.
Spell casting "cantrip" knacks and extra threads.
Legend Point cost for spells and the thinking behind it.
Email from Stefan: Enchanting Deep Dive.
Player perspective vs GM perspective.
Mechanics vs story.
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Parlainth Adventures: Threads
Return to form; facing a Horror threat.
Higher challenge.
Roots lie in Parlainth's history and is now threatening Haven.
Does not require as much established NPC relationships as earlier adventures.
Can benefit from some foreshadowing and build-up.
Hired to investigate escalting violence in Haven.
Fairly linear, can run into "mystery adventure" problems.
Some guidance into how the adepts can notice weird magic.
Not so much about the investigation, just following the thread to the cause.
How these adventures sidestep the "investigation" phase.
Some ideas for expanding the early stages.
Excursion into the ruins.
The Cult of Pain and what has gone before.
The Abomination and its plans.
"Kaer crawl" in the Western Catacombs.
Analyzing the Horror's stat block.
Linear and traditional, but not bad for it.
Sidebar about mystery and investigation plots.
Gumshoe, Brindlewood Bay, and Apocalypse Keys.
Levels of success on Perception tests.
Final thoughts.
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Shosara: Navolok Ranelle
Foil or rival to the Laryskova.
Focused on helping adopt non-elven ideas.
Not concerned with the opinion of the Elven Court.
Internal dynamic of the "liberal" elven nation.
Enough information to inform, not too much to overwhelm.
More willing to share titles and promote non-elves.
Remained behind after the Separation where the Laryskova left.
Forging identity as Shosarans.
Name is a human word; declaring independence from the Court.
Did much to grow and establish the nation and its political structure.
Cultural friction with the Laryskova due to differing objectives.
Only a third of the ranelle are elves.
Post-Scourge history and activities.
"Radicals" from an elven perspective.
Changes to the elven Wheel philosophy.
Support of arts and culture.
Grand Prince Zinoviy
Takes some inspiration from Throal's Council Compact.
Thinking of nominating a human as his successor.
Final thoughts.
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Parlainth Adventures: Desire Box
Lighthearted adventure; Josh thinks it's "a hoot"
Potential farce, funniest of the Parlainth Adventures.
Most easily transported to another location.
Slow build to a frenetic conclusion.
Premise: Politics, Archiana Smoothskin, and Torgak.
The Desire Box: Chorrolis-infused artifact from the ruins.
For best effect, requires relationships in Haven.
Planning and forethought on the GM's part.
Not much GM guidance on the conclusion.
More possible adventure prep.
Final resolution; appearance of a Passion.
Expanding the ways PCs might solve the mystery ahead of time.
Dan talks about his experiences with the adventure.
Contrasting writing and design styles.
Playing with expectations.
Embrace the weird!
Rare example of an actual Passion being involved in a published adventure.
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Shosara: The Laryskova Ranelle
Kickstarter for the next expansion for Aetherstream is live!
The ranelle inspired by Jaspree to travel north, founding Shosara.
Shosara might not exist if not for the pilgrimage.
Largest single political power in Shosara.
Prefer trade and diplomacy over military force.
Ranelle's main objective is to move the seat of the court to Shosara.
History of the Laryskova and the Court in Wyrm Wood.
The ranelle tends to act more quickly than traditional elven ranelles.
Due to history, don't want to just go their own way; still elven culture.
Balancing act between elven tradition and innovation.
Natural explorers and merchants.
Common Disciplines among the ranelle's adepts.
Relationship with Thera and broader political philosophy.
Patron of magical and scholarly research, artistic pursuits.
Close-knit and loyal family.
Grand Prince Beranis Laryskova.
Oak Heart as the key to becoming the new Elven Court.
Wrap up.
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The Capital City of Shosara
Shosara's approach to traditional elven philosophy.
Overview of the city layout.
Great Lighthouse - North end of the bay.
Seat of magical study and scholariship.
Symbol of knowledge as light and guidance.
Berths for airships.
Grand Arsenal - South end of the bay.
Keep, smithies, armory.
Base for the Free Companies
Dockside - Along the shore between the Lighthouse and Arsenal.
Busy district with inns, shops, residences.
Large central market with shrine to Chorrolis.
Old City - East of Dockside; inland.
Government offices and palace.
Wealthy merchants and fancier residences.
Basic overview of the city government.
Garden District - East of the Old City.
Estates of the Shosaran ranelles.
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Diving into the mailbag!
Panels from FreedoniaCon 2024 are available on the FASA Games YouTube channel
Email from Rob: Update on actual play podcasts.
Declaration phase at start of each round.
Bringing on other GMs to answer questions?
Email from Leamon: Kaer breached and survived?
Battle Shout: Increased DN based on target, or the talent user?
Non-adept humans and Versatility? Learn skills more easily?
Story time! Character death and consequences.
Josh sidebars about obsidiman sky raiders and air sailors.
Email from Konrad: Any restrictions on armor for magicians?
Thoughts about using Generative AI for personal use?
Josh rants about art and late stage capitalism.
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Parlainth Adventures: Dead Man's Hand
Written by Robin Laws
Features Twiceborn, Queen of the Cadaver Folk
More darkly whimsical.
Early Tim Burton, Addams Family
Works best with the characters having a previously established relationship with an NPC.
Agreement between Torgak and Twiceborn
Inciting Event: The Carnival of the Dead.
Stuff to see and do at the Carnival.
Friendly NPC loses a wager and gets taken down to the Catacombs.
Different approaches to rescue the friend.
A coup is brewing!
Choosing which side to support.
Outcomes and consequences.
Influences and inspirations.
Another likely one-session scenario.
Solid option to flesh out a Legends of Barsaive home campaign.
But keep in mind how it might affect Ch 9, Once Bitten, Twiceborn.
Presents a non-standard adventure story for Earthdawn.
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Parlainth Adventures: Blood Pact
Dan figured out why he thought there was a well!
Overall theme: Vulnerability of youth and the responsibility to protect the weak.
Child gets poisoned by Mindtrap's blood on the map wall.
Josh explains the set-up; what came before.
Avenues of investigation.
Portraying those mentally broken by Horrors.
The infection spreads.
Hunting the Horror.
Mindtrap's game statistics and challenge.
Alernate approaches and things to keep in mind.
Player Character plot armor and ways to address it.
A good, short adventure with a mix of stuff.
Reward: Butterspider Box.
Back to Mindtrap's methods and analysis.
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This special episode is the video of Episode 209, recorded at FreedoniaCon 2024.
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EDSG Live at FreedoniaCon 2024!
Josh summarizes the convention so far.
Email from Patrick: Our ending to Infected!
Email from Matthew: Thread items allowing the user to cast a specific spell?
Email from Patrick: Favorite easter egg or plot detail?
Email from K Scott: Glowing eyes in description of Astral Targeting spell?
Email from Konrad: Thanks for the show.
What do you do when a skill the character knows becomes a talent?
Conventions in the UK?
Email from Graywulfe: Our resolution to Infected!
Another email from Matthew: Life in Haven: food and water?
Adventure inspirations and hierarchy of needs.
Non-adept humans using Versatility?
Chat question from K Scott: Third printing of the guides?
Chat comment from Rob about adventure inspriations.
Josh gushes about a therapist analyzing video games on YouTube
Chat question from Bean: Intelligent thread items?
Dan's wish for an Earthdawn dice set.
Closing thanks and comments.
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Shosara: Elves of the North
Reminder: FreedoniaCon Feb 16-18 on the FASA Games Discord!
Live EDSG on the 18th!
Shosara is on a peninsula extending into the Gwyn Sea.
Shosara's citadel was not breached.
Founded by elves who set out from Wyrm Wood following a vision from Jaspree.
Real world parallel geography.
Early history of the Shosaran elves, meeting the Khistovans.
Partnership and cultural blending, shared ship designs.
Separation from the Elven Court.
Abdication of Queen Failla and ascension of Liara.
Josh's head canon of behind-the-scenes politics.
Exile of the Laryskova ranelle.
Stresses in the elven cultural diaspora.
Preparing for and surviving the Scourge.
One citadel for the region's entire population.
After the Scourge, pushing to claim the seat of elvendom.
Geographical and environmental overview.
Wild, feral lands that seem to shift.
Lots of open area to fill in details; "distant horizons".
Region has its own primeval, wild magic feel.
Marvel's Savage Land
Conan Doyle's Lost World
Skull Island
Not just a retread of Barsaive.
Feast of the New Dawn, regatta on the Gwyn Sea.
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Infected! Spoilers for the adventure in this episode!
FreedoniaCon February 16-18 on the FASA Games Discord
Written by the legendary Robin Laws
Probably Josh's favorite published adventure.
Let's talk about the cover!
General gushes about art from old school FASA
Dramatic, evocative cover.
Open ended resolution.
Plays on expectations and twists them.
Plot background and summary.
How the PCs are introduced.
On the Road to Hanto
Shantaya's Sextant
Yellowspring and Cherrypit.
Thematic foreshadowing - no clear cut solution.
The previous messengers attack.
Learn about the situation in Hanto.
Combat focused groups may miss a lot of the nuance.
Arrival at Hanto, meeting the Grim Legion.
"Now what do you do?"
Discussion of Moltaa and Kwamm.
Aardelea and what's really going on.
Branching endings... ways to resolve the problem.
The aftermath.
Features strong player character agency.
Situation not story.
Discussion of the treasures recovered.
Threads moving forward in the setting.
Maps and handouts.
Masterclass in "Adventure as location"
Any interesting stories from your experience with this adventure? Let us know!
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The Talshara Ranelle
Reminder: FreedoniaCon Feb 16-18 on the FASA Games Discord!
Talshara comprises most of the militia and exolashers in the Blood Wood
Nearly every combat Discipline is represented in the ranelle.
Likely includes a significant number of Woodsman followers
(Check out Episode 78 for the Woodsman Episode.)
Current leader: Erithander, strongly loyal, can be blunt with the queen.
Founded during the reign of queen Failla
Queen Liara brought on members of the ranelle as her personal guard.
Alachia charged the Talshara with repeling the Horrors as the kaer was prepared.
Founded the Grove of Blades as a military academy to train fighters.
If you go with Failla as a prior tenure of Alachia as queen, that puts an interesting spin on her relationship with the ranelle.
Detachment of Talshara at Eidolon, representing the Wood in that partnership.
Erithander: Over 300 years old, honest, loyal, and straightforward.
Follows the elven wheel, has studied four combat Disciplines.
Possible spin of Erithander as another immortal elf.
Erthander's agenda: Ensure the defense and protection of the wood.
Heads the Grove of Thorns that trains the militia, guards, and exolashers.
Rhisiart: Eritahnder's son.
Sent out on expeditions to retrieve elven artifacts from outside the wood.
Banished from court when he disagreed with the queen, now leads Eidolon garrison.
Dedicated to rooting out Monus Byre and the Seekers of the Heart.
Honest and loyal like his father.
Current consortis: Ilisa Willowby
Was scribe on Rhisiart's expeditions, good friends with the scion.
Born and raised in court, knows a bit about court culture and politics.
Made consortis as a slight against the Talshara because of Rhisiart's gaffe.
Working to get her friend back in Alachia's good graces and lift his exile.
Goro'imri: The town of the outsiders.
Founded by an unprotected elf who believes in the strength found in diversity.
Alachia is aware of the settlement but does not acknowledge it.
Rommanarel Oakfast is the leader, and has petitioned to meet with Alachia.
She has learned of the wood longing and its effects.
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Adventure breakdown: Terror in the Skies
SPOILERS!
FreedoniaCon is February 16-18 on the FASA Games Discord
Live Survival Guide on Sunday the 18th.
Second adventure published.
Like Mists of Betrayal, likely written to feature different aspects of the game.
Still potential balance issues, but not as severely as Mists.
Sidebar about adventures not strictly speaking a series, despite easter eggs.
Written by Shane Lacy Hensley.
High concept of the adventure.
"You all meet in a tavern..."
Early heroics and hired by the air patrol.
Options for NPC interactions and character development.
The Obsidian Flyer and first encounter with the rakken.
Letter from a Wizard and learning about the Tome of Banishment.
Voyage to the Thunder Mountains.
Sidebar about Juliak Merris, Omasu, and future storylines.
Encountering ork scorchers.
Talon Kaer, the windling refuge.
Sidebar about Jennell Jacquays and adventure design.
First appearances of some creatures.
Lower section and the vault.
The problem with the solution to opening the vault.
Leaving the kaer and chasing the Shadow Skulker.
Possible appearance of railroading.
Opposition of the climactic battle.
Banishing the rakken and Rasper-Nor.
Overall opinions and assessment.
Discussion of casting the banishment spell.
Ship combat and the airships in the adventure.
Treasures and loot.
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The Jae'Helastri Ranelle
Politically inclined gossip-mongers
Most likely to pass information to manipulate events.
May be envoys outside the wood.
Keep an eye on other ranelles.
No farming, trade, or other aspects of life.
Smallest ranelle, no more ancestral lands or lesser ranelles sworn to them.
The ranelle that "knows things".
Came to power through unswerving loyalty to Alachia.
Founder became the go-between the consortis and blood warders.
Willing to share their information, but just as willing to use it against you.
May see themselves as a balancing force to keep any other faction from gaining too much power.
Willing to share gossip and falsehoods to further their ends.
Focused more on internal politics than external.
Do not write down their information to keep control of it.
Pop-culture archetypes: High-class courtesan.
Littlefinger or Varys from Game of Thrones.
Involving the ranelle in traditional campaigns.
Personalities and activites.
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New Year, New mailbag!
The full, unedited interview with Lou is available on our YouTube channel.
The pre-art draft for Grand Bazaar has been made available to backers.
Email from Bart: Dispelling or disrupting threads?
Email from Chris: Crossbows! Why Strength?
Why not more kinds of crossbows?
Convention news!
Email from Brendan: Twisted ideals for the non-mad Passions?
Email from Shady Dragon: Teamwork knacks?
Email from Brendan: What about the Grim Legion?
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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The Third and Final Part of our conversation with Lou Prosperi
Lou's Favorites
Why Ukraine
One More Thing for Earthdawn
Enduring Nature and Cliffhangers
Is Lou a Passion
Tales From Lou's Table
Working With Greg Gorden
Working on Different Systems
Something from Fourth Edition You Like
An Area You Wanted to Cover
If You Could Change Anything
What Would You Like to Revisit Now
Grand Storyline
Differetiation From Other Fantasy Games
Magic System Development
If You Could Create a New Game
Blood Wood
Disney Imagineering Books
Find and Follow:
Email: edsgpodcast@gmail.com
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The second part of our conversation with Lou Prosperi.
T'skrang as alien race?
What's the deal with the ash blowing in from the Wastes?
Sidebar about the "Western Kingdoms"
Questions about loci and their use in original plans for Barsaive at War.
World maps?
Thoughts about the return of the Earthdawn and other parts of the world.
Magic use in lands outside the Theran Empire.
Portals to the elemental planes.
Back to the illusion of a fully-developed plan.
Cover art and war golems?
Why does Lou hate goblins?
The profileration of PC races (and monstrous humanoids) in fantasy gaming.
Involvement with 1879?
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches: https://discord.gg/hhHDtXW
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Episode 200! Part one of our conversation with Lou Prosperi.
How does Lou pronounce certain Earthdawn names?
What were the plans for continuing coordination with Shadowrun?
Some discussion about crossover characters.
Story about Lou sending his SR players into the past before Earthdawn
Lou's path to Earthdawn.
How did they go about building the setting?
Were there secrets that weren't revealed?
A story about a supplement that never was to provide context.
"As much as you have to, but as little as possible."
Is Rosper an homage?
Magical laser cannons at Sky Point?
In-setting narratives and what people know.
What other magical stuff did the Therans have lurking about?
Some discussion about the loci and setting development.
Loose plans when first edition shuttered: Vivane, Pawns of the Dragon, Scytha.
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches: https://discord.gg/hhHDtXW
--- Send in a voice message: https://podcasters.spotify.com/pod/show/edsg-podcast/message
Wrapping up 2023 with some listener statistics and analytics
We broke 100k total listens this year according to our host.
Where our listeners hail from and what platform they listen on.
Most listened to overall episodes.
Our Spotify Wrapped summary... new listeners and audience growth.
Listen Notes score and commentary.
YouTube stats (all our backlog is now on the channel)
What does the future hold?
Adventure analysis: Mists of Betrayal
First official adventure... spoilers ho!
Initial thoughts.
Overview of recommended character Circles and broad session structure.
Arrival in Tureem.
Disucssion of the introductory jehuthra encounter.
Moving on to Haven and getting hired by a Wizard.
On the road to Blood Wood: Theran ambushes.
Random sidequest: Ruined caravan and the Horror Duaga.
Blood Wood and elven politics: The next step along the story trail.
Tracking the slavers and discovering Akarem.
Exploring the ruined tower and catacombs.
Difficult obstacle 1: The Spectral Dancer.
Difficult obstacle 2: The Mist.
Back to Blood Wood and returning to Haven.
Final encounter: Kalourin and the Mist.
Discussion and potential stumbling blocks.
Loose ends and possible follow-ups.
Thread items in the adventure.
Legend Awards.
Memories of running the adventure.
Timeless adventure not tied to any particular era.
High marks despite difficulty spikes.
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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Mailbag!
Email from Jonathan: Would Blood Warders or Exolashers have been a path?
Email from Alexandre: Social Defense needs and protections for a Gauntlet?
Discussion of Resist Taunt, Lion Heart, Lion Spirit, and other options.
Email from Leamon: Ways to track Legend Point awards.
Spreadsheets!
Email from Brendan: Are Karma and Legend Points diegetic?
What about talent ranks?
Episode with Lou Prosperi coming up in a couple weeks!
Find and Follow:
Email: edsgpodcast@gmail.com
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
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Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn West Marches: https://discord.gg/hhHDtXW
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Great Ranelles of the Blood Wood: The Escalanas
Quick update on social media and the like.
Kindness from a fan on the FASA Games Discord.
Tradtionally provides the most Warders to the Rose Throne.
Current head Kethos was one of the main architect of the Ritual of Thorns.
The "magic" ranelle, but like other ranelles they do other stuff.
Based in the western regions of the Wood.
Traces their origins back to the Western Kingdoms.
Established the Queen's Warders under Queen Failla.
Warders developed a lot of the magic to control and interact with the Wood.
Their sanctuary based in the heart of the Wood.
Escalanas are covertly meeting with the Denairastas.
Kethos seeks to end/reverse the Ritual of Thorns in defiance of Alachia.
Hoping to redeem himself before he dies.
No longer welcome in court; loyal, but more to elvendom than Alachia specifically.
Some discussion of possible consequences of ending the ritual.
Orlando Escalanas: Current consortis.
The pair staged a falling-out to cover Orlando working as a spymaster for Kethos.
Adventure hooks or campaign arcs using the Escalanas.
Seekers of the Heart and the acorns of Oak Heart.
Eletheria: The ghost of the western forest.
Vanished from the citadel early in the Scourge.
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Kaers
Significance of kaers in the game and setting.
Common (and most dangerous) destination for adventurers.
Mists of Betrayal, Terror in the Skies, Ardanyan's Revenge.
Not a lot of concrete examples in later published material.
Appearances in novels and fiction.
What is a kaer?
Purpose to keep people inside alive.
Why are you going and what might you find?
Kaers vs citadels.
Traps and defenses. Could be turned off by residents to safely emerge.
Traps are apt to be nasty and deadly.
Other features of entry and approach tunnels.
The kaer as a community like surface towns and villages.
Don't necessarily need to map every inch of the kaer.
How the residents and conditions might shape the environment.
A kaer is not a D&D-style dungeon of 10-foot corridors.
Need space for people to live for generations.
Entry tunnels should allow room for livestock and goods to be taken inside.
Concealing the entrance as an additional layer of protection.
Obvious kaers are likely to have already been found and explored.
Where kaers were built and why.
Basic Theran design. Large central chamber with offshoots for various services.
Mosaics or other fixed decorations as a source of lore or knowledge.
Living quarters; tiny homes, apartments, dorm suites.
Main thing about kaer design is there likely would be no wasted space.
Growth or expansion during the Scourge.
Wards and protections of the kaer interior.
Oxygen and air filtration.
Crops and greenery; rooftop gardens.
Resource use and waste disposal/recycling (including the dead).
Water - wells, water spirits, connections to elemental plane.
Animals and livestock; diet variety (or lack thereof)
More about crops and food plants.
Five likely states for a kaer.
Unopened and inhabited.
Open and empty.
Collapsed and not used.
Failed by Horror breach.
Failed by other disaster (starvation, disease, collapse)
Adventurer groups and kaers.
How do you get in and what do you find there?
GM should think of the story of the kaer.
Who lived there and what happened to them?
Cultural drift (or lack thereof).
Sidebar about Urupa development.
How much of a role will the kaer play?
Exceptions to expectations and what that can do.
Magic can solve a lot of problems!
Returning to water source and its importance.
What do you find inside? Treasure, artwork, lore?
Kaer-focused game ideas.
Other sources and inspiration.
Civic planning and civil engineering.
Don't put more work into your kaer design than you must!
City of Ember
The Expanse
Silo
Ultimately limited only by your imagination.
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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The Daevenar Ranelle
Some comments on Blood Wood games.
Renowned as the finest artists and craftfolk in the Wood.
Significant presence in Court, but not an obvious politics player.
Likely a notable influence on elven culture.
Possibly behind the campaign against Shosara.
Importance of art and culture during the Scourge and Ritual of Thorns.
Loyalty to throne and ability to shape public opinion.
Strong negative feelings about the Therans.
Belive the thorns have elevated the Blood Elves.
Strong antipathy with the Carithasca and source of conflict.
Returning to the weakness of Blood Wood as a notable setting in typical games.
Ranelle's main home is near the Court.
Persons of note.
Tarin Daevenar: Current leader of the ranelle.
Embodiment of Blood Elf snobbery and superiority.
Baltana Daevenar: Exolasher and court bodyguard.
Supporter of and spy for the Seekers of the Heart.
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Diving into the mailbag!
Email from Leamon: GMs with players who know more about the setting.
Fighting large groups of low-powered opponents.
Questions for Greg Gorden?
Email from Brad: Stories about player character death.
Handling replacements for a dead PC?
Plans to reintroduce Lightbearers as a path?
Email from Scott: More stories about character death.
Player buy-in and expectations with Paranoia as a framework.
Suggestions for running Earthdawn at conventions.
Pre-generated characters? Races? Disciplines? Circle?
Descriptions or maps of kaers? Starting in a kaer?
Published adventures for convention settings?
Other advice for convention play?
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Email: edsgpodcast@gmail.com
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Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn West Marches: https://discord.gg/hhHDtXW
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Great Ranelles of the Blood Wood: Carithasca
A ranelle is similar to a noble house or clan; extended family.
Mainly based in the Southern Fringe, focused on trade.
While each ranelle is best known for a particular thing, they don’t do just that thing.
The ranelle’s background and how they got to where they are.
The ranelle’s biggest advantage is the network they have built over time.
Alachia and using royal patents to pit houses against each other.
Kaer Eidolon as the only trade point with the outside world.
Carithasca’s goals and motives.
Opinions of other ranelles, and some inspirations for the house.
Legends and history.
Persons of note.
Ethenia, matriarch and possible immortal; close relationship with Alachia.
Some thoughts about immortal elves and their role in the Elven Court.
Haeleon, senior Carithasca consortis.
Captain Trellius, sailor and frequent visitor to Eidolon.
Trellius appears in Heavy Metal Queen from Legends of Barsaive.
Additional thoughts and wrap-up.
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Get product information, developer blogs, and more at www.fasagames.com
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Email from David: Love for the show and for Earthdawn
Reminder from Josh about the Earthdawn West Marches community.
Email from Bryan: Stories about player character death.
Josh shares a party wipe story from an old D&D game.
Exploring and surviving underground environments.
Careless folk get themselves killed in the depths.
Four things to worry about when caving.
Bad air: Stale air or other things that affect breathing.
Try to use magical light sources – torches or lanterns can useup oxygen.
Toxic or poisonous gases.
Underground fires can burn for a long time.
Many visual references for underground environments.
Cave-ins and collapses.
Elemental spirits as a useful resource when caving.
Other useful character skills and abilities that may help.
Underground water: streams, rivers, and lakes.
Flooding hazards.
Additional resource: Dungeoneer’s Survival Guide fromAD&D.
Fire threats: Magma and hot springs.
Sample underground hazard traps in the Earthdawn SurvivalGuide book.
Additional concerns with underground fires.
Dangerous creatures.
Often hunt by scent or sound, and sound can carry longdistances underground.
Horrors and constructs.
Classic Earthdawn adventures with strong underground themes.
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Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
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Player character death.
Reminder: Tastes and desires on what a player wants from a game can vary!
Most problems arise from a difference in expectations between the players and GM.
Story about Josh’s friend Doug and his approach to his characters.
Players who strongly identify with their characters can dislike having their story “cut short”.
A brief sidebar about gamemasters fudging dice results.
Leaving the “training wheels on” – how long before death becomes a legitimate stake?
“Sliders” – the degree to which PC death can come into play.
Setting a policy on handling player character death.
Is death permanent? How easy is it to come back?
Revisit the policy to see if it needs to change as the campaign progresses.
Table tale from Josh about Bearclaw the Journeyman and a player choosing death for their character.
Table tale from Dan about a character death and how it shaped the game.
Critical Role Campaign 2 and how a character death shaped character growth and future story.
In-game acknowledgement of the character death.
Does removing taking death off the table remove any tension or stakes to the game?
Finding other options to threaten characters without death; deus ex machina.
If a character can come back, what does it cost? How might it change them?
Another table tale from Dan about a fight against the “big bad”.
Earthdawn’s “lethality curve” and how that shifts as powers come online.
Email from Leamon (part 1): Petty GM on a power trip.
Game tone and setting conceit example: Paranoia.
Character as pawn or game-piece. “Character funnels”.
The Traveler RPG and characters dying before the game even started.
Email from Leamon (part 2): Connection to a character affecting feelings about the game.
Player grief and emotional bleed.
Bringing in a new character, how to create them, and other consequences.
Email from Leamon (part 3): Bringing a character/archetype back for more exploration.
Player introspection and self-discovery resulting from character death.
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Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
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Surviving and Exploring the Wastes.
Another example of an area devastated by the Scourge, similar in that way to the Badlands.
Of note in earlier material mainly because of its effect onwestern Barsaive.
Also an area with a significant number of lost and corruptedkaers.
Not as easy to get imagery to draw inspiration about the Wastes.
Jerris is most likely location to launch expeditions into the region.
Terrain and environment.
Some discussion of the perpetual ash.
Magical side effects of the area’s corruption.
Denizens of the Wastes.
Sidebar about avoiding easy tropes about deformity and evil.
Mysteries of the Wastes as a campaign hook.
Quick summary of some mechanics in the original Earthdawn Survival Guide
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Get product information, developer blogs, and more at www.fasagames.com
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Surviving the inhsopitable: Death’s Sea and the Mist Swamps
Death’s Sea
Invest in protection from heat and bring plenty of water.
No walking! Airship access only.
Only solid ground are klenkas, temporary islands of cooledlava.
Bring foods that can survive the hot, dry conditions.
Lots of fire-adjacent wildlife to make life difficult.
Additional suggestions for supplies to help survive the environment.
Reasons to visit Death’s Sea (aside from mining).
Mist Swamps
Fabled ancient ruins (Yrns Morgath)
Difficulty in crossing the terrain.
Other reasons to visit the region: rare plants or other magicalreagents.
Supplies to bring and challenges to overcome.
Silver lining: Not likely to encounter Horrors andHorrorspawn.
Past episodes that cover these areas.
Death’s Domain and escaping it.
Rescuing player characters from Death’s Domain.
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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--- Send in a voice message: https://podcasters.spotify.com/pod/show/edsg-podcast/message
Another packed email episode!
Email from Michael H: Supporting the show, and a questionabout airship and riverboat rules.
Upcoming topic: Dealing with player character death
Email from Jennifer: Knacks spreadsheet?
Sheet is actually what talents become available for the coreDisciplines
Email from Jonathan: Do animal companions count as allies forthe Shaman pack spell benefits?
Handling the Repel Animal spell cast in the path of a chargingmount?
Email from Francois: Questions about kaers. How were theyclosed? How did people open them? Communication from outside to residents of thekaer?
Naming spirits? Pattern items for Throal, Thera or other places?
What do Josh and Dan do for their day jobs?
Email from J: New Earthdawn fan! Question about obsidimen and theMessenger path.
Email from FrankFrankFrank: Support talents; WildernessSurvival, Navigation, etc.
Additional thoughts on vehicle-based talents, as well as Haggle.
Email from Joel Fowler: Legend Point totals for FifteenthCircle characters.
Updating player characters from earlier editions to fourthedition.
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Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
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Herbs, plants, and natural medicines in Earthdawn.
Can add more flavor, detail, and variety to your setting.
The Survival Guide includes a mix of real-world and fictional plants.
The Herbalist’s Primer by Anna Urbanek.
Great system-neutral supplement for any fantasy game.
Item by item list from the first edition Survival Guide.
Descriptions, uses, and adventure or story hooks.
Pop culture connections: Lord of the Rings, Aquaman.
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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Exploring and surviving in the Badlands
Final report on the Deeper Secrets Kickstarter campaign
Possible reasons to go into (or over) the Badlands
Historical overview of the region
Is calling it the Badlands reinforcing its corruption?
Additional ideas and hooks in the Travar sourcebook
Solving the mystery of the region’s growth and cleansing thecorruption
Geography and environment
Travel difficulties
Resources and survival
Denizens of the Badlands
Creatures, Horrorspawn, and foul folk
Mountainshadow’s Lair
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Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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Second of TWO post-GenCon mailbag episodes!
Question from Josh (not that Josh): Adapting Earthdawn toother systems?
Some non-legally binding discussion of how to handle fanworks.
Email from Svenn: Book of Tomorrow and the Earthdawn PublishingTrust.
Josh reminisces about the EDPT.
Questions about Legend Awards…
ED4 challenge ratings versus ED1 specific creature awards?
Why change the Legend award system?
History lesson from Josh about the revisions to Legend awardsover the years.
With a side of design philosophy about creatures vs playercharacters.
Updating old adventures to the newer Legend award system?
Guidelines for building creatures and Legend awards in fourthedition?
Different Legend awards based on character Circle?
Reprints of Elven Nations and Questors?
Appreciation for thoughts and comments Lou Prosperi posts toFacebook.
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Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn West Marches: https://discord.gg/hhHDtXW
First of TWO post-GenCon mailbag episodes!
As of this episode’s release, just over two days left in the Deeper Secrets Kickstarter
Email from Alexandre: Playing an offended obsidiman?
Email from Donald the SoloRPG Guy: Recent Earthdawn episode and shout-out to the EDSG
Email from Ben: What kind of Horror was Zorg from the Legends of Earthdawn podcast?
Email from Patrick: Illusionist spells and disbelief/sensing?
Check out Episode 34 for Illusionist Discipline discussion, Episodes 72 and 181 for Illusionist spell discussions.
Email from Aaron: Running a game for someone who is well-versed in the setting.
A few suggestions and ways to approach the situation.
Email from Tim: Thoughts on adventuring in mountains and making interesting choices.
Question about characters leaving their kaer in the Badlands for the first time.
Thoughts on experiences and encounters for newly emerged kaer dwellers.
Email from Mark: Suggestions on speeding up combat mechanically and narratively.
Josh shares a hard lesson he learned about pacing and resolving a combat.
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No new episode this week, but a reminder that the Kickstarter campaign for Deeper Secrets is still going! We just broke 56k, and are running through August 25. If you haven't backed, please go check it out!
We return next week with a regular episode!
Third and Fourth Circle Shaman spells
Quick review of a couple important Shaman spell features.
Third Circle Spells
Catwalk
Invoke Lion’s Pride
Mark of the Wolf
Polecat Resilience
Sunlight
Third Circle picks and discussion.
Fourth Circle Spells
Ferret Reflex
Gills
Invoke Shark Rend
Mark of the Bear
Repel Animal
Fourth Circle picks and discussion.
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Josh gives a GenCon update! Booth times and such!
Reminder: If you have questions for Lou Prosperi, send them in!
Exploring and surviving forest environments.
Named vs unnamed forest.
Typically, much drier than jungles, more undergrowth.
A brief ecological overview of deciduous and evergreen forests.
Potable water in forests and the associated hazards.
Fauna commonly found in forests.
Pop culture references and inspirations for forest environments.
Negative vs positive portrayals of woodlands.
Corrupting presence of Horrors in forests.
Namegiver and spirit presence.
The Blood Wood
Iconic “haunted forest”, the land is alive and watching you.
How the Blood Wood differs from regular forests.
The Poison Forest
Perpetually in a state of undying decay; infected by the ash blown in from the Wastes.
Mood and feeling of the Poison Forest.
Large number of Horrors and Horrorspawn.
How the Poison Forest differs from normal woodlands.
More mood and feelings.
Encountering spirits and fauna.
Corrupted and cadaverous masks from the Companion.
Book of Exploration entry about the Poison Forest: The Fountain Parchment.
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Magic: Deeper Secrets Kickstarter is live!
Third and Fourth Circle Illusionist Spells
Josh briefly recaps some thoughts on the Illusionist as a magician
Third Circle Spells
And Then I Woke Up
Blinding Glare
Fog of Jeer
Nobody Here
Phantom Warrior
Top third Circle picks and discussion
Fourth Circle Spells
Clarion Call
Great Weapon
Notice Not
Phantom Lightning
Stop Right There
Suffocation
Unmask
Top Fourth Circle picks and discussion
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Email from Brendan: Question about Wound penalties?
Email from Mark: Having Brad on the show to talk about 1879?
Theran Empire and Horrors defanged?
Comparing the Denairastas to the Therans.
Some spoilers for Empty Thrones.
Horrors as a disrupting political influence.
Question about the Earthdawn version of Turkey/Anatolia?
Why is Naaman Y’ross such a big deal?
Exploring and surviving Jungle regions.
More life in jungle habitats than anywhere else.
Things to watch out for in the Servos Jungle.
Heat, humidity, and water.
Mold, insects, heatstroke.
Low amounts of underbrush, swampy low spots.
Inspirations: Return of the Jedi (Forest moon of Endor), James Cameron’s Avatar.
Real-world inspirations: Amazon basin, equatorial Africa, southeast Asia.
Tomb Raider and Uncharted video games.
Easier to forage/hunt to survive due to abundant plant and animal life.
Fantasy versions of hazardous plants; giant flytraps, pitcher plants.
Wood and plant spirits.
Downsides of vegetation-based threats.
Fauna: Snakes, frogs, boar, and more!
List of creatures by terrain at Panda Gaming Grove.
Remember motivations of creature encounters!
Using creatures as clues or hooks for jungle adventures.
Fire and forests vs jungles.
The Liaj Jungle, Usun, and the Tamers.
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Some production business: Upcoming episodes
Send in questions for Lou!
Third and Fourth Nethermancer spells
Arrow of Night
Aspect of the Bone Spirit
Aspect of the Cowardly Skulk
Fog of Fear
Grave Message
Pain
Summon Bone Spirit
Discussion and top picks for Third Circle
Aspect of the Menacing Tyrant
Dark Spy
Evil Eye
Last Chance
Nightflyer’s Cloak
Viewpoint
Discussion and top picks for Fourth Circle
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Third and Fourth Circle Elementalist spells.
Ice Mace and Chain
Lightning Bolt
Mantle of the Reflecting Pool
Plant Feast
Thrive
Winds of Deflection
Discussion and top picks for Third Circle
Air Blast
Blizzard Sphere
Elemental Spear
Grove Renewal
Lightning Step
Uneven Ground
Discussion and top picks for Fourth Circle
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Email from Riley: Tales of the Cult of the Great Hunter.
Email from Charles: Official map of the world of Earthdawn?
Email from Nick: Explaining half-Horrors.
Email from Jesse: Covering the ork tribes or scorcher bands?
Dangers, obstacles, and hazards in mountainous regions.
Context, expectations, and objectives.
Personal experience and familiarity.
Loads of inspiration and research material: documentaries and reality shows.
Many kaers took advantage of natural caves in mountain ranges.
Environmental hazard: Cold and snow.
Namegivers in Barsaive aren’t likely to have extensive experience with snow due to climate.
Avalanches
Frostbite
Jack London’s “To Build a Fire”
Suggested mechanics from the Survival Guide.
Cold water and hypothermia.
Thin air and altitude sickness.
Snow blindness.
Movement and travel in snow.
True air as a hazard.
Cliffs, ravines, and crevasses: falling damage.
Flora and fauna of the mountain ranges.
Wrapping up.
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Please excuse Dan’s rough audio in this episode, he was having computer issues.
Third Circle Wizard spells
Astral Targeting
Aura Strike
Combat Fury
Identify Magic
Levitate
Wizard Mark
Top picks
Fourth Circle Wizard spells
Ball of String
Binding Threads
Evolved Consciousness
Juggler’s Touch
Lighten Load
Wizard’s Cloak
Top picks
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Our final Crystal Raiders episode, we promise!
Why do the Crystal Raiders, well, raid?
Scarce resources, need to get things to survive.
Cultural self-justification and myth-making.
Where and what they target with their raids.
Highland troll culture is broken, and their reputation is deserved (at least somewhat).
Rituals to assuage troll honor to best cope with raids.
* Typically, don’t raid for silver or gold; not really interested in money.
General tactics
Raids on other trollmoots.
Conflicts over resources, feuds between individuals or clans within moots.
Ceremonial aspects and strict rules of engagement.
Will not attack grounded drakkars.
Raids on lowland communities.
Stagger and rotate through their targets, like managing hunting grounds.
Raids of caravans.
Greater challenge due to protection.
Tactics unique to attacking caravans.
Raiding other airships.
Scouting and intelligence gathering.
Raids over water and against riverboats.
T’skrang newots and Sky Raiders.
Confiscating Theran airships.
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Diving into the mailbag!
Josh recaps his weekend adventure to Los Angeles.
Email from Walter: New listener thanks us for the show.
Email from Matthew: Recommends “Silo” on AppleTV for ideas on a life sequestered underground.
Email from Riley: Eberron as another richly developed setting.
Email from Aaron: Praise for Horror and Crystal Raider episodes.
Question about forging implanted armor like Blood Pebble.
Threaded blood pebble or living crystal armor?
Email from Captain Olimar: What was the weird cat-thing faced in Josh’s FreedniaCon adventure?
Elemental affinity of the central tree in the Floating City?
Using True Shot with Second Shot?
Horrors from the Cathay books? Half-Horrors?
Earthdawn novel from Russell Zimmerman?
When is the next Kickstarter?
EDSG episodes about the Elven Nations?
Campaign book about the Harwood Incident?
Paths for Cavalryman Discipline?
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Our last Horrors episode: Verjigorm
The “Big One”, the “Hunter of Great Dragons”, Earthdawn’sGreat Cthulhu
One of three Named Horrors from the original core rulebook.
Entry is very similar to the entry in the Dragons sourcebook.
The “Dark One”, at the beginning, spawned the “Horoi”
One Horoi – Nightstlayer – left the darkness and woke onEarth, saw its beauty, and wept the Nammegivers into being.
Josh speculates how this creation myth might reflect events inthe distant past.
Not necessarily intended to be a foe to face directly; likethe Great Old Ones from Lovecraft.
Early stats were likely a way to impress how powerful it is.
Summary of game statistics and powers.
Not very active in most recent Scourge, but looms very largein the setting.
Use and presence of Verjigorm in games – Cult of the GreatHunter
Getting involved with this Horror will likely draw the attentionof the dragons.
Obsessions: Hunger for power, fanatical hatred of dragons.
Captured numerous dragons during the last Scourge.
This prey is wrapped in astral cocoons that warp them intoHorror-corrupted entities.
Verjigorm’s spawn as a campaign focus and epic opponent.
Exploring Verjigorm’s Horror Thread power.
Lovecraft parallels and cosmic nihilism.
More than just a giant sack of hit points.
Most common appearance.
Closing thoughts.
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Special 14 Legends 6
A Fragment From Nutreva
An Ancient Mystery
Citadel in the Sky
The Growing Bones
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Email from Chris: New listener excitement!
Josh is running an in-person game!
Trolls: The final (?) episode.
Arts and crafts.
Purpose first, beauty second.
Crystal, stone, leather.
Steel is rare; resource and labor intensive.
Stonesmiths and crystalsmiths.
Troll crafts and spirituality; more complex and personal thanhonor.
Revisiting the dichotomy of troll culture.
Comparison between highland troll crafts and other cultures.
Depth and variety found in setting and cultural developmentlater in the game line.
Sidebar about the Theran Empire book.
Elemental mining in the Twilight Peaks.
Crystal weapons and armor as magnets for thread or pattern itemstatus.
Kintsugi as an inspiration for an aspect of troll culture (anda sidebar about cultural appropriation)
Josh plugs Designers and Dragons again.
Airships; crystal raider drakkars.
Helm, figurehead, and magical importance.
Magical Law of Similarity.
True elements used in the process of constructing ships.
Barsaivian airships versus Theran airships.
Sailcloth (and trivia about denim).
Roles on a drakkar crew.
Possible ritual and ceremony in airship operation.
Importance of the crew’s focus on airship performance.
Wrapping up, continued praise for the Crystal Raiders book.
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Our penultimate episode about Named Horrors!
Aazhvat Many-Eyes: Lovecraftian mind-screw.
Purely astral Horror
The Eurydon Document: Includes sections in an unknown, untranslated language that some suspect may be the native language of the Horrors.
Plays into Lovecraftian themes of books containing forbidden, mind-breaking knowledge.
Inspires madness by warping its victims’ perceptions to see the Horror’s eyes in any circular or oblong object.
Curses an item that acts as a conduit for the initial Horror Mark.
Story twist at the end of the in-setting entry (and an old pop-culture connection).
Very difficult to break the mark – if the cursed item is not destroyed, the Horror can renew the mark regardless of distance.
Horror Drain power.
Combating Aazhvat Many-Eyes: Comparatively low physical stats, but high magical power and advantages of its astral habitat.
Surreal and mind-warping.
Film recommendation: John Carpenter’s “In the Mouth of Madness”
Adventure and campaign potential for the Horror.
Good Horror to mark player characters because it doesn’t undermine or cripple their abilities.
The Tempter: Offering its victims their own rope.
Second-smallest Horror; a thorny seed pod.
Very difficult to physically deal with.
Seeks to corrupt those with strong moral codes.
Marks target and start offering to help them achieve their ends through its Karma Boost.
Very patient, works to steer the victim to betray their ideals or those they are close to.
Its powers gradually warp the victim into a Horror construct.
Not physically potent (though it is very difficult to physically harm).
Leaves a trail of constructs in its wake which provides a physical challenge.
Another Horror that could be good to use directly against player characters.
Cautions about the Horror’s power, and the chance for the character to be lost.
Fourth edition tweaks to the Karma Boost and the Corruption mechanic.
Voice whispering in the victim’s ear; like a devil on the shoulder.
Adventure and campaign ideas using Tempter.
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Email from Scott: Nemesis and Horror Stalkers.
Updating movement rates from first to fourth edition?
Legends of Earthdawn podcast update.
Email from Pierre Luc: Timeline overview?
Interactive atlas.
Standard-size books?
Life in Crystal Raider society – part one.
The legend of living crystal.
Crystal raiders and other Namegivers wearing living crystal.
Mountain travel and hazards in the Twilight Peaks.
Choice to use Wilderness Survival rules and resources forinspiration about mountaineering.
Food and diet among the highland trolls.
Staples and supplements.
Troll housing and shelter.
Line marriage, family, and clan structure.
Responsibilities of the clan chief and his family.
Newots. Hypocritical slavery or valid cultural practice?
Treatment of newots as an indication of a clan’s moralstanding.
Earning freedom and full membership in the clan.
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Even more Named Horrors!
Buualgathor – The Horror Hunter
From the Parlainth campaign set.
Uses marked and corrupted Namegivers to track down its prey.
Bloatforms and Depairthoughts are preferred targets.
Little known about the Horror outside Parlainth.
Its essence permeates the landscape; those who spend timethere “remember” tales they have heard about it.
Seven bladelike arms, wavy appendage that resembles a flowingcloak.
Marked individuals suffer damage when Buualgathor uses thelink to find the marking Horror.
Three options about the current status of the Horror inParlainth.
Impressive physical stats, multiple common Horror powers likeDamage Shift and Terror.
Referenced in the Legends of Barsaive adventure series.
Druistadt
It’s true Name is only known by its victims, “Druistadt” is at’skrang word describing the entity.
Mainly haunts the Serpent River basin, devours the hearts ofits victims.
Likes targeting groups, especially t’skrang riverboat crewsand village covenants.
Marks victims by making them speak its true Name three times.
Sidebar about folkloric, pop culture, and RPG history of namesand supernatural entities.
Once marked, victims face terrifying dreams, and the Horrorreveals itself.
Serial killers, preferred victim type, and Horror inspirationfrom pop culture and crime fiction.
Any member in the group speaking the Name three times can markthe whole group.
Can track marked victims flawlessly; “it can hear your heartbeating from miles away.”
Powers: Terror, Illusion spells, Karma Tap, Damage Shift
Unique power: Dream Shape
Physically tough but will retreat if overwhelmed.
Not as flashy or dramatic; seems understated compared to otherHorrors in the book.
Importance of establishing rules for how an individual Horrormight work; “playing fair” by those rules.
Praise for the GM advice in Monster of the Week for setting upstories or adventures and creating monstrous opposition.
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Email from Balas: Does Josh know what Virag means in Hungarian?
Email from Polythemus: Story from their game!
Passions and their role in Barsaivian cultures?
Adapting other game content to Earthdawn (vampires)?
Email from Brendan: Shield Bash and Second Attack/SecondWeapon?
Email from Anthony: Continuing the Earthdawn demo games!
Involvement with Free RPG Day?
The Firescale Moot of the Scol Mountains
Geographic context for the Scol Mountains
Dominant moot, absorbed or eliminated all rivals.
Another aggressive moot, lacking the orthodoxy of theBloodlores.
Possible alternate cultural development spur compared to theTwilight Peaks.
Relationship with Iopos and the Denairastas.
Connection to the Outcast?
Fleet information.
Prominent members of the moot.
The Firescales in adventures and campaign arcs.
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Our Named Horrors series continues!
Revealing how Dan chose the order we’re going through these.
We return to the wonderful and unique aspects of the Horrors sourcebook.
Nemesis: Master of metamorphosis and deception.
Always appears a beautiful, attractive human with bright eyes.
No record of its natural form; like Deceivers in its mutability.
Astral form has dozens if not hundreds of dark tendrilsextending out into astral space.
Bestows knowledge and magic items to adepts to slay otherHorrors.
Slaver in league with Thera after the Scourge, has multiple strongholdsacross Barsaive.
The rich and powerful who attend its events to wallow indebauchery.
Highly charming like Ysrthgrathe but lacks the toxic jealousy.
Its gifts to adepts is how it marks and corrupts them.
Ironic fates; the gifts given to save others seal the heroes’doom.
Classic “deal with the devil” style of story.
Unique powers: Horror Lore, Transport
Powerful magician, multiple spell actions in ED1, Wizardspells.
Perhaps the physically weakest Named Horror, but its networkand powers make it difficult to pin down.
Story hooks or roles for Nemesis in campaigns.
Chantrel’s Horror: One of three Named Horrors from the originalEarthdawn core book.
Only seen astrally; Bloody, demonic humanoid suspended in ametal frame covered in small saw blades.
Attacks the family and close friends of its chosen victim.
Known as Chantrel’s Horror because of its connection to theTroubadour Chantrel; real name not known.
Clive Barker homage.
Has the ability to bring its chosen victim back to life; evendeath is not enough to be free of its torment.
May go dormant for years to let the victim think they might befree, then will return to inflict its torments again.
Unique powers: Astral Slice, Blood Memory
It can mark those closest to its chosen victim regardless ofdistance, based on how closely they are related.
Like Ysrthgrathe, loves extended torment, but feels coldlyalien as opposed to Y’s strongly “human” personality.
Chantrel’s Horror in adventures in campaigns.
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Email from Matthew: Fourth edition political situation inHaven?
Email from Nick: Stephen King recommendation.
Story about using Giftbringer.
Note: The Velocity spell is not in a first edition book. Itwas created by Morgan Weeks.
Trollmoots of the Delaris Mountains
Quiet, serene, isolated.
Location of the monastery where Elianar Messias allegedlyfound the Books of Harrow.
Also the area where the Fellowship of Night (Episode 109) arebased.
Rockhorn moot: Mainly in the eastern Delaris peaks.
Strong association with obsidimen, strong feelings about theTriumph and Ayodhya.
Parallel to the Stoneclaws in their cultural cross-pollination.
Potential conflict with the Fellowship of Night due to their experimentationon a dead Liferock.
Moot most directly related to the Triumph and Ayodhya plotthread in the post-Prelude to War era.
Notable members of the Rockhorn moot and Greenstone Liferock
Skyseeker moot: Furthest west, closest to Vivane
Broadly neutral relationship with the Therans
Relationship with Messias and the Books of Harrow monastery
Cursed to “always seek what they cannot find.”
Internal debate about their relationship with Thera.
Working with the Fellowship of Night to try and break thecurse.
Notable members of the Skyseeker moot and Fellowship of Night.
The Harrow monastery as a notable legendary site that woulddraw characters to the area.
Ideas about the post-Second War situation for the Delarismoots.
Continued praise for the variety and diversity that break upthe highland troll monoculture.
Find and Follow:
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Horrors!
Giftbringer: The Stephen King homage.
Almost certainly inspired by 1991’s Needful Things.
Entry written by victim/survivor.
The Horror feeds off aggression and violence, kindled byjealousy.
Powerful illusion powers, masquerades as a travelling peddleror merchant and targets small, isolated communities.
Sells items, then manipulates people’s desires to covet eachother’s possessions.
Dark reflections of Chorrolis?
Natural form is shiny-skinned, winged, pterodactyl/wyvernform.
Will flee if revealed, but it is a physically potent Horror.
Trinkets and goods are worthless, masked by illusions.
Powers: Clarion Call, Gift, Horror Mark, Karma Tap.
Stat block overview.
Example of adapting tropes and ideas from other sources.
Using in adventures and campaigns.
Doesn’t usually target player characters, they will comeacross its plots and manipulations.
Classic or traditional Horror in many respects; straightforward,but subtle tactics.
Ubyr: The Kaiju Horror
Massive, worm-like Horror that hunts and haunts the SerpentRiver network.
Four hundred yards long, can stretch up to seven hundred yards.
Boiling acidic blood, does significant armor-ignoring damageto any exposed to it.
Can sense beings within 30 feet of any part of its body.
Mainly aquatic but can travel on land just as easily.
Responsible for the destruction of numerous t’ksrang kaers andcitadels.
Siphon Will: If Ubyr is able to envelop a structure, it drainsthe life of all victims within.
Rapidly drains attribute points, rather than dealing damage.
Not many powers, its Horror Mark is only used to track victimsthat have escaped it.
Very physically potent.
Using Ubyr in adventures and campaigns.
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E-mail avalanche!
Email from Polythemus: Introducing talent knacks.
Balancing encounters for large groups (action economy).
Astral locations, and things that reside there?
Do adolescent dragons enter their astral cocoons in the sameplace?
Rites for dead adolescent dragons?
Strength or weakness of the veil between astral and physical space?
Where are the orichalcum pillars/loci?
Future plans or discussion for Cathay?
Email from Tim: Great Sword Valley and terraced geography ofthe Andes.
Email from Bart: Campaign story about Horrors and CrystalRaiders.
Questions related to Bart’s campaign; redeeming the honor ofan Outcast.
Multiple questions about Horrors and how multiple Horrorsinteract with each other.
Will we cover Horrors from published adventures?
Character awareness of success or failure of astral sensing.
Skinny Minis?
Email from Mouss: Praise for the show and the game.
Astral Sight questions. (Check out Episode 57!)
Seeing in total darkness (Ethereal Darkness)?
Attributes of a Fog Ghost (from Summon Fog Ghost)?
Questions about the “Tales from the Omniverse” one-shot.
Email from Jonathan: Story about the Horror Tempter.
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Get product information, developer blogs, and more at www.fasagames.com
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We continue to explore the Twilight Peaks
Geography of the southern Twilight Peaks.
Rough, dangerous, inhospitable territory.
The Fire Slopes
The Burning Shore
The Ashen Hills; lowlands between the Grey Forest and the Burning Shore
Home of the Southern Exiles; “Kavaheim.”
No central organization; multiple groups along with isolated individuals.
Significant population of followers of the Outcast path.
Wide variety of practices depending on where the individual exile came from and what they believe.
A microcosm of the Twilight Peaks.
Scarce resources and various philosophies can cause conflict between groups.
Place to compare, contrast, and fracture the Crystal Raider culture.
Adventure ideas and reasons to venture into the area.
Followers of Nemar: Dedicated to Nemar Firewalker, who brought the airships to the moots.
Seek ruins to find ancient lore or artifacts that could redeem, restore, or justify their honor.
Watchers of Death: Dedicated to keeping Death sealed away.
Often use the eruptions, fissures, and flow of Death’s Sea for augury or mystic insights.
Pirates of the Scarlet Sea: Independent freebooters and privateers.
Not part of the exiles; threaten trade and mining operations in the area.
Votanna, the Grey Woman
Legendary figure that reportedly lives in the Grey Forest; Baba Yaga vibes.
Appears at portentous moments, can be a blessing or curse.
A force of nature, respected by all the moots.
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Email from Anthony: Introducing Earthdawn at a one-shot game night.
Horrors in Depth: Artificer
Not flesh and blood; metallic, covered with wheels, levers, and pulleys.
“Steampunk” Horror.
Background: Elemental spirit summoned by dragons in the previous age and it was corrupted.
Uses Forge Trap power to convert tunnels and caverns into metallic mazes filled with deathtraps.
Provides an Earthdawn-flavored reason for the classic “trap filled labyrinth” trope.
Presence can be felt without it being a focus; converts an area but doesn’t really hunt victims.
Inspiration: Grimtooth’s Traps
Baits its converted mazes with riches and artifacts it has scavenged to draw people in.
Limited additional powers; just elemental immunities.
Primarily astral entity; difficult to get to it to destroy it.
Can provide an “alien” aesthetic, magitech in a way not usually present in Earthdawn.
Can help get around the need for “realistic” spaces you normally need for kaer design.
Straightforward in its own way, but still unique and interesting.
Ysrthgrathe
Essay supposedly written by someone possessed by the Horror itself.
Josh’s favorite entry, likely written by Caroline Spector.
Horror that features in the Immortals trilogy (Scars, Little Treasures, Worlds Without End)
Stereotypical suite of Horror powers and abilities.
Doesn’t have a mechanical gimmick, is iconic because of his personality and approach.
Vampire lord, supervillain, suave serial killer.
“Horror of Toxic Masculinity”
Likely to use methods that make its victim feel helpless and isolate them.
Very “human” in its evil, strongly relatable to real-world experiences; abusive, gaslighting.
Targets individuals, especially powerful ones, patiently works to break them.
Has a personal touch; not an impersonal force of nature like Ristul or Verjigorm.
Often uses illusion to charm and manipulate people. Infernal, offering deals and bargains.
Using Ysrthgrathe in a story arc or campaign.
Being careful not to trigger post-traumatic stress or the like in your players.
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Crystal Raiders of the Western Twilight Peaks.
Geographic overview of the western range.
Great Sword Valley and the Battle of Sky Point.
The Crystal Span and its connection to Death’s imprisonment.
Death’s Eyes and tales about Death’s domain.
The western passes and Three Rivers.
Bloodlore Moot: Most aggressive and warlike moot.
Embody the stereotype of bloodthirsty troll raiders.
History of the moot.
Bloodlore chief: Chorak, very traditional.
Philosophically conservative and orthodox when it comes to Crystal Raider culture.
The Forgiven of Jaspree: Living Legend Cult that questions the legend of the Gift of Jaspree.
Political tensions in the Bloodlore moot; Prokkuav: Questor of Raggok looking to supplant the chief.
Bloodlore fleet overview.
Blackfang Moot: The highland magicians.
Most magically advanced moot in the Twilight Peaks, long tradition of magicians.
Illim Blackfang: Nethermancer from before the Scourge, corrupted by Horrors.
Order of Silver Twilight and Illim’s vault; now haunted by Illim’s corrupt spirit.
Blackfang chief: Drolak, primarily concerned with the survival of his moot.
Delos: Secretly a Nethermancer, has Illim as a ghost master.
Classic undead mastermind manipulating events to release him from his captivity.
Blackfang fleet overview and the volcanic stone drakkars.
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LIVE from FreedoniaCon 2023!
Where are our attendees from?
Earthdawn news from the con
Deeper Secrets is next book in the Kickstarter queue
An upcoming official Earthdawn Wiki
Thirtieth Anniversary – new omnibus editions for the J’role trilogy and the “lost novels”
Email from Polythemus: Returning to Earthdawn!
Questions about player character deaths in the game and social mechanics.
Email from K Scott: Fourth edition has lasted longer than first!
Question about casting from your own grimoire “in the field”
Email from Ian: Mainlined the whole backlog in 3 months!
New to Earthdawn and introduced his group.
Audiobooks? (It’s an idea, but nothing locked down yet.)
Favorite moments in Earthdawn or other games?
In an audiobook who would voice who?
Email from Evan: How much info to reveal to players in combat (target numbers, number of successes, etc.)
Playing fair as a GM so that players can make informed decisions.
Chat question from K Scott: Can we trust the info provided about Nebis’s appearances listed in the Horrors book?
Chat question from Jason: Exploring other Theran provinces?
Only one currently in development is Arancia.
Chat question from K Scott: Does the physical size of Parlainth make sense?
Comparisons with areas of other cities.
Chat question: Anything planned for the Therans in Barsaive?
Chat question from British Joel: Population loss because of the Scourge?
Chat question from Brendan: Troll moots and raiding culture during the Scourge?
Chat question from Jason: Earthdawn mugs (or other merchandise)?
Wrapping up. Value of the podcast for both Dan and Josh. Thanks from the chat.
Find and Follow:
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Get product information, developer blogs, and more at www.fasagames.com
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FreedoniaCon this coming weekend! (Feb 17-19, 2023)
Update on the Wizards of the Coast/OGL situation.
Horrors in depth…
Nebis
Only recorded appearances after the Scourge, but many of them.
Questions about connection to existing living legend cults or other secret societies.
Not overly powerful physically.
Dual-natured Horror, defeating the physical form is only the beginning.
After being defeated, marks the adepts and infiltrates their dreams.
Manipulates them to trust the visions, getting his hooks deeper into them.
Tattoo Claim: Adepts wake up with marks on parts of their body.
Learn of a ritual to cleanse themselves, but it forms a new body for Nebis.
Great end to the Horror’s entry in the book. Nebis Nebis NEBIS.
Introduce early in a campaign, followed with a slow burn.
Standard cautions about messing with player characters.
Bone Crown the Usurper
Appears as a Namegiver, solves a problem, impresses onlookers.
Loves being flattered
Hates mirrors – connection to classic folklore
Will often have multiple personae that lead different factions it pits against each other.
Very socially potent Horror, Aura of Awe, significant illusion powers.
Karma Step is based on how many followers it has. More followers = more powerful.
Grand schemer and mastermind rather than a personal Horror.
Likes infiltrating larger communities because of the number of potential followers.
Defeated by being unmasked and unraveling his machinations.
Moral dilemma of dealing with its followers/victims.
Connection with the destruction of Parlainth.
Find and Follow:
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
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Live episode of the EDSG at FreedoniaCon on February 19!
Central Twilight Peaks
Highest slopes and roughest terrain of the range.
Skytoucher Mountain, legendary home of the first trollmoot.
Destination of the Behemoth in the Battle of Sky Point
Ruins of Ustrect
Twilight Tower, Order of Silver Twilight
Blackheart Liferock
Ironmonger Moot – Northern portion of the central Twilight Peaks.
Founded after the Scourge.
Refugees and descendants of trolls from Ustrect.
Strongly against the idea of reclaiming Ustrect or delving into its ruins.
Raisers of Ustrect, living legend cult devoted to resurrecting the lost troll kingdom.
Traditional Earthdawn story hooks with the Horror Ago’astia infiltrating the cult
Moot tries to stay out of Crystal Raider politics
Loose agreement with the Thundersky moot about the Grey Forest
Moot size and raiding territory.
Thundersky Moot – Descended from the Skytoucher Moot, led by an escaped slave.
Once the richest, most powerful moot.
Fallen on hard times because of the Theran assault, many captured.
Most strongly anti-Theran moot.
In addition to raiding, also mine and trade. Do not raid other moots.
Hopes to ally with the other moots to strike back at Thera (prior to Second War).
Broken Chains – cult dedicated to Lochost and the end of slavery in all forms.
Trade ore to Ironmongers.
Strong tactical fighters and raiders, best navigators, and sailors in the Twilight Peaks.
Most stereotypical trollmoot.
Moot size and raiding territory.
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Email from British Joel
Pick Pocket vs Fast Hand
New Discipline variants? Paths?
Love for 1879?
High Circle play?
Content Ideas: Compare/Contrast between Disciplines? Quests around magic items?
Favorite Thread Item? Nioku’s Bow?
Favorite unanswered mystery?
Email from Jonathan
Madness or sanity rules?
Email from Tanner
Accessibility options for digital editions?
Horrors in depth: Joie
Targets isolated communities, infiltrating as a wandering minstrel or the like.
Makes itself welcome and tries to appear as a good omen or blessing.
Unique power: Pervert Emotion
Slow, insidious sense of things being wrong for those not affected.
Pop culture references: Bradbury and King
Good mid-tier campaign opponent.
For long-term plots, PCs can come across the aftermath of its predations.
Moral quandry of dealing with the Joie’s victims when they try and protect the Horror.
Natural form and its unnaturally wide grin.
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More Crystal Raiders
Geographic overview of the Eastern Twilight Peaks
Mount An’grak
Stoneclaw Moot
Adopted several dwarf clans during the Scourge; mining companies that worked the mountains.
Strongest kaers of all the trollmoots.
Seen as best option for Throal to establish initial diplomatic relations.
Stoneclaw chief: Kerththale Farseer Stoneclaws
Progressive and forward thinking.
Josh muses on present-day status and development of the Stoneclaws.
Swiftwind Moot
Most talented shipwrights and crystalsmiths.
Legend says one of their founders brought the secrets of the drakkars.
Partly responsible for triggering the Orichalcum Wars.
Near the Gray Forest, main source of lumber and True Wood in the Twilight Peaks.
Conflict with the Ironmonger and Thundersky moots over the forest.
Chief Ner’ral Skybolt Swiftwind
Very young, unmarried, hot-headed but willing to listen to advisors.
Musing on the present-day status of the Swiftwind moot.
Ulig Stoneshaper: Finest crystalsmith in the moot. Spends lots of time around Mount An’grak.
Dreams of a crystal that would serve as the foundation of her masterwork (and related story hooks).
Sk’lag Prowjumper: Master shipwright.
Either could serve as highly desired mentors for smiths or enchanters interested in airships.
Trollmoots as allies or antagonists.
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Bonus points to those who catch the reference in the episode name!
A brief, pre-show message from Josh.
Email from SaintBlissed: Promise oath in astral space?
Not clear on what the question is, but oaths don’t work differently in astral space.
Spirits, spellcasting, and raw magic, with a cut-in from future Josh.
Questions about the -other- Everliving Flower?
Email from Scott: I’m caught up… what now?
Question: Interactive Barsaive map?
Josh teases there will be an announcement at FreedoniaCon 2023.
Wizards of the Coast and the OGL.
Josh’s gaming bona fides
Historical overview, the change from TSR to WotC
Context of the OGL and changes over the years.
D&D Fourth Edition, the GSL, and rise of Pathfinder.
D&D 5e, the rise of streaming and online content.
Present day: The current ecosystem and OneD&D.
Leak of the OGL 1.1 and the subsequent discourse.
Josh gives his opinions on WotC’s decision.
Lots of uncertainty and strong feelings, watershed moment in the industry.
Earthdawn and the OGL.
Call for empathy and understanding.
Irrevocable damage to the D&D brand.
Josh takes another 10 minutes to wrap up and land the plane.
Be kind!
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Our Horrors series continues with Named Horrors.
Ristul
Narrator Cymric and the novel Prophecy.
More esoteric: no body, mind, or specific entity -- corruption itself.
Most Lovecraftian, cosmic horror styled Horror.
Implacable – nothing concrete to defeat. Might exist as long as magic and corruption exists.
Subsumes minds and personalities of those it infects.
Event Horizon
“What Ristul corrupts, Ristul absorbs.”
Manifestations of Ristul: Nightwists and Ristular
Very few game statistics in Horrors book: Spellcasting, Mystic Armor, some Horror powers.
You don’t defeat Ristul, you survive or escape it.
Stories involving Ristul: Disrupting Horror cults and their machinations.
Kaer Otosk, Aras Nehem, and the Mad Passions.
Other inspirations: The Ring, The Wicker Man, Midsommar
Tone for Ristul-related stories likely to be more traditional horror-genre rather than dark fantasy adventure.
Taint
Pictured on the cover of the original Horrors book.
Essay by Vasdenjas.
Taints and corrupts the magic used by adepts.
Gradual, subtle, and by the time you realize you’ve been affected it’s too late.
Purely astral Horror, very good at manipulating and hiding in corrupted space.
Loves magicians – their use of magic gives Taint more opportunities to get its hooks in its prey.
Must make multiple tests to successfully mark the target, but once marked it can manipulate the target’s use of magic.
As an astral Horror, very difficult to deal with.
Very patient – once spent 20 years working its way into a kaer.
Manipulate Magic: Taint’s unique ability.
If you are marked, it can turn your magical ability against you or your allies, making it even harder to fight.
Feeds on the helplessness and self-doubt that comes about from knowing you can’t trust your abilities.
Well suited as a long-term adversary for player characters.
Caution and advice for gamemasters using Taint.
More personal and direct a foe than Ristul.
Sidebar about Josh’s thoughts on Blades related to players being cursed/affected by a Horror.
Its astral nature and magic manipulation abilities make it tougher than its numbers might indicate.
Suggestion as a foe for more experienced characters who might have seen it all.
Ristul and Taint are good examples of Horrors as more than physically powerful monsters.
Find and Follow:
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Dan on Twitter: @boice_voice
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Happy New Year!
Email from Brendan: Karma as a payment for spirit services?
Horrors using Karma?
Horror knowledge of organizations, nations, and politics of Barsaive?
Horror knowledge and opinions on Horror Stalkers?
Email from Nicholas: FreedoniaCon in 2023? (Yes, February 17-19)
Status of Legends of Earthdawn podcast?
T’skrang racial mount for Cavalryman?
Limits of permanent threads?
Email from Brian: Idea about pacing, advancement, and thread items.
Revisiting highland troll culture.
While there are many common cultural traits among highland trolls, there is some variety among the moots as well.
Moots, Clans, and line marriage.
The origins of the cultural tradition of raiding and strength.
Troll honor: personal, clan, and racial.
Praise for the Crystal Raiders book.
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Wrapping up the Serpent River series.
House Henghyoke: House of the River Otter
Mysterious pirate federation.
All members wear a platinum torc around their necks and go mad or catatonic if it is removed.
Shivalahala is rumored to be a powerful Illusionist
Silent. They do not cry out, even in pain.
Ignore the Free Trade Compact and traditional baksheva rules.
Josh hints at the secret behind the House but does not want to spoil it.
Geographic recap of the Serpent River system.
North Reach.
Glenwood Deep, Sherwood Forest-like base of resistance against the Denairastas.
Largest population of windlings in Barsaive.
Scol Mountains: the Firescale Moot, dracoforms, and the Outcast
Mothingale Rivers in Blood Wood.
Mid-Reach.
Valley between the Throal and Caucavic Mountains.
Tansiarda: Dwarfs trying to build a bridge across the Serpent.
Sidebar about bridges across the Mississippi
Denlikyan: One of the finest shipyards in Barsaive.
Currently independent, likely associated with Syrtis before the Scourge.
Lake Pyros: many elf settlements, t’skrang village ruins along the shores.
Servos River network and Servos Jungle: dominates central Barsaive.
Inspirations for the jungle.
Velos: Giant, predatory t’skrang.
Primitive t’skrang villages and Cathan tribesmen.
K’tenshin and Travar agriculture and plantations, conflict with indigenous locals.
Portage: Community near the confluence of the Byrose and Tylon Rivers on the Serpent
Trosk: Base of operations for questors of Jaspree studying the Badlands.
Mist Swamps: Great Dragon Aban and the Hand of Corruption.
Aras Coast: Largely uninhabited.
Kaer Otosk and the Abyss of Aras Nehem.
Islands in the Aras Sea: Horror cults, “fallen” communities of cave trolls and the like.
Axalalail: T’skrang and windling village, built in the trees with platforms, bridges, and rope swings.
Project to build amphitheaters along the southern Coil River.
Pilgrimage Route
Ayodhya and the Old Man of the Nets
Liaj River and the western rivers not part of the Serpent River system.
Find and Follow:
Email: edsgpodcast@gmail.com
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Catching up on the mail bag backlog!
YouTube comment from Digital Hermit: Updating old adventures more efficient than writing new ones?
Revisiting the idea of mundane creature stat blocks and NPCs in an e-supplement.
Email from Lars: Real-world parallel to dread iota – Toxoplasma in wolves
Referenced Nature article: https://www.nature.com/articles/d41586-022-03836-9
Named Elementals?
Email from Jean-Baptiste: Pacing in Earthdawn adventures and campaigns.
Balancing downtime, story momentum, and thread item side quests.
Specificity and off-label uses of spells and talents?
Similar effects spread across multiple talents (Example: Pick Pockets and Fast Hand)
Follow-up from Jean-Baptiste: Meme about the balancing act a gamemaster faces.
Josh sidebars about game balance.
Email from Tim: More focus and support for Names as a feature in a campaign?
Unweaving permanent threads?
Find and Follow:
Email: edsgpodcast@gmail.com
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Episode 150!
Report on overall numbers and metrics for the show.
1,849 minutes of content created in 2022.
68,104 plays over the life of the show since launch.
Average plays per episode: 180, Audience Size: 298.
Single largest day: Oct 11, 2022 – 272 plays.
Listener service and location breakdown.
EDSG YouTube numbers: 575 views, 35 subscribers.
ListenNotes.com – EDSG is in top 5% of podcasts.
Proposed outline of pre-written Earthdawn adventures.
Dan describes his very rough challenge rating method.
Night of Desire: Earthdawn Journal 5
Search for Wisdom (aka Runvir’s Tomb): Earthdawn Journal 2 (or Redbrick Shard)
Days of Vengeance: Earthdawn Journal 5, sequel to Night of Desire
The Kiss: Written by Earthdawn designer Greg Gorden
Into the Breach: Included with 2nd Edition GM Screen.
Mists of Betrayal: FASA
Heritance: Earthdawn Journal 9
Turnabout is Fair Play: Earthdawn Publishing Trust
Terror in the Skies: FASA
Rescue: Earthdawn Journal 2
Gypsies in the Palace: Earthdawn Publishing Trust
Arcane Mutterings: Earthdawn Publishing Trust
Ardanyan’s Revenge: RedBrick Ltd
Infected: FASA
By the Book: Shadis Magazine 48
Parlainth Adventures: FASA
Woodland Whispers: Earthdawn Publishing Trust
T’skrang Trouble: Earthdawn Journal 3
And the Path Shall be Perilous: Earthdawn Journal 7
Blackout: RedBrick Shard (also in Throal Adventures from FASA)
Pale River: RedBrick Shard (also in Throal Adventures)
Burning Desires: RedBrick
Betrayal’s Sting: RedBrick Shard
Tournament Troubles: RedBrick Shard
Prelude to War: FASA
Barsaive at War: Living Room Games
Shattered Pattern: FASA
Barsaive in Chaos: Living Room Games
Blades: FASA
Frameworks from Ork Nation of Cara Fahd: FASA
Kratas Adventures: RedBrick Third Edition
Josh offers suggestions to tweak the list.
Thank you for your support so far, and we’ve got more on the way!
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Our series on Horrors continues!
“Lesser” and “Greater” versions of iconic Horror types.
Different versions provide greater challenges, but also examples of how you might tweak the opposition.
Bloatform: Category of tentacled, bulbous mass of deformed flesh.
Love to torment their victims to madness, revel in pain, terror, and murder.
Prefer to keep a community in their thrall, often with cults to spread their reign of terror.
Corrupt Compromise power: Offer power in exchange for the victim doing a task, resulting in corruption points.
Crystal Entity: Astral Horror that possesses a physical object, changing it to crystal.
Unable to move but can telepathically communicate with those nearby to cause paranoia and doubt.
Attacks with spells and spell-like abilities.
Can be tough to locate if its minions protect or hide it.
More subtle, often pretends to be a friendly spirit or avatar of a Passion to gain trust before turning their victims.
Gharmek: Worm-like, death-and-decay obsessed undead spawners.
Introduced in the Parlainth set, connected in some way to Twiceborn’s Kingdom.
Not physically impressive, mildly cowardly, hide behind masses of undead servitors.
Most likely source of “zombie horde” situations.
Slipshade: Humanoid shadow-Horrors that can shift into two-dimensional form.
Collect beautiful works of art; whether as bait for victims or appreciation is not clear.
Fast, deadly ambush predators that feed on the fear and pain of their victims.
Haunted house slasher-film monster, very difficult to keep them out of places.
Wingflayer: Mass of small metallic shards that act in a swarm, shredding their targets.
Level of sapience is unclear, no sense of guiding intelligence.
Very fast, high-damage, ruin armor or other materials.
Unsettling audio experience: rattling, buzzing, clattering sound as they move.
Wormskull: Iconic. Humanoid figure with heads and limbs made of a writhing mass of worms.
Despite their appearance, are suaver and more personable than bloatforms.
Skin Shift: High damage power that separates skin from muscle beneath.
Great as a mastermind or campaign-level antagonist, cruel but patient.
Reminiscent of the cenobites from Hellraiser.
Discussion of how to GM for Horrors and keeping it scary but fair.
Resources for developing and structuring adventures featuring Horrors.
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Dan on Twitter: @boice_voice
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Voice mail from Paul: Questions about Fog of Fear and Death’s Head spells.
Email from Ike: Praise for series on the great dragons.
Is there a template for creating adventures?
Compendium or list of famous adepts from Barsaive’s past?
Red’s Eats?
Email from JB: Repeat questions?
Thread Items and Name being the first key knowledge?
Hiding true names?
Multi-Discipline characters and additional Discipline Thread Weaving talents?
King Varulus’s visit to the Shivalahala Syrtis prior to his death?
House T’kambras
House of Swift Waters, symbol is white salmon leaping over rapids.
Longstanding rival of House K’tenshin on the Tylon River.
Original aropagoi stood against K’tenshin expansion prior to the Scourge.
House was wiped out by K’tenshin, and the central foundation blown up.
After the first Theran War, a pirate federation started causing problems for K’tenshin.
Most prominent captain is Jedaiyen Westhrall of Astendar’s Desire
Some Scavian bargefolk are part of the new T’kambras, reflecting the potential strength of diversity.
K’tenshin are trying to financially undercut shipping rates on the river rather than military conflict.
Most likely involved in games involving Kratas or Travar, or other South Reach situations.
SPOILERS: Discussion of “Pirates and Thieves” arc in Empty Thrones and the motivations and goals of House T’kambras.
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Email: edsgpodcast@gmail.com
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Part five of our exploration of Horrors!
Baggi: Obese, hairless, arboreal Horrors.
Tough, fleshy sacks that swallow their prey whole.
Feed on feelings of helplessness or frustration.
Karma Void: Must spend more Karma than normal to affect them.
Bloodshaper: Astral Horror that creates a physical construct they act through.
Create corrupted blood charms that infect their victims.
Feed on feelings of alienation and self-loathing suffered by the victim.
Opponent for campaign-level or major story arcs.
Deceiver: Shapeshifting infiltrators that specialize in illusion and deception.
Empathic and telepathic powers to read targets and replace/impersonate them.
Feed on feelings of paranoia and distrust.
Despairthought: The Horror that tormented J’Role in “The Longing Ring”
Thick, maggoty-looking worm that moves around on stubby arms.
Astrally projects and deceives parents into infecting their child with it.
Speaks in their victim’s mind, feeds on their isolation, betrayal, and depression.
Eventually tries to provoke the victim to kill themselves.
Doppler: Body Snatchers or doppelgangers.
Kills the victim and grows a duplicate of them that replaces them.
Actual psychological syndrome: Capgras Syndrome
Dread Iota: Microscopic Horrors that infect water and are ingested by their victims.
Cause victims to suffer a wasting death, then animate their corpse to spread them.
Cross between modern germ theory and old ideas of illness caused by evil spirits.
Kreescra: Short, twisted humanoids with out-of-proportion limbs and features.
Stalk victims and cause nightmares, preventing full night’s sleep.
Prevents recovery and can cause death if not defeated.
Mindslugs: Small, black worms that burrow into your skull and eat your brain.
Ambush and Gain Surprise make them difficult to notice.
If they get started on a victim, it is painful and difficult to remove them.
Miseryworm: Larger, more powerful, despairthought variant.
Similar tactic of approaching parents and targeting their children.
Rather than driving the victim to suicide, warps them into Wretched Imps.
Scurrier: Small, chubby humanoids with exposed brains.
Create and repair traps in ruins and kaers, feed off the pain of adepts that get trapped in them.
Can complicate kaer delves or Horror lairs because even previously traveled areas might not be safe.
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Get product information, developer blogs, and more at www.fasagames.com
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Email from Andy: Questions about Life Circle of One and Horrors?
Email from Scott: Why was Death sealed away under Death’s Sea?
Common creatures for low Circle Beastmaster animal companions?
Ambassador program to spread the good word of Earthdawn?
Email from Jesse: Gliding rules for K’stulaami t’skrang?
Serpent River deep dive: House Ishkarat
Masters of the North Reach: Lake Vors to Iopos
Closely allied with the Denairastas
New arrivals on the scene—unknown prior to the Scourge.
Early encounters were aggressive, started taking control of villages from House Syrtis.
Ignores the Free Trade Compact.
Use overtures of diplomacy to take advantage of rivals; underhanded skullduggery and intrigue (like the Denairastas).
Capture of Lake Vors
Very firmly in the antagonist camp.
Not a lot of detail provided about them in books because of their status as villains.
Possible origins of House Ishkarat.
Possible insight into the future threat Ishkarat might pose.
About Lake Vors.
Glenwood Deep as a base for anti-Denariastas and Ishkarat activity.
Ihskarat in adventures and campaigns.
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Email: edsgpodcast@gmail.com
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Our series on Horrorspawn continues!
Ehrlgren: Constructs created for the purpose of spreading corruption.
Have many powers that cause problems for magicians.
Draamf Ehrlgren: Big, disgusting monstrosities.
Increases astral corruption in the area, nauseating miasma.
Ray of corruption: Ranged attack that can remove spell effects or corrupt matrices.
Kaschrek Ehrlgren: Gaunt, gray humanoids.
Ranged attackers, operate behind physical constructs and target the back line.
Kruhz Ehrlgren: Misshapen humanoids of melted corpse flesh.
Multiple mouths that continuously wail, causing Harried penalties.
Robiech Ehrlgren: Hairless, scarred, gangly humanoids that could stand ten feet tall.
Fast, cunning, ambush attackers.
Gnashers: The most basic Horror type; hordes roamed the surface during the Scourge.
Semi-mindless bestial entities that devour whatever they encounter.
Likely the first true Horror adepts are likely to face.
Crackjaw: 18-foot-tall monsters with two mouths, front limbs with long, sharp spikes.
“Like a T-rex gone bad.”
Deepcrawler: Long, snake-like tunnelling Horrors.
Their aura causes vertigo in those nearby, bite damages their target’s armor.
Gravetail: Lizard-like Horrors with eight legs and four tails.
Can drain Recovery tests from its victim which the Horror uses to heal itself.
Can target Mystic Defense with their physical attacks.
Gyre: Flying, pony-sized Horrors with bright plumage.
Can reduce target’s Wound Threshold and cause multiple Wounds.
Slitherhorn: Large, canine Horrors with slender, pointed head.
Can create darkness, long-range tentacles, enhanced charge.
Spikestalker: Horse-sized feline Horrors with large saber-like teeth.
Ambush predators that hunt in packs.
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Email from K Scott Rowe: Lateral movement with the Climbing talent?
Can the platform of the platform from the Levitate spell be made smaller?
Email from Ben: Plans for more material about the Wastes?
Email from Saint Bless: Is Jinarimaker related to Elfbane?
Are the immortal elves immortal because of Icewing’s longevity potion?
Is the spell matrix talent available for ally spirit familiars shareable?
House Syrtis: House of the Dragon Moon.
Oldest aropagoi; controls the Mid Reach.
Loom large in t’skrang cultural mythology.
Discovered and developed the t’skrang hibernation addition to the Theran rites.
Made up of multiple noble houses, often squabbling and trying to one-up each other.
Limited cooperation with the Therans before the Scourge.
Horror attacks during the Scourge and the fate of the shivalahala.
Slow to recover from the Scourge, remained neutral during the First Theran War.
Politically complex internally, but no longer a major player in provincial politics.
The Shivalahala Syrtis – “The Prophetess”, the child leader and timeline updates.
Sidebar about homebrew setting material disagreeing with official publications.
Thoughts about the Shivalahala as the focus of a campaign goal.
Political hierarchy and management of House Syrtis
The noble houses and private hatcheries.
The Cliff City of Lalai Gorge
Can house thousands, but only about ten percent occupied.
Lots of adventure potential, especially for a t’skrang focused game.
The Dreadnought: A massive battleship (and financial boondoggle).
The obsidimen of Zirabul
Praise for the variety of settlements and locations in the game’s development.
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More Horrorspawn! Third time is the charm...
Mournguard: An adept soul bound to a suit of armor by a Horror.
Akin to the Death Knight from D&D.
Could serve as a commander for groups of lesser undead with Tactics.
Nightwist: Manifestation of the Horror Ristul’s corruption.
Shadowy, mystic-targeting, Terror inducer.
Can infect a target’s pattern to hide and cause problems.
Nightworm: Giant, transparent, worm-like creature.
Typically found in groups and target sleepers with nightmares to drive people mad.
Can also wrap victims up in webbing to feed on them.
Norikot: Large, vicious, canine beasts.
Enhanced senses, pounce and charge attacks.
Shadow: Insubstantial infiltrators and spies.
More powerful in shadow, can control and expand darkness.
Can possess a victim’s body while leaving their mind in place.
Skullfiend: Massive pile of skulls and spines that scream.
Long reach, area effect damage, terror-inducing scream.
Spectral Child: A variant on the Spectral Dancer.
Dealt with in a similar manner, with added creepy child vibes.
Umbral Stalker: Aka “Soul Hunter”, corrupted Beast spirit.
Can mark victims and pursue them over great distances.
Echoes of the Wild Hunt.
Wind Hag: Namegiver soul bound to an air spirit.
Haunts high mountain peaks and kills living things that get near.
Wretched Imp: Small, gargoyle-looking thing.
Created from children betrayed by their caregivers.
Not physically imposing, but annoying and difficult to deal with in groups.
Wrap up and discussion of using constructs in your game
Importance of player consent and boundaries.
Tone and presentation with multiple examples.
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Get product information, developer blogs, and more at www.fasagames.com
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Email from Anthony: Question about challenge rating in creature stat blocks.
Attacks of opportunity, held actions, and the like.
Email from Rasmus: Updating old setting material and how things have changed.
Email from Nick Lowe: K’tenshin and T’kambras update in Empty Thrones
Email from Bart: Thoughts and suggestions about player absences.
The game Josh can’t remember is Rapscallion.
Email from Scott: Getting into Earthdawn and Maine connections.
Video of the Live EDSG episode 60: https://www.youtube.com/watch?v=kawJkaVV1AA
House V’strimon and the Coil River.
Very old aropagoi, long stood against the Therans, anti-slavery.
One of the “good guy” factions on the Serpent.
First to establish trade with Throal, Urupa, and cross the Aras Sea.
Longstanding rivalry with House K’tenshin.
V’strimon Protocols: Recording the aropagoi’s history and oral traditions.
The Floating City: Reed islands with canals in place of streets.
Strong Elementalist themes
Festival of Flowers
Shivalahala V’strimon: Powerful Elementalist, canny, but puts forward a grounded demeanor.
House V’strimon’s hierarchy and goals.
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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More Horrorspawn! This time from the Earthdawn Companion.
Boneless: Formless blob of flesh with a lot of mouths.
Physically tough opponent, multiple attacks. Has crushing special ability.
Brute: Patchwork construct made from different individual body parts.
An upgrade from novice-tier physical opponents.
Deathless Reaver: Giant multi-armed skeleton construct.
Fast and deadly. Earthdawn version of an iconic fantasy image.
Dil’kava: Creation of the crystal entity Ago’astia.
Variant cadaver man with hardened armor, drawn from prior lore.
Dreamer: Merged obsidimen victims of a Kreescra.
Physically tough with strange mind-affecting dreamlike powers.
Better to focus on surreal imagery and psychic weirdness rather than physical threat.
Fire Wraith: Corrupted fire spirit.
Like the storm wraith, inspiration for tainted or corrupted spirits.
Flesh Beast: Undead Namegiver with an animal head attached to the body.
Low-powered horde minion with body horror flavor, good novice-tier opponent.
Pestilent Ghoul: Variant ghoul, spreads disease that turns others into ghouls.
Earthdawn slant on the zombie plague monster.
Gloomwing: Large winged humanoid, impose feelings of despair and sadness on their victims.
Their aura imposes penalties and can lead to internal hemorrhaging.
Grosteque: Formless mass of tentacles and toothy maws.
Attackers must successfully perceive its form to strike without penalty.
Kaer Crawler: Construct with a Namegiver torso and two extra pairs of arms instead of legs.
Fast, unsettling opponent that climbs well. Ambush attacker, very dangerous in groups.
Find and Follow:
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Mailbag!
We talk about our love of emails and research.
Answer from Lou Prosperi about the Spectral Dancer, Jehuthra, and Mists of Betrayal.
Email from Lee: Praise for fourth edition, and pop culture reference for the Invae.
Sidebar about Invasion of the Body Snatchers and character actor Kevin McCarthy.
Email from Matty: Lost episodes from early Legends of Earthdawn podcast.
https://www.dasixes.com/podcastfeed.php?feed=6
https://www.dasixes.com/podcastfeed.php?feed=5
Email from Aaron: Ghoul venom questions. Stacking? Healing? Duration?
Table tales?
Email from Daniel: Melee Weapons requirements for Tail Dancer and Windmaster paths?
Design philosophy on low Circle spells?
Thoughts on designing and creating custom talent knacks?
Email from Leamon: Dealing with attendance issues?
Comments on knacks in Second Edition.
Email from Scott: Origin story of an Earthdawn fan and bringing in new players.
Find and Follow:
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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The Nine Diamonds – House K’tenshin
Dominant aropagoi of the Serpent River’s South Reach
Controls the Servos, Byrose, Iontos, and Tylon rivers.
Control of the Tylon is disputed with House T’kambras.
Personal identifier is a ruby and gold earring worn in the left ear.
Allied with the Therans in the past, still has close ties with them.
Operated as a kind of military autocracy; the shivalahala is a high Circle Warrior.
Tensions with Travar.
Founded around the start of the Orichalcum Wars about 1300 years ago.
Woke from their Scourge-induced hibernation late – not until the Therans returned to Barsaive.
Found that one entire foundation and its riverboats disappeared during the Scourge.
Invited members of House Carinci that were didn’t want to return to Thera after first Theran War.
Sixteen massive towers, largest on the river, arranged in a diamond pattern.
Inner four towers have dry-dock facilities for riverboats.
When allied with the Therans, took t’skrang from the jungle as slaves (mainly to sell to Thera).
Alliance with Thera and the aftermaths of the wars have left K’tenshin in poor situation.
Not overt villains, but a convenient target to look down on and in a rough spot in Serpent River culture.
The Shivalahala K’tenshin – Warden-tier Warrior. Headmistress of the War College.
K’tenshin Council – 24 members from the aropagoi’s 12 nialls. One member is the Advocate, who can veto the shivalahala.
K’tenshin numerology.
No direct representation of affiliated villages.
House K’tenshin’s goals.
Josh theorizes potential updates for the current timeline.
The War College – Six year commitment, mostly t’skrang from House K’tenshin.
Ideas of working the War College into games.
Find and Follow:
Email: edsgpodcast@gmail.com
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Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Horror constructs!
Can be used when a full-blown Horror isn’t appropriate to add flavor and mood to an adventure or location.
Black Mantis
Big, fast, nasty insect monster: Upper Journeyman challenge.
Has a little bit of a xenomorph vibe.
Bone Shambler
Undead construct, big ball of bones and spikes.
Slightly less tough than the black mantis but is still a fierce opponent.
Can overrun its opponents causing extra damage and knockdown.
Cadaver Man
Zombies… with an Earthdawn twist. High-Novice tier challenge.
Still retain some semblance of their personality.
FRENZY
Falsemen
Created by Therans as automatons
Strawmen and waxmen are low-powered, mindless cannon fodder in Parlainth’s War Games.
Stonemen and Steelmen are tougher, officers and commanders.
They often have a basic personality.
Ghouls
Flesh-eating undead construct, feral pack animals. Mid-Novice tier challenge.
Damaging venom that goes inert if the ghoul is killed.
More powerful “leader” is presented in the GM Guide.
Sidebar about the “Cadaverous” mask to turn any creature into an undead/cadaver version.
Jehuthra
Giant spider-like construct created from a Namegiver. Low-Journeyman tier challenge.
Magical abilities: Frost Web binds a target.
Iron Web creates maze that divides a group of targets that the jehuthra will hunt down.
Cunning but not intelligent.
Plagues
Tall, gaunt humanoid that spreads disease.
Not physically imposing as an opponent, but it has illusion abilities that allow it to infiltrate or operate unnoticed while it spreads its disease.
Disease is slow-acting and contagious, could cause lots of problems even after being defeated.
Qural’lotectica
Amorphous blob of a body with hooked tentacles and drinks blood.
Ambush predator, moves slowly but has a paralytic venom.
Resembles barnacles from Half Life.
Spectral Dancer
Created from highly charming and charismatic individuals, cursed to have no ability to interact with the physical world.
Best way to deal with them is to soothe their torment by connecting with them, a social challenge.
Stormwraith
Horror corrupted air elemental
Aggressive, vicious, electrical attacks.
Difficult to damage with physical attacks.
Notable hazard for airships and air mining operations.
Cadaverous and corrupted masks to make Horrorspawn from other creatures.
Email: edsgpodcast@gmail.com
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Get product information, developer blogs, and more at www.fasagames.com
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All things nautical! River travel in Barsaive.
We covered individual vessels in Episode
Each aropagoi controls a section of the Serpent and its associated tributaries.
Trading cartels that have developed over generations for mutual economic benefit.
Most aropagoi are led by a shivalahala – the political, spiritual, and cultural leader of the entire cartel.
Historical perspective on the Serpent River trade
Bakshevas – a ritualistic toll extracted by the t’skrang who controlled a stretch of river.
The Free Trade Compact – the aropagoi retain exclusive rights to their tributaries, but the Serpent trade is open.
Standard unit of freight: the duari. A cask that holds 300 pounds of dry rice.
About 16 hours of travel per day, approximately 5 silver per day.
Brief comparison of riverboat versus airship travel.
Types of passage.
Freighter: mildly cramped, eat with the crew, may work to reduce passage.
Passenger line: Passengers only, planned routes and known stops.
Warship passage: Not commonly available, only adepts who can fight.
Ferry service: Crossing the river, low cost, no berths, short jaunts.
Dwarf barges: Easy travel downstream, must pay a riverboat to tow them upstream.
Showboat: Floating entertainment, carnival, or circus that travels the lower Serpent and Coil rivers. More diverse.
Lots of pop culture and historical inspirations in this episode for river travel flavor and story ideas!
River travel is a great source for color and excitement, and mot places in Barsaive aren’t too far from part of the Serpent River network.
Email: edsgpodcast@gmail.com
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Email madness!
We have a YouTube channel. Old episodes being uploaded.
Let us know if you want to help with captions/transcripts!
Email from Brendan: Using talents during Experience Death?
Email from Matthew: Enchanting a group true pattern item?
Replacing or altering parts of a thread item?
Further enchanting of thread items to add additional thread ranks?
Email from Captain Olimar: Iberian peninsula?
Territories outside Barsaive but not described in books?
Email from Bryan: J’role in his campaign.
Email from Patrick: Status of podcast listenership?
Thoughts on mass combat and player characters interacting with it?
Group masks in Empty Thrones page 213.
Band of Blades for other system ideas on large-scale goals and campaign integration.
Using Mystic Paths in earlier editions?
Comparison of different editions?
Email from Maciej: The Invae Burnings and Chorrolis?
Information on Landis?
Email from Bart: Ally spirits and overshadowing other characters?
Advice on handling GM burnout?
Email: edsgpodcast@gmail.com
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Legends Special #6
Dan narrates tales from Legends of Earthdawn Volume 2: The Book of Exploration
The Lost Kingdom of Lasael
In the Bones of the Earth
Paradise of Swords
Chamber of the Ages
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches: https://discord.gg/hhHDtXW
High Circle Scout.
Review of the Scout’s focus and role in the game.
Ninth Circle Discipline Ability: Supernal Awareness.
Warden Tier bonuses and Discipline talents.
Warden Tier talent options.
New to the Companion: Critical Hit, Plant Talk, Relentless Recovery
Thirteenth Circle Discipline Ability: One With the World
Master Tier bonuses and Discipline talents.
Master Tier talent options.
New to the Companion: Eidetic Memory, Matrix Sight, Netherwalk, Second Chance, Soul Aegis, Spirit Strike
High circle build options and analysis.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Josh reports on GenCon 2022!
Status of various products.
Travel summary – kids’ first flights!
Too much sun at the zoo.
Covid precautions and experience.
GenCon adventure and session reports.
Minimalist preparation and the lessons to be learned from it.
Hiccups and setbacks (and insights from those)
Bad behavior before and during the convention.
Email from Digital Hermit: Updating old adventures to fourth edition?
“Commoner” stat block supplement as a GM aid?
Soapbox moment: Earthdawn vs D&D, Shadowrun connections.
Email from Chris: Shosara questions. Firbruid? Dragons?
Other events or themes for Shosara?
City in a Bottle revamp?
Second email from Chris: Five ancient cities referenced in Travar book?
Print version of Misguided Ambitions?
Email from a different Chris: Circle advancement and acquiring new talents.
Email from Lee: Other uses for the Eye of Throal.
Suggestions on future topics.
Quick overview of the Dragons’ Network.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn West Marches: https://discord.gg/hhHDtXW
Secret Societies: The Eye of Throal
Hey listeners, is there anything you would like us to cover? Whether new or revisited?
One of the largest movers and shakers in the Secret Societies book.
Thera doesn’t know who runs it, but it is revealed in the Throal sourcebook: J’role.
Five major leaders below the Senior Gatherer, only one known by the Therans.
Discussion in this episode about the “present day” Eye might differ from eventual published material.
One of the largest (if not the largest) intelligence network in Barsaive.
Essay focuses mostly about Throal’s connections and interactions with other powers in Barsaive.
Partnership between the Eye of Throal and His Majesty’s Diplomatic Corps
Role of the Eye in late first edition products and potential role in the fourth edition timeline.
Using the Eye of Throal in adventures and campaigns.
Not just an employer – use as a complicating factor.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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High Circle Sky Raider
GenCon! Josh talks about his (delayed) prep!
Technical problems continue! But not as bad as before!
Recap of Sky Raider themes and ideas.
Ninth Circle Discipline ability: Strength of the Sky
Warden tier bonuses and Discipline talents.
Warden talent options.
New to the Companion: Lion Spirit, Relentless Recovery, Resist Pain, Storm Shield, Vital Ward
Thirteenth Circle Discipline ability: Stormcall
“Names are hard” and Josh goes through the math of the “big-ass lightning attack”.
Master tier bonuses and Discipline talents.
Master talent options.
Josh misspeaks – Resist Pain would reduce effect of Wound-causing abilities, not Unflinching Fortitude.
New to Companion: Aura Armor, Champion Challenge, Critical Hit, Eagle Eye, Second Chance, Undermine, Weapon Breaker.
High circle analysis and build options.
Talent option system and making choices interesting.
Other Disciplines can deal as much (or more) damage, but the Sky Raider style is great.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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Sorry about the technical and sound issues this episode!
Secret Societies: The Liferock Rebellion
What makes a “secret” society?
The founding of the Liferock Rebellion.
Omasu: Leader and one of the founding members.
Membership mainly obsidimen and t’skrang.
Josh defends Theran strategic decisions.
The Rebellion acts as a go-between and partisan force behind efforts to unite Barsaive against the Therans.
Omasu flexing his financial and political muscles.
Status of the Liferock Rebellion post-Second Theran War.
A second round of Josh defending the Therans.
Using the Liferock Rebellion in adventures and campaigns.
Use as an antagonist in Theran/Iopan campaigns.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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Sorry about the technical and sound issues this episode!
Email from Riley: Thoughts on grimoire prices.
Email from Brian: Second Chance can be decent, actually!
Email from Tim: Burned through episode archive!
Rites of Protection and Passage interactions with spirits, Passions, or Netherwalk?
Thoughts on lack of change in kaers during the Scourge?
Reason for kaer secrecy and trapped Horrors as mana level dropped?
Liferocks and obsidimen during the Scourge.
How quickly did the Mad Passions fall? Their questors?
Development of new spells in the setting?
Age of Exploration vs Looking to the Past?
Mystic Paths errata.
High Circle Nethermancer
Ninth Circle Discipline Ability: Otherworldly Willpower
Warden Tier bonuses and Discipline talents.
Warden Tier talent options.
New in the Companion: Armored Matrix, Astral Pocket, Contest of Wills, Perfect Focus, Range Pattern, Safe Thought, Soul Aegis, Summoning Circle
Thirteenth Circle Discipline Ability: Astral Face
Master Tier bonuses and Discipline talents.
Master Tier talent options.
New in Companion: Casting Pattern, Confront Horror, Effect Pattern, Lion Spirit, Resist Pain, Second Chance, Shared Matrix
High circle talent analysis and build options.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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Secret Societies: The Holders of Trust
Not to be trifled with!
Potential spoilers in this episode!
The Holders are the mechanism through which the Denairastas maintain (and expand) their control.
An intelligence network… but more.
Sworn to the scion of the Denairastas family first, Iopos second.
Iopos and its ruling cult of personality; authoritarian regimes.
Three levels.
Silver Branch: Public face, city guard, and army.
Judge, jury, and executioner.
Not swayed by bribes or corruption.
Patrol in “triads” – squads of three.
Copper Branch: Informers, intelligence gatherers, spies on their fellow citizens.
Unlike the Silvers, hidden, secretive. Could be anyone.
Operate in cell-like groups, passing information up the chain.
Informs much of Iopan way of life.
Gold Branch: High-powered, high-Circle agents and operatives.
Usually members of the Denairastas clan.
Operate in other parts of Barsaive in furtherance of Denairastas goals.
Association with House Ishkarat and the Firescale Moot.
Orichalcum Branch: Denairastas elite personal bodyguards.
Very skilled, high-powered combatants. Often enhanced with blood charms and other magic.
“The Broken Keys” – a possible Denairastas faction in Indrisa.
Recruitment to the Holders.
Commentary on the Holders and the Denairastas.
Ultimately petty but backed with incredible power.
Using the Holders in adventures in campaigns.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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Avalanche of emails!
In case you missed the Grand Bazaar Kickstarter…
Email from Leamon: Breaking his no crowdfunding rule!
Email from Matthew: Running adventures at conventions?
Email from Jen: What books are necessary for running fourth edition?
Email from Stefan: Praise for the game and table tales.
Compatibility of Acrobatic Defense and Maneuver but not Anticipate Blow.
Seeing in Ethereal Darkness with Astral Sight?
Dispel Magic versus Suppress Curse?
Earthdawn audio books?
Survival Guide on YouTube?
Second email from Leamon: Kudos for the Safety Tools episode!
Experience of safety tools and game writing.
Email from Brendan: Questions about Life Circle of One spell.
What’s the point of Aspect of the Cruel Physician spell.
Monetary value of a looted grimoire?
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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High Circle Swordmaster
Two-Minute recap of the Swordmaster themes and focuse
Ninth Circle Discipline Ability: Blood Bound Blade
Warden Tier bonuses and Discipline talents.
Warden Tier talent options.
New in the Companion: Champion Challenge, Ethereal Weapon, Lion Spirit, Matrix Sight, Relentless Recovery, Spirit Strike, Undermine, Witty Repartee
Thirteenth Circle Discipline Ability: Audacious Bravado
Master Tier bonuses and Discipline talents.
Master Tier talent options.
New in the Companion: Aura Armor, Bardic Voice, Chilling Strike, Resist Pain, Second Chance, Soul Aegis, Unflinching Fortitude, Vital Ward.
High Circle talent analysis and build options.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
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Earthdawn West Marches:
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Safety tools with special guest Rev Deschain!
Rev’s connection with Earthdawn
What are safety tools? What purpose do they serve?
The ability to “opt out” of content or themes you don’t want to deal with.
The X-Card – Rewriting or reframing a scene to avoid upsetting material.
Lines and Veils – discussing what to include (or not include) and to what extent.
An ongoing conversation with respect for your fellow players.
If you’re using tools, USE them!
Post game tools: Stars and wishes.
Positive reinforcement, not just watering down the darkness.
It can feel strange to start using safety tools.
The GM can set an example by laying out their own boundaries.
Bleed – when the character’s experiences affect the player.
Player connection to the character, and character mortality.
Trust, and trust being broken.
An anecdote about harassment – players being turned off a game (or gaming in general).
Game as performance – safety tools in streaming or podcast games.
The Open Door – ability to step away from the table (or the game) if they find it is not for them.
Rev’s GenCon dragon-girl anecdote.
Closing thoughts.
Find Rev on Twitter: @RevDeschain
The Critshow: www.thecritshowpodcast.com (or anywhere you find your podcasts!)
Critshow YouTube Channel: https://www.youtube.com/c/TheCritshow
Critshow Safety Tools Discussion: https://youtu.be/FqbTdDPcUgk
The TTRPG Safety Toolkit (curated by Kienna Shaw and Lauren Bryant-Monk): https://drive.google.com/drive/folders/114jRmhzBpdqkAlhmveis0nmW73qkAZCj
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
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High Circle Illusionist
Recap of the Illusionist themes and style.
Circle Nine Discipline ability: Hide Matrix
Warden Tier bonuses and Discipline talents.
Warden Tier talent options.
New to the Companion: Armored Matrix, Astral Pocket, Range Pattern, Safe Thought, Undermine.
Circle Thirteen Discipline ability: Manipulate Reality.
Master Tier bonuses and Discipline talents.
Master Tier talent options.
New to the Companion: Bardic Voice, Casting Pattern, Effect Pattern, Impossible Hide, Second Chance, Shared Matrix, Soul Aegis, Witty Repartee.
Analysis and advancement options.
Hope you backed the Grand Bazaar Kickstarter!
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
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Josh flaked out on finishing things up, so show notes are delayed!
This week: Some emails are answered, and we talk about the Cult of the Great Hunter.
Don’t forget, the latest Kickstarter for the Grand Bazaar sourcebook runs through June 14!
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
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Larcenical is still not a word!
Grand Bazaar Kickstarter running through June 14!
Plush Mountainshadow, new Namegiver and Verjigorm miniatures!
Vasgothia pre-art draft has been released to backers!
Production notes and upcoming episodes.
High Circle Thief
Recap of the Discipline’s themes and focus.
Ninth Circle Discipline Ability: Shadow Sight.
Warden tier bonuses and Discipline talents.
Warden talent options.
New to the Companion: Echolocation, Escape Plan, Perfect Focus
Thirteenth Circle Discipline Ability: Shadow Meld.
Master tier bonuses and Discipline talents.
Master talent options.
New to the Companion: Alley Cat Approach, Critical Hit, Defensive Posture, Disarming Smile, Fluid Movement, Netherwalk, Second Chance, Spirit Strike
Build paths and talent analysis.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
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High Circle Elementalist
Check out Episode 29 for Novice and Journeyman tiers.
Recap of Elementalist themes and focus.
Ninth Circle Discipline ability: Earth and Air.
Warden tier Discipline talents.
Warden tier talent options.
Thirteenth Circle Discipline ability: Elemental Form
Master tier Discipline talents.
Master tier talent options.
Build options and talent analysis.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
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Email from Chris: Thoughts on an Alchemist Discipline
Email from Aaron: Outcast Warrior references
Ninth Circle Weaponsmith ability on items the adept has forged?
Urupa’s Blue Rose and detecting Horror marks.
Various Mind Fog questions.
Notice Not question.
Email from Andy: Gauging an adept’s power level through astral sight.
Magicians using shields?
Email from Jonathan: Mystic paths for antagonist groups?
Secret Societies: Iron Legacy
Devoted to Mad Passion Dis.
Focused on re-enslaving all orks, especially breaking Cara Fahd.
Led by Talyrin Kale, survivor of a kaer destroyed by ork scorchers.
Potential minor involvement in Empty Thrones.
Attacks ork settlements, especially merchant and supply lines.
Bands sometimes fly scorcher colors and attacks other settlements to stoke anger against Cara Fahd.
Simple, straightforward cult.
Excellent antagonists for a game set in or around Cara Fahd; or dealing with slavery and/or orks.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel:
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Earthdawn Guild Facebook Group:
https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches:
https://discord.gg/hhHDtXW
High Circle Troubadour
Review of Troubadour themes and concepts.
Ninth Circle Discipline Ability: Unnatural Charm.
Warden Tier abilities and Discipline talents.
Warden Tier talent options
Thirteenth Circle Discipline Ability: Encore
Master Tier abilities and Discipline talents.
Master Tier talent options.
Build options and commentary for high circle Troubadours.
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Email from Aaron: Adventure inspired by “Needful Things” without using a Horror?
Email from Andy: Update on new group. Questions about becoming an adept.
Legend Point costs involved with increasing Circle.
Email from Chris: Permanent pattern threads and Mystic Paths.
Secret Societies: The Hand of Corruption
Great villainous organization for just about any campaign.
Excellent thematic foil for heroic player characters.
Dedicated to worshipping oblivion.
Comparisons to Keys of Death.
Philosophy that the Horrors are part of the natural cycle to cleanse the earth.
Believe the Theran rites interrupted that cycle.
Pop culture reference: Harrow from Moon Knight TV series.
Three branches.
The Brokers: Agents and informants in society.
Wide-spanning, difficult to eliminate entirely.
The Assassins: Enact specific (murderous) plots to further goals of destabilizing society.
Often Journeyman-tier or higher adepts.
Ritualistic methods in contrast to Keys of Death.
Importance of the message delivered by their killings.
The Nihilists: Fanatics and planners.
Convert or subvert others into the cult (sometimes through magical means).
Motivations are important for all cults, not just this one.
Pop culture references: Ozymandias from Watchmen.
The Operative from Serenity.
Moriarty from Robert Downey Jr Sherlock Holmes films.
Magneto or Lex Luthor
Develop a specific character to build as a long-term rival or antagonist.
The Hand of Corruption are suitable for any number of foul plots for your campaign and make a great long-term enemy organization.
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High Circle Cavalryman.
Review of Cavalryman concepts and early Circles.
Check out Episode 24 for more in-depth Cavalryman discussion.
Ninth Circle Discipline Ability: Shared Strength
Warden tier bonuses and Discipline talents.
Warden talent options.
Discussion of lower Circle talents in Cavalryman Warden tier.
Thirteenth Circle Discipline Ability: Shared Spirit
Master tier bonuses and Discipline talents.
Master talent options.
Josh’s thoughts on the high Circle options.
Design sidebar about talents versus Discipline abilities.
In April, leave a review for us on Podchaser.com to raise money for charity.
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Listener questions
Voice message from Chris: Question about Wood Skin.
Email from William: Horror Stalker references and inspirations.
Learning Craftsman or Entertainer through Versatility.
Email from Jesse: Tisoara and source material discrepancies.
Secret Societies in Depth: The Keys of Death
Cult dedicated to the belief that Death can be freed with enough blood being spilled.
“Questors” of Death
Can be hired or employed as assassins.
Long standing cult; dating back to centuries before the Scourge.
Other death cults exist in other parts of the Theran Empire.
Death has been a figure in myth, legend, and religious beliefs in numerous real-world cultures
Cult’s strength in Barsaive likely due to proximity to Death’s Sea.
Legend of Death’s Capture by the Passions.
Undead and the Keys of Death.
Preferred targets include those who mock or defy Death in some way.
Sources of inspiration for members of the cult.
Highly secretive.
Death Robes
Using the Keys of Death in adventures in campaigns.
Josh recommends against strongly tying the cult to the Horrors.
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Warden and Master Tier Warrior
Recap of the Warrior themes and focus.
Ninth Circle Ability: Battlefield Awareness
Warden Tier Discipline Talents
Warden Tier Talent Options
Thirteenth Circle Ability: Elemental Warrior
Master Tier Discipline Talents
Master Tier Talent Options
Discussion and recommendations
Email: edsgpodcast@gmail.com
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Email from K Scott: How do you get to Throal?
Email from Andy: Returning to Earthdawn, several questions
How many kaers remain sealed? (Ardanyan’s Revenge)
How to avoid treading on other characters’ toes as a Wizard?
When will Deeper Secrets come out?
Legend Point cost for magician spells in Fourth Edition?
Secret Societies in Depth: The Whisperers
Devoted to the Mad Passion Vestrial.
Rumor artists and gossip mongers dedicated to deceit.
Very informal organization.
Common feature: Lidded eye tattoo
Anonymous, decentralized
Driven by their acts of devotion, with occasional larger guidance from their patron.
Advice for using the Whisperers in adventures and campaigns.
Thematic ideas and connections for the Whisperers.
Unlike some secret societies, their presence doesn’t necessarily define what the campaign or adventure is about.
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High Circle Beastmaster
Recap of the Discipline concepts and themes.
Ninth Circle Discipline Ability: Tough Hide
Warden Tier Bonuses and Discipline Talents
Warden Tier Talent Options
New talents in Companion: Bloodhound Form, Burning Vigor, Chameleon, Defensive Posture, Eagle Eye, Goring Attack
Thirteenth Circle Discipline Ability: Bestial War Form
Master Tier Bonuses and Discipline Talents
Master Tier Talent Options
New talents in Companion: Alley Cat Approach, Animal Leadership, Aura Armor, Echolocation, Lion Spirit, Second Chance, Vital Strike, Vital Ward
Straightforward, not especially complex progression, just more stuff to make them better at what they do.
Go back to Episode 19 for more Beastmaster discussion!
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Email from Nick Lowe: Naaman’s Hand, Vasgothia, and Parlainth.
Some insight from Lou Prosperi about the design goals of books like Secret Societies.
Quick discussion about Forge-related knacks for the Weaponsmith.
Secret Societies in depth: Force of the Eye
History of Kratas and how Garlthik came to power.
Crime syndicate that acts as a legal and enforcement power in Kratas.
Garlthik and the line he walks as a “Selfish Thief”
The Eyes’ reach beyond Kratas.
Brocher’s Brood
More about Garlthik’s personality and history.
Terricia, Garlthik’s top lieutenant.
Membership of the Force.
Fourth Edition status
Minor spoiler discussion for Empty Thrones
Amulets of the Force of the Eye
Using the Force in adventures and campaigns
Pop culture inspirations for Force-related stories.
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Warden and Master Weaponsmith
Check out Episode 16 for Novice and Journeyman
Quick recap of Weaponsmith themes and focus
Warden Discipline Ability: Blood Bound Forge
Warden Tier Discipline Talents
Sidebar about First Edition Weaponsmith access to Elementalist spells
Warden Talent Options
New from the Companion: Lion Spirit, Matrix Sight, Relentless Recovery, Spirit Strike, Unflinching Fortitude
Master Discipline Ability: Mystic Grounding
Errata: 13thCircle Bonus should be Physical Defense
Master Tier Discipline Talents
Master Talent Options
New from the Companion: Burning Vigor, Ethereal Weapon, Resist Pain, Vital Strike, Vital Ward, Weapon Breaker
Analysis of high tier talent choices
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Secret Societies: Naaman’s Hand
Living Legend Cult
First appeared in Barsaive Boxed Set
Devoted to the pre-Scourge hero Naaman Y’ross
Multiple cults, conflicting beliefs about his fate
Overview of mentions in the published works.
History of Naaman’s Hand as presented in Secret Societies
Some background spoilers
Weird magical theorizing
Example of early seed being brought back later.
Not presented as a setting-shaking group.
Ideas for using the cult in adventures and campaigns.
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Live Q&A from FreedoniaCon!
Questions from LouP: Talent Pattern and Attribute Pattern talents in Fourth Edition?
Why only one talent option per Discipline Circle?
Questions from Svenn: Status of Magic: Deeper Secrets?
Spell design rules and updating older spells?
How large is Deeper Secrets going to be?
Looking at third party material (Codex Arcanum)?
Contest for fan content as part of new book?
English publication of German Kaers book?
Status of Grand Bazaar?
Questions from Joel: Favorite bit of Earthdawn lore?
Where would you start a Barsaivian campaign (running or playing)?
Where would you set a non-Barsaivian campaign?
What areas in Barsaive not yet developed would you like to explore?
Thoughts on other Great Dragons relations to Barsaive?
Plans for Fekara?
Morgan working up a non-caster thing?
Questions from Chad: Duration of spells and damage?
Questions from K Scott: Expanding elemental planes or other netherworlds?
Question from Lee B: Status of House Syrtis and the Prophetess?
Status of Vivane and southwest Barsaive?
House K’tenshin? Iopos?
Cara Fahd and Landis?
Future of the Legends of Barsaive?
Questions from Lee A: Thanks to the EDSG for our work!
Strategies for regularly using Surprise Strike in combat?
What if the Thief delays their entry into combat?
Damage potential for Thief Discipline?
Can you use Great Leap every round to trigger Down Strike?
Changes to racial Karma in fourth (and third) edition?
Would changing the karma die back to first edition rules break the game?
Do the Legends of Barsaive adventures require any special background or setup?
Cross-Discipline talent synergies are an intentional design choice to encourage cooperation within a group.
Question from Josh: Why is his cat clawing his leg?
Thank you everyone for your questions and feedback!
Email: edsgpodcast@gmail.com
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The live show from FreedoniaCon will be in the feed next week!
Secret Societies: The Fellowship of Night
Order of Nethermancers
Quick sidebar about Virag and whether she would be interested in the Fellowship.
History of the Fellowship
Based in the Delaris Mountains
A Horror corrupted a Liferock, it was killed by a Nethermancer banished from Landis.
The Fellowhip tapped into the Liferock’s magic to survive the Scourge.
Loosely associated with the Skyseeker trollmoot.
Dedicated to the study of astral space and the netherworlds.
Thera has interest in the Fellowship because of their connection with the Liferock, and how they might use that on Ayodhya.
Note: This is less of a concern in the fourth edition timeline.
Possible consequences of the Fellowship’s use of the Liferock.
Black Guard: Reanimated former members of the Liferock.
Membership includes Journeyman-tier and better Nethermancers.
Group True pattern, each member also bonded with a Black Guard.
Lifeshard: Magical item owned by each member of the Fellowship.
Discussion of the Fellowship as a possible Path.
The Chain of Skulls – the collected magical knowledge of the Fellowship
It has been stolen, and the Fellowship wants it back.
Many people would be interested in finding it, either for the knowledge it contains or to leverage favors from the Fellowship.
No updated information in ED4 about what is currently up with the Fellowship.
Adventure and campaign hooks involving the Fellowship.
Current goals of the Fellowship’s current Grand Master.
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Warden and Master Tier Archer
Reminder: EDSG Live at FreedoniaCon Sunday February 20
Warden Discipline Ability: Blood Bound Bow
Recap of Archer Discipline themes.
Warden Discipline Talents: Blind Fire, Spirit Strike, Eagle Eye, Missile Lock
Warden Tier Talent Options
New talents: Chameleon, Critical Hit, Defensive Posture, Ethereal Weapon, Matrix Sight
Master Tier Discipline Ability: Perfect Shot
Master Discipline Talents: Influence Missile, Snapshot, Multi-Shot
Master Tier Talent Options
New Talents: Relentless Recovery, Second Chance, Soul Aegis, Venom, Vital Strike, Vital Ward
Wind Bow is now a Missile Weapons Knack at Rank 8.
Josh’s Master Tier analysis and talent choices.
Reminder: Get us your questions for the live show!
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Email from Nanander: Origin of the Name of the Gauntlet Discipline.
Bonus accidental etymology lesson!
Live Earthdawn Survival Guide Podcast on February 20!
Secret Societies: The Crownbreakers
Cult of the Mad Passion Raggok
Small organization devoted to overthrowing any kind of authority.
Infiltrate communities and sow discord against its leaders.
Long term goal of undermining Throal and its authority by causing strife in its mountain communities.
No official fourth edition info but could have a role in present-day Barsaive.
Led by a high-rank questor Endaren Oakhaft.
Generational cult; very clear villains and antagonists.
Other agents of the cult.
Potential goals and activities of the Crownbreakers in the current timeline.
Another Raggok cult: The Hive of Ashes and Crarites.
Using the Crownbreakers in other parts of Barsaive, or as inspiration for similar cults.
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The Wizard: Warden and Master tiers.
Review of themes and core concepts.
Ninth Circle Discipline Ability: Matrix Split
New Discipline talents: Eidetic Memory, Glyph of Unweaving, Glyph of Shielding, Concise Casting.
Circle Eleven Karma Ability.
Review of Warden tier talent options.
Thirteenth Circle Discipline Ability: Mystic Triangle
New Discipline talents: Glyph of Attunement, Glyph of Reversal, Spliced Weave.
Review of Master tier talent options.
Josh’s Master tier talent picks and high Circle analysis.
Looking back at the Wizard progression in third edition.
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Email from Aaron: Another Outcast pop culture reference.
Email from Ted: Access to enchanting for the Shaman Discipline?
Email from Chad: Apologies for forgetting Dan. Question about Discipline talents versus Talent Options in the “All Talents to Advance” rule.
Secret Societies of Barsaive
Updates or changes to information in the book as of the current timeline.
A bit of development history and where Secret Societies fits in to events in Barsaive.
Essays are in-character as various reports and intelligence from Theran agents.
The Songbirds: Alachia’s espionage and intelligence network.
Headed up by Vistrosh, the “exiled” blood elf in Kratas and head of Brocher’s Brood.
Nobody knows Vistrosh’s role in the organization.
Major focus of the Songbirds at the time of the book’s release is on Aardela and her connection with the dragons.
Interested in information or events that would be of interest to the Alachia’s Court.
Especially notable: Politics and machinations among the elven Wyrm Wood diaspora, especially Shosara, Sereatha, and the Seekers of the Heart.
Vistrosh’s potential involvement or role in the new situation in Kratas.
Other Songbird hooks: Therans, Holders of Trust/Denairastas, House Ishkarat.
How Vistrosh sends information through the network.
Overview of Vistrosh’s game statistics from the Third Edition Kratas book.
Songbird agent blood oath, possibility of the agents following a dedicated Path.
Adventure hooks from the original book.
Using the Songbirds in adventures or campaigns.
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Warden and Master tier Air Sailor.
Go back to Episode 9 from Jan 22, 2020 for the Novice and Journeyman tiers and more commentary.
Brief recap of the themes and ideas.
More development work on the higher Circles than lower ones.
Warden tier abilities, bonuses, and Discipline talents.
Focus on talents in the Companion.
Warden talent options.
Master tier abilities, bonuses, and Discipline talents.
Master talent options.
Discussion of talent choices based on style.
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Happy New Year!
Email from Ted: Outcast pop culture reference.
Enchanting
Disclaimer about optional status of enchanting rules.
Problems and hazards of enchanting rules and systems.
Goals of enchanting rules in fourth edition.
Primary methods of enchanting.
Alchemy skill: blood charms, common magic items, and consumables.
Role of alchemical enchanting in the setting.
Talent Knack enchanting: Living Armor, Spell Matrix Items, and Thread Items.
Knacks can allow an adept to make alchemical items.
Enchanting Process
Step One: Obtain the enchanting pattern.
The recipe or formula used to create a magical item.
Every formula has a rank that represents the complexity of the process and sets the minimum ability level required to make the item.
Multiple enchanting patterns can (and do) exist for each item.
This variety can be used to add color to the world, clues, or other story aspects based on the item’s origin.
Learned like learning a spell, but no associated Legend Point cost.
Once learned, can make the item as often as time and materials allow.
Enchanting patterns can be learned from other enchanters, found in a forgotten kaer or as another reward, or made from scratch.
Obtaining the pattern should not be difficult unless dealing with potent or rare items.
Step Two: Gather the Materials.
Best source for adventure hooks and story content.
Generic alchemical materials and reagents of a value based on the item being made.
Expensive, special, or rare materials (e.g., magic creature parts, living crystal, orichalcum, True elements).
Left flexible for the GM to justify ingredients based on story needs, and the artisanal nature of enchanting.
Skills and talents that can be used to find ingredients.
Downtime gathering versus adventure based.
True elements
Step Three: Perform the Enchantment
Relevant skill or talent test against the EDN of the item.
High results can create additional doses or reduce time of the process.
Working as a group.
Living armor and shields follow the process of crafting in the Player’s Guide.
Designing your own items.
The more different design aspects you use, the easier the EDN, but the harder it is to create the custom formula in the first place.
Reiterating tying the enchanting process into adventures and story arcs.
Questions? Send them in!
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Paths in Depth: The Outcast
Development background for the path.
Originally the “Outcast Warrior” racial Discipline for trolls.
Very tied into highland troll concepts of honor as presented in the original Denizens of Earthdawn.
Path leans into the idea of an individual sacrificing something in the name of honor and gaining magical power in return.
Unlike other paths, no greater organization or structure. Intensely personal.
Review of three aspects of troll honor.
Comparison to Asimov’s Laws of Robotics.
Ka’tosh – a category of honor Outcasts hold that is considered higher than the other aspects.
Starting as an Outcast versus having it develop during a campaign.
Doesn’t necessarily warp the narrative the way some paths do.
Very heavy on the story and role-play.
Discussion of the essay and opposing points of view.
Pop culture references.
Josh disputes Dan’s focus on redemption rather than sacrifice.
Becoming an Outcast.
Discipline affinities.
Passions and Questors.
Possibility of becoming eligible for the Path before Circle 5.
Ordeals and Advancement.
Outcast Half-Magic.
Path bonuses.
Path talents; new talent: Rite of Khopesh.
Honor points.
Outcast Path Knacks.
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Email from Sebastian: Thoughts on a homebrew alchemist Discipline.
Design insights on new talents and knacks.
Email from Chad: Group symbol and vinyl stickers.
Email from Lee: Pop culture and historical references for Alchemy.
Email from Aaron: Difference between “elder” and “great” dragons?
Dragons in Depth: Vasdenjas, aka Talespeaker
Killed during the assault on Sky Point during the Second Theran War.
Loremaster: Dragon equivalent of a Troubadour.
Keeper of the dragon’s history and etiquette.
Believed in sharing information with the Younger Races, but selectively.
Preferred talking and diplomacy to fighting, but still powerful.
Laired in Mount Wyrmspire in the Scytha Mountains.
Very skilled at dragonsight, pattern reading, and thread weaving.
Helped develop the Dance of the Blue Spirits.
Rite of Succession to determine new Loremaster and the distribution of his hoard.
Talespeaker’s servants and allies; drakes, Namegivers, and adult dragons.
Roles the adult dragons could play in a campaign as part of Vasdenjas’s legacy.
Vasdenjas as a character from his appearances in Earthdawn products like Creatures of Barsaive.
Impact of his death on the setting, as well as from a meta-standpoint.
Other hooks and story ideas related to Talespeaker’s lair and legacy.
Closing thoughts on our series about dragons.
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Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Episode 100! Thank you to everyone who has been with us on this amazing journey, and we hope you stick around as we continue!
Please forgive Josh’s audio in this episode. We’re not sure what happened.
We are joined by special guest Opti, aka O.C. Presley.
We talk about how Opti came to the world of Earthdawn, his experiences working as a freelancer in the RPG industry and starting his own company.
Opti talks about the lessons learned, the triumphs, and the struggles of launching Fragging Unicorn Games, their first Kickstarter, and delivering during the pandemic.
Visit their website and order Gangs of the Undercity: https://fraggingunicorns.com/
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches:
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Episode 99! Next week our 100th episode with special guest Opti, aka Scratch.
Paths in Depth: The Messenger
Development history; first appearance in RedBrick’s Namegiver’s Compendium.
Setting origins as obsidiman messengers being highly desired for inter-city communication.
Original version didn’t feel like its role in a game was considered.
Pop culture inspiration: The Postman, Book of Eli, pony express.
Strong thematic presence in the setting and historical resonance.
“A collective of dedicated wanderers.”
Unsworn to any individual in a position of power; dedication to remaining neutral.
Relationship (or lack thereof) with Blood Wood.
Not just messages, also sometimes goods, but information also valuable.
Also a secretive cabal dedicated to keeping Barsaive free.
A network of wanderers is excellent at keeping its finger on the pulse of affairs in Barsaive, putting important information in the right hands at the right time to support their objective.
Reminiscent of the Harpers from Forgotten Realms.
Campaign hook: What happens to that kind of network if it is compromised or under the thumb of one who seeks their own power?
Potential for cloak-and-dagger, Cold-War-spy-thriller activity.
Perhaps the Messengers have insight into the deeper secrets because of their intelligence network.
Possibility of a secret group within the broader path; lower ranking members may not be fully aware of the spy network.
Favorable Disciplines: Illusionist, Scout, Troubadour, Thief.
Affiliated Passions: Floranuus, Lochost, Mynbruje, and Vestrial.
Questors are very rare because of desire to be independent from outside authority.
Initiation and Advancement rituals.
Solitude to the Messenger’s duty.
Messenger work can form a solid adventure or campaign framework.
Advancement rank bonuses.
Talent options: Nothing unique or flashy. Abilities to help the Messenger do their job.
Knacks: Lots of tricks to enhance the talents and abilities most useful to the Messenger’s mission.
Closing thoughts.
Email: edsgpodcast@gmail.com
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Email from RamethZer0: Discipline (or path) focused on alchemy?
If you can explain to Josh what gap needs to be filled by an Alchemist Discipline, please write in!
Insight from Lou about the choices were made by Living Room Games for Dvilgaynon and possibly why.
Dragons in Depth: Icewing aka Dollmaker
Silvery blue scales.
Origin of his moniker; ice storm summoned by his wings.
Very old, very large.
Main focus on creation and propagation of drakes, also knowledgeable about spirits.
Raised by All Wings along with Mountainshadow.
During the Age of Dragons, Icewing was charged with overseeing the relationship between the dragons and those they ruled.
Bears a grudge toward the dragons’ “wayward children” and consequently the Theran Empire.
Along with Yuichotol, created the ritual known as the “Dance of Blue Spirits”, creating drakes.
Drakes were used heavily to disrupt Theran activity—reason for the Theran attacks on Yuichotol, Cloudtamer, and Icewing.
Gave the dwarf kings of Throal the longevity potions as a counter to the Theran plans.
Icewing’s opinion of the Younger Races.
Sidebar about the Outcast’s opinion of the other Great Dragons.
Works with Earthroot to manage the Kingdom of Throal.
Dicussion of Icewing and the status of Throal.
Relationships with other dragons.
Icewing’s lairs.
Open to visits from younger races at his lair on Mount Vapor, provided you bring a suitable gift.
Drakes and other servants.
Did not shelter communities the way Mountainshadow did.
Involving Icewing in adventures and campaign arcs.
First edition adventure: Shattered Pattern
Icewing’s goals and objectives.
Personality insights.
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Paths in depth: Purifier
Dan calls out his favorite quote from the essay.
Development history of the Purifier.
Current version is no longer exclusive to obsidimen, but still owes a lot of its lore and concept to those Namegivers.
Original version concepts were split into two paths (Brother of Stone, Purifier) and one Discipline (Gauntlet).
Focus on the natural balance of the natural world.
Strong concept on appropriate stewardship and care of the land.
Space within the concept for different approaches and extremes.
Does not have as much narrative gravity in terms of shaping a campaign’s direction.
Purifiers and the Blood Wood.
Secondary goal of educating people in proper care of the land.
Kaliff sites; places reclaimed from corruption and damage.
Initiation and advancement; Ritual of Cleansing.
Naturally aligned Disciplines: Beastmaster, Elementalist, Scout.
Strong affinity with questors of Jaspree, though there could be some causes for conflict.
Karma Ritual modification.
Half-Magic additions.
Purifier advancement bonuses.
Path talent options; related to themes of investigation and healing.
New talents: Earth Bond allows adept to heal themselves or the land.
Purification: Dispel or remove negative effects, like a souped-up Remove Curse.
Path karma knacks.
Path spells – Patterncraft knack gives magicians access to thematic spells they might not otherwise be able to learn.
Earth Bond knacks.
Purification knacks.
Sidebar about healing or support roles in Earthdawn.
Pop culture and real world inspirations for Purifiers.
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Email from Scott: Detecting dragons in Namegiver form.
Email from Ramethzer0: Questions about group patterns.
Email from Lee: Liberators and binding/commanding spirits?
Email from Mortium: Origins and fate of t’skrang.
Immortal elves?
Hestaby in the Fourth World?
Deep dive into metaplot links?
Shadowrun’s HMHVV and Earthdawn Ghouls?
Dragons in depth: Dvilgaynon
Disclaimer: Much of the material discussed should be considered apocryphal.
Transplant from Cathay; supposedly came at Mountainshadow’s request due to her knowledge of ritual magic.
Josh does some digital archeology for first edition references.
Usually appears in human form, Outcast has not confirmed her appearance as a dragon.
Dvilgaynon’s name as a derivation of Chinese.
Sketchy information about her personality; enjoys puzzles and riddles.
Little material about Dvilgaynon in original sources.
Talking about good ideas in the essay.
Likely uses for Dvilgaynon in a campaign.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
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Get product information, developer blogs, and more at www.fasagames.com
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Follow-up comment about Aban and dragon colors as possible homage to Dungeons and Dragons.
Email from Rasmus: Episode dedicated to Alachia?
Using multiple masks on a creature?
Avoid Blow’s all-or-nothing status?
Group patterns and thread limits?
New Legends of Earthdawn episodes?
New Earthdawn books?
Email from Sebastien: Shout-out for Lars and Steps!
Email from Aleyn: Why silver cost for Attribute increases?
Windling racial astral sight vs the astral sight talent from a Discipline?
Email from Matthew: Swapping a chosen talent option from a Discipline to become a Path talent.
Alternate approach to a Scholar?
Dragons in depth: Asante and Nightsky
Adult dragons, lair in the Caucavic Mountains
Rebellious, immature, and naïve.
Mated pair, breaking the mold of traditional dragon isolation.
Future plot seeds or just an interesting idea to explore?
Nightsky: Achieved adulthood just before the Scourge.
Did not have his own lair, sheltered with Earthroot.
Emerged very early post-Scourge and set out to explore the world.
Encountered the Earthdawn during his excursions, hint to its possible future appearance.
Asante: Another young dragon, feels compassion for the Younger Races.
Raised by Redwing, a Great Dragon that fell to a Horror.
Accidentally revealed some secrets to the Scythan dwarves, banished and came to adulthood in isolation.
Bears a grudge toward the Great Dragons about the Rites of Protection and Passage and protecting the peoples of Barsaive.
Banished again to her lair, strong independent streak.
As a pair: Shared experience of frustration and anger at the world.
The Outcast sees an opportunity for his offspring to bring the pair to their side against the Greats.
At the very least, could cause headaches for the Greats, opening opportunities for the Denairastas.
Connections with the Dream Spire Company of Throal.
Asante’s eggs.
Lots of potential plot hooks and story ideas.
Only a couple days left on the Vasgothia Kickstarter!
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Paths in Depth: The Liberator
Development history and perspective.
Origins in legacy of ork slavery.
Expanded to include any who feel the call to fight slavery and oppression.
Latest version deemphasizes slavery to expand story hooks and possibilities.
Josh talks about bringing modern-day perspectives into fictional situations (and the pitfalls thereof).
Possible internal disputes among followers of the Path.
Thematic ties to Lochost and Mynbruje.
Multiple Liberators in an adventuring group.
Narrative gravity and its effect on the campaign.
Pop culture and historical inspirations for the Liberator.
Pacifism and violence.
Commonly associated Disciplines.
Traditionally poor Discipline associations.
Passions.
Relations with other Paths.
Joining the Liberators.
Initiation: Old school versus new school.
Need for careful association, the oath demands a lot.
Karma Ritual and Half Magic expansions.
Rank progression bonuses and Path talents.
New talents: Sense Captives, Tyranny’s Ruin, Shout of Justice, Liberation.
Liberator talent knacks.
Closing thoughts.
Don’t forget to check out the Vasgothia Kickstarter! Running until November 19, 2021.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Vasgothia Kickstarter Special – A conversation with writer Nick Lowe.
Nick’s journey into Earthdawn and coming to work on the book.
Josh admits he hasn’t read the book yet.
Why Vasgothia? And why now?
How true to the original work by Robin Laws?
Inspiration from Nick’s own Vasgothia-based campaign?
Back to why this book now?
Connections between Vasgothia and Barsaive?
Cultural divide of Empirist and Barrite.
Home much of Vasgothia’s mysteries are explained?
Research for inspirations outside Earthdawn?
Desire to hear from appropriate and relevant cultural voices.
What is Nick most excited for readers to encounter?
Any easter eggs or references to his own campaigns and game groups?
Not forgetting to focus on player characters.
Opportunity to play either Vasgothian or Barsaivian characters.
Advice or direction for gamemasters?
A team effort; not just Nick’s work.
Anything coming up in the future?
Stretch goals: Tower levels, adventure.
Vasgothia on Kickstarter until November 19, 2021.
https://www.kickstarter.com/projects/fasagames/eathdawn-4th-ed-vasgothia-and-champions-challenge-vol-2
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Email from Brian: Journeyman thoughts and path talents.
Email from Tim: Namegiver status of ogres.
Extensive discussion of what makes a Namegiver.
Vasgothia Kickstarter is live!
https://www.kickstarter.com/projects/fasagames/eathdawn-4th-ed-vasgothia-and-champions-challenge-vol-2
Dragons in Depth: Aban, aka Mistweaver
Like Usun, very insular and protective of her domain.
Raised by Cloudtamer, a now-deceased great dragon.
Youngest and only female great dragon in Barsaive.
Unlike Usun, involves herself more in provincial affairs, just secretly.
Very strong, physical dragon, one of the physically largest great dragons.
Very keen on and attentive to dragon rituals in order to assert her presence and authority in the great dragon council.
Sexism in dragon society, and a sidebar about such things in the game at large.
The Mist Swamps and the lost city of Yrns Morgath.
Theran interest in Yrns Morgath: Naaman Y’ross.
Aban versus the Therans and Cloudtamer’s fate.
Metaplot implications for Naaman Y’ross.
Physical description of Aban; varied, but always dark.
Highly skilled in elemental and spirit magic.
Aban’s connection with the Mist Swamps.
Inspiration: Swamp Thing from DC Comics.
Aban’s servants.
The Castle of Assassins and the Hand of Corruption.
The Outcast’s error.
Aban’s real hidden servants.
Using Aban in adventures and campaigns.
This episode was cut off due to a power failure! Sorry for the abrupt end.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Paths in Depth: The Scholar
Originally the dwarf racial Discipline of Traveled Scholar.
Background on the original version.
Mindset of the Scholar and contrast to the Troubadour.
Inspiration drawn from present-day academia.
Inspirations for Scholar-type characters.
Indiana Jones, Doc Brown, Atomic Robo, the Librarians, Daniel Jackson from Stargate, Giles from Buffy.
Venturing into the field and getting involved.
Look back at the talent selection from the original Traveled Scholar.
Moving away from “Race as Culture”.
Highly organized and structured path.
Could involve politics and personalities of Barsaivian academia.
Suitability for game styles and flavor it can contribute to a campaign.
Becoming a Scholar; entrance exams and academic presentations.
Custom GMC: The character’s advisor.
Passions, Questors, and the Scholar.
Initiation.
Possible source for humor and contrast to typical adventuring activities.
Karma Ritual Modifications.
Focused on a particular field of study, not simply the “know-it-all”.
Scholar Half-Magic.
Path bonuses and talent options.
New talent: Expansive Expertise
New talent: Applied Knowledge
Scholar Knacks.
Closing thoughts.
Email: edsgpodcast@gmail.com
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Email from Rasmus: Purchasable thread items from earlier editions?
Armor layering or stacking?
Dwarves getting lower initiative penalties for armor?
Flame Weapon on arrows?
Multiple Wounds from high damage results?
Chain casting-type ability for extended duration talents?
Creature Challenge Ratings?
Email from Jason: Thanks for the show.
Email from Shane: Taildancer tongue twister.
Email from Jonathan: Visibility of an active Bone Circle?
Picture or imagery for a bone spirit?
Why can’t wing rats from Travar be used as animal companions?
Perspective of Journeyman following other paths.
Journeyman path talents and karma usage.
Dragons in Review: Vestrivan
The Horror marked dragon.
Vasdenjas’s sibling, twin-shelled eggs.
Curious like his brother, reached out to the Horrors on purpose to learn more about them.
Thought by the Outcast to be two minds in one body—the dragon and the Horror.
Despoiler’s lair in the Twilight Peaks, leads a cult of Horror worshippers.
Possible story hooks involving Vestrivan and his cult.
Vestrivan’s game statistics and possible powers.
Vestrivan’s appearance in the Second Theran War.
Email: edsgpodcast@gmail.com
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Episode Ninety and our two-year anniversary!
A look at our numbers over and after two years.
Paths in Review: Journeyman
Development history (with design insights)
Overview of the “original recipe “Discipline.
Morphism talent.
Rewards system mastery.
Josh reminiscences about a Journeyman from his old campaign.
Philosophy of the Journeyman path.
Effectively adds additional Versatility slots to learn additional talents.
Initiation into the path.
The Journeyman, Passion worship, and other paths.
Devoted to expanding their perspective and learning new things.
Karma Ritual modifications.
Morphism in Fourth Edition.
Morphism knacks.
Journeyman path knacks.
Reasons to play a Journeyman.
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
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Josh is back from GenCon
Great Dragons: Usun; aka “Vast Green”
Solitary and does not look well on other Namegivers.
Classic dragon stereotype: physically powerful, vicious, territorial.
Straightforward, not complicated.
Believes dragons should rule over the younger races.
Outcast refers to him as a ‘throwback’ to earlier days.
Short-sighted when it comes to the ability of people to work together.
Usun’s appearance.
Usun’s domain: Liaj Jungle.
The Tamers: Those who live under Usun’s Eye.
Outcast speculations about Usun.
Vast Green’s Lair.
Servants and messengers: Elemental spirits and creatures.
Josh speculates on a reason for Usun’s distrust of intelligent servants.
Common uses of magic.
Asked to clutch numerous eggs.
Using Usun in campaigns.
Original edition storyline plans: Loci from the Wastes.
Reminder that dragons in Earthdawn are characters, beyond simple “good guy/bad guy” labels.
Liaj River and the t’skrang
Usun’s role in the Great Dragon council.
Email: edsgpodcast@gmail.com
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Paths In Review: Taildancer
Historical development background from the Earthdawn Journal to present day.
One with the rhythm of the world.
The epitome of t’skrang combat style.
Requirements to follow the Path.
Association with the War College of House K’tenshin.
Review of the four schools presented in Mystic Paths.
Edo: Area control and movement.
Skora: Using tail as shield for defense.
Ch’tard: Subtlety and stealth, surprise, and ambush attacks.
Shivoavara: Offensive style, most traditional/iconic version.
Draws on ideas of martial academies from history and pop culture.
Less “secret society” and more “elite fraternity/sorority”.
Initiation into the Taildancers.
Rivalries between different schools.
Mechanical Review: Requirements.
Karma Ritual modification.
Half-Magic additions.
Path Bonuses: Physical Defense, Social Defense, Initiative boosts.
Primary path talent options.
New talents: Dance Partner, Tail Dance, Tail Spike, Engaging Dance.
Ch’tard school talent options.
New talents: Ch’tard Dance, Ch’tard Pierce.
Sidebar about general design intentions: Expand physical combat into a more complex, crunchy system.
Edo school talent options.
New talents: Edo Dance, Edo Sweep.
Shivoavara school talent options.
New talents: Shivoavara Dance, Shivoavara Escalation.
Skora school talent options.
New talents: Skora Dance, Skora Slam.
Taildancers have a lot of talent knacks, sometimes restricted by school.
Potential downside of Taildancers hogging the spotlight in combat, expectation of system mastery.
Unlike some paths, Taildancers are easy to incorporate into a campaign; don’t dominate narrative themes the way some paths do.
Possibility of other schools.
Intentionally designed for a more intensive game mechanical focus.
Email: edsgpodcast@gmail.com
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Email from George: Coming back to the game and praise for the show.
Email from Jonathan: Can a Journeyman path join racially restricted paths by taking on aspects of that race?
Ogres as Namegivers?
Horror Stalkers relationship to the Grim Legion or Lightbearers?
Great Dragons: Earthroot
Secretive and mysterious, domain below the Throal Mountains.
Very rarely seen in dragon form outside his domain.
Served by the Pale Ones, a subterranean variety of t’skrang.
Exceptionally skilled in Elemental magic.
Three drake servants that act as his eyes and ears in the outside world.
Works with Icewing to shepherd Throal, but they sometimes disagree.
Sidebar about ‘fracture points’ between the dragons and difficulty of controlling large populations as part of their plans.
Description of Earthroot.
Insights into the Outcast’s personality.
Extent of Earthroot’s domain and his ability to traverse it.
More Outcast insights.
Earthroot’s shaping of Throal and some concerns about Asian exoticism.
The White Tree, artifact connected to All Wings and the fate of dragonkind.
Using Earthroot in a campaign.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
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Earthdawn West Marches:
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Mystic Paths: Horror Stalker
Development history of the Horror Stalker from first edition Discipline to fourth edition path.
Uniquely Earthdawn—few fantasy games take an aspect of the setting and build a class or profession solely dedicated on it.
Problems with older versions of the Horror Stalker.
As with other focused Disciplines, it defines the style of game you are going to have.
Path essay provides some setting detail and path structure that was lacking in earlier versions.
Nature of the Horror Stalker and their mindset.
Horrors, their presence in the setting and your game.
Themes and ideas you can explore with the Horrors.
Horror Stalkers and Questors.
Pop culture inspirations for Horror Stalkers.
Becoming a Horror Stalker.
Lessons for new initiates and the mission.
Expanded roles beyond simple combat.
External sources for horror-style games—Call of Cthulhu, Delta Green.
Modifications to Karma Rituals
Path Half-Magic
Path rank benefits.
Path talent options—tools that help track down and deal with Horrors, but no basic combat abilities.
New talents: Bear Mark, Call of Harrow, Bane Strike, Gaze Into the Abyss, Purge Karma, Sense Horrorspawn.
Path Knacks
Wrapping up.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Email from Anthony: Where can vendors get books?
www.studio2publishing.com
Email from Tim: Digital Travar map?
Now available free on the FASA Web Shop
Email from Insaniac99: Path requirements – Josh made a mistake!
Dragons in depth: Charcoalgrin
No physical description is presented in any official published material.
Very talkative, vain, and self-important.
Lairs in the former Imperial Palace of Parlainth.
Game statistics for Charcoalgrin are in the ED4 GM Guide
Josh muses on her role in Parlainth and the city being “walled off” from Earthdawn’s greater storyline.
Charcoalgrin’s involvement with Parlaith, and possible role in the ritual that hid the city.
Obsessed with events in the city during the Scourge and the fate of its residents.
The Unforgiveables: Charcoalgrin’s eyes and ears.
Josh muses on Charcoalgrin’s clutch-parent.
Shut-in, depressive personality because of her backstory.
Speculation on her friendship with Torgak.
Goal to return Parlainth to its astral pocket to find possible survivors?
Ideas, consequences, or complications of that objective.
Charcoalgrin in campaigns; revolve around Parlainth.
Discussion of her game statistics and the difficulty of using a single powerful creature as a combat encounter.
Possible consequences of Charcoalgrin’s death.
As always, remember that dragons are characters, not merely sacks of health you can stab.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Paths Series: Windmaster
Background on windling-specific racial Disciplines from previous editions.
Role of the Windmaster in fourth edition.
Being invited to the path.
Disciplines suited for the path.
Reminder that paths are organizations that have obligations and responsibilities.
Windmaster testing and initiation.
The mask and its importance to the path’s followers.
Advancement in the path.
Mechanical explanation of Initiative benefits from extra successes.
Windmaster Karma Ritual modification.
Windmaster half-magic abilities.
Windmaster rank bonuses and talent options.
Dive Attack–the first Windmaster unique talent, enhances damage.
Wing Blitz–the second Windmaster unique talent, enhances Initiative.
Windmaster knacks
Closing thoughts.
Email: edsgpodcast@gmail.com
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Emails and more dragon backgrounds!
Email from K Scott: How about talking about secret societies?
Email from Brian: What about all the great stuff on Panda Gaming Grove?
http://pandagaminggrove.blogspot.com/
Email from Rasmus: Replica Throalic coins as a stretch goal for a Kickstarter?
Reason for design choice behind Claw Frenzy for Beastmasters?
Email from Tim: Praise for Attitudes and Favors discussion.
Email from Anthony: Questions on thread items and the spontaneous creation or growth of them.
Email from Kogorsi: Catching up on his life so far and commenting on our recent episode topics.
Dragon biographies: Alamaise!
A lot of the most blatant spilling of dragon and immortal elf secrets is in the Alamaise chapter of the dragon sourcebook.
Alamaise is considered one of Barsaive’s dragons but has not been involved in their affairs since long before the Scourge.
Josh expresses regret that Alamaise was not referenced more in the Elven Nations manuscript.
According to the Dragons manuscript, Alamaise persuaded Jaspree to plant Oak Heart and developed Wyrm Wood as his lair and domain.
Discussion Alachia and other elf stuff.
Alamaise’s temperament and personality; petty and grudge-bearing.
Lofwyr, Alamaise’s brother.
Alamaise’s description.
Alamaise’s involvement in the death of Queen Dallia.
Connections with Wyrm Wood/Blood Wood.
Potential roles of Alamaise in a campaign and his goals.
Josh muses on some possible deep secrets.
Email: edsgpodcast@gmail.com
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Great Dragon Backgrounds: Mountainshadow
Far Scholar, “the meddler”
Mountainshadow is toward the top of the list of ostensibly “good guy” dragons.
Appears in Shadowrun as Dunkelzahn, where he is a fan of humanity in general, but not as blatantly in the Earthdawn era.
He and his brother Icewing were clutched by All Wings.
Primary lair is in the Dragon Mountains, rumored to have a secondary lair in the Badlands.
Helped Prince Neden recover from his suffering under the Death Rebellion.
According to the Outcast, caring for a small clutch of eggs.
Adult dragons that also lair in Mountainshadow’s territory, and what that likely says about their relationship.
Legendary artifact: The Eye of All Wings
Collects magical lore and mystical secrets, one of the most magically learned beings in Barsaive, if not the world.
Became Loremaster after the death of Vasdenjas.
Could be brought into a game as a source of mystic lore.
Large network of spies and loyal servants across the province.
Mountainshadow’s drakes, and possible involvement with the theft of the Everliving Flower.
The Dragons’ Network and Darktooth
Mountainshadow’s personality: Compulsive need to study things he does not understand.
Possible weakness in that he might take time to gather information before he acts.
Opposition to Thera as a campaign hook to involve Mountainshadow as an ally (or antagonist).
Possible involvement with Iopos and the Denairastas.
Good option as high-level employer or mentor for “typical” player character groups, especially compared to other dragons.
Email: edsgpodcast@gmail.com
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Email Madness!
Email from Scott: Yes to dragon biographies, but also maybe Horrors?
Email from Graham: Windling party is still going! Yes to more dragon stuff!
Email from Leamon: Praise for paths and his growth into the Windmaster.
Email from Lee: Spell Matrix item legend point cost and rank restrictions?
Possibility of paths for Lightbearers, Bodyguard, other secret societies, or the like?
Expansive scenario to illustrate using different perceptive abilities (Perception/Awareness, Astral Sight, Danger Sense, etc.).
Email from Jesse: Yes to dragons. Inclination and ability to release Little Treasures?
Email from Insaniac: Choice paralysis!
Gamemastering Advice Toolbox
Plan scenes, not stories.
Balancing efficiency of prep and player character freedom of action.
Session Zero and setting expectations.
Improvisation and recommendation of book “Improv for Gamers” from Evil Hat.
Knowing your players and what they are likely to do, or how to nudge them (when necessary).
Provide multiple clues, think of multiple ways an obstacle or problem might be dealt with.
Opponent motivations and evil.
Know when to break the rules!
Interweaving storylines.
Email from Relative Dimension Joe: Drakes and Namegiver forms?
Email from Aaron: Yes, more dragon stuff!
Episodes on Horrors or Thera as opposition?
Declaration phase of combat? And some Initiative discussion.
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Mystic Paths: The Fire Eater
Essay by Opti from the Legends of Earthdawn podcast and Fraggin Unicorn games!
The Fire Eater is the fully original ork-focused mystic path, built around the gahad trait.
Like the Brother of Stone explores obsidimen, and the Woodsman explores elves, Fire Eaters explore orks.
Not strongly organized or structured compared to some other paths.
In-setting, is seeing a resurgence due to the return and growth of Cara Fahd and an exploration and rediscovery of ork temperament and culture.
Sky Raiders, Cavalryman, Elementalists, and Troubadours are most strongly suited to the path.
Fire Eater training focuses, channels, and supports the inner fire that is gahad.
Gahad is something to be embraced and celebrated, turned to positive ends.
Joining the Fire Eaters involves giving in to your gahad in a dramatic and public way.
Initiation rites.
Path roles in character development.
Path modifications to the Karma Ritual.
Fire Eater half-magic.
Summary of the path’s five ranks in its progression.
Unique Path Talent: Fires of Gahad.
Fire Eater talent knacks.
Fires of Gahad talent knacks.
Reminders: Earthdawn Actual Play from Thornvale
Foundry Virtual Table Top
Email: edsgpodcast@gmail.com
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New short series Earthdawn actual play from the Thornvale podcast, run by Rob from the Namegivers podcast!
Email from Tom: Episode on adventure and campaign design?
Josh provides some thoughts, including a campaign idea called “Scavenger Hunt”.
Foundry VTT and the new Earthdawn Player’s Guide Compendium in the FASA Games shop!
Josh gets on a soapbox about advice, complex mechanics, the reflection of setting in the system, and narrative permissions.
Josh’s rant wanders into reskinning, verisimilitude, and the purpose mechanics serve in the game.
We talk about dragons some more, this time focusing on dragon powers!
Armored scales, including a review of changes to armor defeating hits over the editions.
Dispel Magic: Works like the talent, but also covers creature powers, Horror abilities, and the like.
Disrupt Fate: The dragon can spend a Karma point to force a target to reroll a test.
Dominate Beast: Like the talent but allows the dragon to control multiple creatures.
Dragon Breath: Area effect damage and item destruction.
Dragon Sight: Astral Sight on steroids.
Dragon Speech: Communication and spirit interaction ability.
Fear: Similar to Frighten, penalizes action steps by target.
Karma Cancel: Dragon can spend their karma points to cancel use of karma by the target.
Karma Points: Errata on Karma Step and available points.
Lair Sense: Enhanced Awareness in the dragon’s lair.
Poison: Some dragons have venomous bites or stings.
Regeneration: Spend a Recovery test in combat to heal damage or wounds.
Talents and Skills
Spellcasting: Requirement for weaving threads and raw magic.
Suppress Magic: Reduces Steps from magic on the target.
Wingbeat: Knockdown and knockback effect.
With their power suite, dragons are significant opponents and taking one out requires lots of planning and luck.
Link to the Thornvale Podcast: https://www.thornvalepodcast.com/
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Mystic Paths: The Woodsman
The development history from first to fourth edition.
Originally the elven racial Discipline.
Originally fit the “ranger” archetype, like the elves of Lothlorian.
Lacked anything unique or particularly “elfy”.
Shift to the flexibility of the talent option design style.
Developed in line with Elven Nations from fourth edition, very heavily elf-oriented, but not exclusively so.
Designed as a “cultural” path with a strong elven influence to examine the conflict between the elven nations.
Philosophy like the Scout but focuses on forests to the exclusion of other biomes.
Lots of elf culture wrapped up in the background and origins of the path background.
In one sense, a story involving a Woodsman revolves around the question of what it means to be an elf.
Becoming a Woodsman.
Woodsman Karma Ritual modifications.
Woodsman Half Magic
Path Rank progression and bonuses.
Woodsman talent options.
Unique talents: Guardian’s Service, Wood Speak, Wood Walk, Forest Sense
Woodsman talent knacks.
Email: edsgpodcast@gmail.com
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Email from Brian F.: Shaman Spells feedback
Email from Maciej P.: Question about dragons and the immortal elves.
SPOILERS FOR DEEP LORE (About 6 minutes)
Second question from Maciej: Mad Passions and following them.
Email from Jesse: Lightbearers and their exclusion from Mystic Paths?
Dragons, part the second!
Dragons can speak all Namegiver languages, dragonspeech, body language.
Dragon lairs and shal-mora.
Dragon magic, spellcasting, thread magic, spirit magic.
Dragon views on blood magic.
Dragon ritual magic, possible reasons why they are cautious with it, and why it is a big deal.
Types of dragons.
Common, or western dragons, “Dragons of the Earth”.
Leviathans, “Dragons of the Water”.
Cathay dragons, “Dragons of the Wind”.
Feathered Serpents, “Dragons of Fire”.
Dragon-like creatures.
Drakes, servants of the dragons.
False drakes, servants of Alamaise.
Hydra, iconic fantasy monster with an Earthdawn twist.
Do you want us to delve into info on the Great Dragons?
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
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Mystic Paths: Brother of Stone
Development history and origins of Paths.
Broad overview of how a character joins and a path and the basic mechanics.
Paths as a function of character development and campaign focus.
Brother of Stone.
Origins in the original Purifier Discipline.
Three concepts each broken out into separate pieces.
Focus on obsidimen in the broader sense; Liferocks are extensions of the earth, and to all obsidimen are connected to each other through the earth.
Present-day purposes include repairing damage to Liferocks, cleanse and lay to rest those obsidimen lost to damage or corruption.
Also seek to protect and promote the earth itself as obsidimen’s collective ‘mother’.
Joining the Brotherhood of Stone.
Ordeals and advancement, using them in the game.
Requirements for qualifying for the path.
Path Karma Ritual.
Path bonuses.
Overview of Talents available through the Brother of Stone path.
Some example Brother of Stone Karma knacks.
Email: edsgpodcast@gmail.com
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Dragons!
Dan brings up an old review of Earthdawn that says the game “does dragons right.”
In Earthdawn, dragons are characters. They have goals and motivations, sometimes in line with the PCs, sometimes not.
Dragons are not, generally, “nice.” They tend to take the long view and may have an alien mindset of a kind.
Dragons might be fond of individual Namegivers but might not necessarily “care” about them as we might think of that.
Summary of native dragon abilities.
Very formal society; rituals and ceremonies of all kinds that allow them to exist as a society and minimize direct violent conflict.
An overview of draconic life cycle. Eggs are held by Great Dragons, hatchlings educated by their guardian.
Adolescence (and resemblance to wyverns).
Josh spins some theories and potential hooks related to the similarity.
Final form relates to guardian dragon type (and a basic overview of the four types).
Adulthood.
Sidebar about 90s movie Rising Sun and formalized hierarchies and rituals.
Dragon death rituals.
Dragonspeech and memory crystals.
Questions!
Updated Dragons sourcebook?
Sidebar about development goals and how we choose what to develop.
Supplement about dragons using low Circle adepts as agents?
Introducing new (great) dragons to Barsaive?
Do the dragons care about affairs in Iopos?
More legends involving dragons?
Adolescent forms of other dragon varieties?
Dragon type association with elemental wood?
Which dragons survive the Fourth World?
Dragonkin other than the Denairastas or Immortal elves?
Book on Araucania and Feathered Serpents?
Rather work for a dragon or Theran noble?
How should adepts interact with a dragon?
House Henghyoke’s connection with dragons?
Is Cara Fahd the most dragon-influenced nation?
How many immortal dragon kin in Barsaive?
Dragon appearance changing (scale color, etc)?
Armor or weapons made of dragon parts?
Is dragonfire magic or biology?
Other known Great Dragons descended from All Wings?
Barsaive’s significance in relation to the Age of Dragons?
Was All Wings a previous Lorekeeper?
Remains of All Wings and their significance or role in the Fourth World?
Death of All Wings connected to the Passions?
Dragonkin and their role in ancient Earthdawn history and why can they exist when there aren’t other “half-races”?
Dragonkin displaying draconic traits?
Reasons behind dragon ritual cremation on death?
Returning to wyverns.
Favorite movie with dragons in it?
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Talk about the weather!
Email from Travelling Wizard: Josh made a mistake about who is working on updating old spells to ED4.
Email from Leamon: Story about Death’s Sea.
Email from Lee: Suggestion to announce upcoming topics in advance to prompt questions.
“Steel Trap” and “Sewer Grate” memory
Shaman Spells.
Shaman talent progression is covered in Episode 56!
Shaman spell design incorporates some of the lessons learned from the other magician Disciplines.
Pack and Spirit keywords.
Shaman spell list in ED4 is unique to the Discipline, not cobbled from other spell lists as in previous editions.
Discussion of First Circle Shaman spells.
Mixture of original spells and spells imported from other magician lists from previous editions.
Priority list for Circle 1 spells.
Discussion of Second Circle Shaman spells.
Comment on binding spells and their negative consequences when ended.
Priority list for Circle 2 spells.
Link to Morgan’s presentation on the upcoming magic book, Deeper Secrets: https://youtu.be/XnLxO9ITXbw
Check out the Aetherstream: Interceptor Kickstarter: https://www.kickstarter.com/projects/fasagames/interceptor-0
Email: edsgpodcast@gmail.com
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
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Get product information, developer blogs, and more at www.fasagames.com
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Episode 73 is a grab bag of optional rules!
Piecemeal Armor
First appeared in the first edition book Denizens Volume 2
Attempt to simulate making a full suit out of fragments of different types of armor for style purposes.
Could be used in relation to using hit locations, but that’s not an aspect of the standard Earthdawn rules.
Chain Casting
Developed in ED4 to offer guidelines for magicians keeping spells active over multiple castings or extended durations.
Makes some assumptions to limit rolling dice and interfering with gameplay flow.
Combat Training for mounts and animal companions.
Considered a certain number of “trick” slots from Animal Training.
Based on base creature tier plus ranks of Willful.
Raising “free” talent ranks.
Way of reflecting more of the setting realities into the mechanics.
ED4 makes some assumptions and trades simulation in favor of reducing the perception of “wasting” Legend Points.
Talent Crisis
Mechanical teeth for a roleplaying concept introduced in ED1 The Adept’s Way.
If an adept does not behave in line with their philosophical taboos and strictures, the magic is weaker or may not work at all.
Should not be used as a cudgel by GMs to enforce “one true way” Discipline philosophies.
Training Pledges and Ghost Masters
Alternate advancement method from simply paying silver to a trainer.
More mystical, leans into idea of a Discipline as a mystery cult or tradition passed from master to student through the generations.
Possible stronger role-playing bond with a long-term NPC, other story potential.
Potential drawbacks of the oath and its components.
Ghost Master ritual is similar just uses a long-dead master of the Discipline.
Often used for higher tier–Warden and Master–advancement.
Very flavorful and appropriate for the setting but has its weaknesses.
Discussion of change for Ghost Master Ritual from talent to knack for ED4.
Dragons are planned for Episode 75! Get your questions in!
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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Follow-ups from Episode 71: Reviews and ratings depend on what the individual platform allows!
Lou Prosperi comments on Josh’s commentary about Landis.
Email from Edward: T’skrang physiology and sexual dimorphism.
Praise and thank yous.
Earthdawn soundtrack.
Urupa book?
Email from Nils: Magicians taking additional matrix options beyond the one listed?
Discussion of First Circle Illusionist spells
Illusionist Discipline discussion is in Episode 34, going more broadly into illusion spell rules.
Assuring Touch is underrated.
Discussion of Figment status for Cloak and Unseen Voices.
Josh finds “Fun With Doors” frustrating.
Brief discussion of reason behind allowing some spells to share matrices.
Second Circle Illusionist spells.
Discussion of Needles, the windling Illusionist from Legends of Earthdawn.
Email: edsgpodcast@gmail.com
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Earthdawn West Marches
Email from Insaniac99: Ideas for questors of Garlen going too far, whether healer or protector.
Sidebar about movies related to overprotective parents.
Geographic Exploration: Cara Fahd
Cara Fahd has everything! Variety of terrain types to cover many different campaigns.
Josh bursts a bubble by talking about things you can’t do in Cara Fahd.
Areas near Cara Fahd and what they can offer.
Sidebar about Landis and its lack of development details.
Internal border fuzziness between the ork carads.
Discussion of Cara Fahd’s dearth of Elemental Wood.
Cara Fahd is a new nation, dust is still settling.
Campaign Theme: Nation building and what an “ork nation” will look like.
Overview of political conflicts and challenges facing Cara Fahd.
Not just politics! Lots of ruins and “traditional” adventuring scenarios.
Whirlwind tour of cities, towns, and settlements of Cara Fahd.
Zarass and the mysterious ruins in the southern jungle.
Basstown, Kerup, and Freewater.
More threats and dangers in Cara Fahd.
Setting a campaign in the lead-up to the restoral, and the Blades product.
Email: edsgpodcast@gmail.com
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Josh on Twitter: @LoreMerchant
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Earthdawn West Marches
Final entry in our series on Passions and Questors!
Lochost: Passion of Rebellion, Change, and Freedom
Often associated with adventurers, and with games that feature anti-slavery themes.
Symbols: strong winds, uprooted trees, open gates.
Powers: Inspire rebellion, comfort the imprisoned, unlock doors, transform into wind.
Rebellion can be awkward; ideals don’t always live up to reality.
Lochost could be drawn to anybody who is seeking to upset the status quo, even of an egalitarian or progressive society.
Places in Barsaive that could draw Lochost or be a focus for their questors.
Discussing “The Lady of Chains” essay in the Questors book.
Bringing followers and devotees of Lochost into your game.
Devotions available to Questors of Lochost.
Vestrial: Passion of Manipulation and Deceit
Trickster before the Scourge, not as drastic a change as other Mad Passions.
Inspiration from other mythological tricksters: Coyote, Loki, Anansi.
Focus shifted from trickery as a way of conveying moral lessons to secrets for secret’s sake, or holding power over others.
Is Vestrial actually Mad, or just playing a long con?
Powers: To confuse or beguile with lies, learn someone’s secret desires, travel to anywhere somebody has said a lie.
Pop culture reference: Nick Fury
Player characters as followers of Vestrial.
Discussion of essay “Vestrial Revealed” and self-justification for following a Mad Passion.
Devotions available to Questors of Vestrial.
Lots of overlap with talents and knacks available to Thief adepts.
Looking back at the Passions series and lessons learned.
Check out the Questors book!
Rate and review at your podcast place of choice!
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Episode 69. Nice.
Shipments from Empty Thrones have been showing up in people’s mailboxes in the US and overseas!
Email from Leamon: Thanks and talking about group Names.
Email from K Scott Rowe: Flame Weapon on missile weapons or shields?
Purify other elements?
Email from Clare: Windling racial astral sight and taking a Discipline that gets astral sight as a talent?
Review of First and Second Circle Nethermancer spells from the Player’s Guide.
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We took a week off from our regular recording due to life issues, but Dan brings us another special episode.
From The Book of Exploration:
A Plea for Help
The Fountain Parchment
Masquerade of Death’s Dreams
Carrul and the Therans
And from Legends of Earthdawn:
The Book of Scales
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Part Five of our series on Passions and Questors
Passions to the extreme: Briefly revisiting Garlen and Dis
Mynbruje: Passion of Justice, Compassion, Empathy, and Truth
To the extreme: Batman, Judge Dredd
Role of justice in society, breaking or fracturing the social contract.
Justice versus Law
Compassion and nuance; the role of society to provide for members of that society.
Powers: Read minds, ease suffering, perceive obscure clues, travel thoughts from Namegiver to Namegiver.
Roles: Demonstrators, lawyers, journalists, judges, negotiators, counselors, diplomats.
Example: King Solomon; wisdom and understanding.
Often overlooked as a patron of adventurers in their role as troubleshooters and reinforcers of (positive) social order.
Strong associations with Scout, Archer, Troubadour, and Weaponsmith Disciplines due to strong perceptive or community elements.
Discussion devotions and powers provided to Questors of Mynbruje.
Questors and followers of Mynbruje in the game.
Thystonius: Passion of Physical Conflict and Valor
Not a war god
Thystonius versus Floranuus
Elements: Weapons, armor, banners, battlefields
Again, NOT A WAR GOD
Powers: Increased battle prowess, strength, overcoming pain, travel to site of physical conflict.
To the extreme: Treating Thystonius as a “war god”; unsportsmanlike conflict and the “little league parent”, Imperialism
Discussion of devotions and powers provided to Questors of Thystonius.
Questors and followers of Thystonius in the game.
Don’t be afraid to look for subtlety or nuance in Thystonius’s ideals.
Passions don’t play politics, but their questors might.
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Books from the Kickstarters in 2020 should be on their way to backers very soon!
Email from Brian: Wizard Fifth Circle Karma ability and how it interacts with their spell utility.
Clever uses of the Rope Ladder spell.
Illusion spells and removing potential targets with extra threads.
Email from Leamon: Airships and Karma Rituals in kaers during the Scourge.
Josh sidebars about division between in-setting narrative and game mechanics.
Construction of the Earthdawn in Throal.
Other Windling weapon options?
Support for Foundry Virtual Tabletop?
Sidebar about the Steps Character Sheet
http://www.secondstep.dk/Steps/
Discussion of First and Second Circle Elementalist Spells
Includes discussion of utility spells and the GM’s responsibility for giving the character opportunities to use them.
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Part Four of our series on Passions and Questors
Garlen: Patron of Hearth and Healing.
Very popular, easy to work into a game.
Questors often have Alchemy, Physician, or Medicine to supplement.
Hearth and Home aspects often overlooked, defenders and protectors. Not just healers!
Powers: Heal the wounded, comfort the frightened, travel to any home at a moment’s notice.
Discussing the Garlen essay in the Questors book (which Dan wrote)
Acts of devotion
Devotions and powers available to questors of Garlen
Many powers relating to and powered by Recovery Tests
Non-adept questors of Garlen as Player Characters
Dis: Mad Passion of confusion, slavery, and unnecessary work.
Association with slavery can make them easy to bring in as an antagonist force.
Rules and regulations for their own sake rather than the good of society.
References to classic Asterix comic/cartoon, movie Office Space
Wage slavery, lives broken and ruined in the heartless gears of society
Powers: Confusion, obedience
Discussing the Dis essay in questors; operational depression.
Devotees of Dis and engaging the Passion’s ideals with player characters.
Symbolic chains
Devotions and powers available to questors of Dis
Dis as a dark mirror of Upandal
Many powers relating to mental domination and control
Questors of Dis as antagonists; often operates with a network of compelled but innocent followers.
They present social and mental obstacles rather than physical.
Following Dis as a player character.
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Email from Kendall: Kudos and comments about Sky Raider followers of Floranuus.
Email from Sebastian: Magic use by dragons and Horrors?
Where do spells known by Horrors and dragons come from?
Email from Bryan: Questor Devotion abilities?
Email from Riley: Undead association with Dis instead of Raggok?
Email from Joel: Sensing tests with Displace Image?
How obvious is it that somebody is disbelieving a spell?
T’skrang (and other Namegiver) sleeping positions?
Does strain happen before or after action?
Does Avoid Blow break the Claw Frenzy chain?
Using Riposte against missed attacks?
Using the butt end of a spear as a Second Weapon and how that interacts with Forge Weapon.
Using Second Weapon or Second Attack when getting up?
Suggestions for future topics.
Thanks to Kyle for the email with the story about his adventure near Death’s Sea!
Discussion of First and Second Circle Wizard Spells
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Part Three of Passions and Questors
Floranuus: Passion of Revelry, Energy, Motion, and Victory.
The thrill of speed or exhilaration, anything that makes you “feel alive”.
Strong association with the element of fire.
Shares some ideas of classical or mythological sun gods driving across the sky.
Powers include increased stamina, turn depression into exhilaration with a thought.
The antithesis of depression and lethargy.
Not great planners, drive to get up and go, DO something.
Essay highlight: Tying Floranuus to aspects of other Passions.
Floranuus and their aspects in the setting.
Questors of Floranuus: Generally happy, optimistic.
Strong association with windlings, Air Sailors, and Boatmen.
Overview of Devotions available to Questors of Floranuus.
Lots of upbeat social and movement related abilities.
Upandal: Passion of Construction, Building, and Planning.
Associated with order in the sense of following a plan.
Symbols include the hammer, compass, forge, blueprints.
Hephaestus or other smith or craftsman deities.
More practical than Astendar when it comes to crafting or artistic expression.
Powers include making tools quickly, fortify structures, make bridges and towers.
Essay highlight: Two questors debating the Passion’s ideals.
Not just physical engineering: Civil and cultural engineering.
Upandal and their ideals in the setting.
Overview of Devotions available to Questors of Upandal.
Many extended action and group project management powers.
Strong association with dwarfs, Weaponsmiths, and enchanters.
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Most of the recorded streams from FreedoniaCon are available on the FASA Games YouTube Channel.
Email from Riley: Ways of handling magician spell acquisition.
Josh reveals Virag has 44 spells in her grimoire and talks spell scarcity.
Email from Ted: True Ephemeral Bolt and how its secondary effect interacts with other tests.
Email from Lee: Interpretations of Robin Hood and the Sheriff of Nottingham as Disciplines and followers of Passions.
Nethermancers not Necromancers; lack of animate/control undead spells in the core book.
Email from Brian: Guidelines for spell design – effects to be careful with.
Geographic overview: Death’s Sea
According to legend, the Passions imprisoned Death beneath the sea, turning it into molten rock.
The Keys of Death cult
Reasons for characters to visit Death’s Sea: True Fire, unusual components from creatures native to the area, interesting and dangerous terrain.
Possible kaers or abandoned strongholds.
Area surrounding Death’s Sea: Twilight Peaks.
Dead Man’s Gullet and the Scarlet Sea.
Southernmost reaches of Death’s Sea are water.
Mist Swamps: The Great Dragon Aban and the Castle of Assassins of the Hand of Corruption
The Badlands.
Unusual and exotic location for adventures to be set.
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Passions Part Two
Chorrolis: Passion of Wealth, Trade, Envy, and Desire
Overlap of aspects and how that is expressed in different Passions.
Even the Passions that aren’t Mad can have toxic or destructive expressions.
Trade and exchange; Throal’s cultural dissemination as an expression of Chorrolis’s ideals.
Symbols and powers of Chorrolis.
Ways to show devotion to Chorrolis.
Not just about raw wealth; trade as a cultural good.
Review of Devotions available to questors of Chorrolis.
Player character questors of Chorrolis.
No strongly aligned Disciplines; Weaponsmiths, Air Sailors, and Boatmen could be peripherally related.
Theme or story ideas relating to Chorrolis.
First Edition Adventure: Desire Box in Parlainth Adventures
Raggok: Mad Passion of Vengeance, Bitterness, and Jealousy.
In some respects, the easiest, most direct of the Mad Passions.
Strongly associated with undead and corruption.
Symbols and markers of Raggok.
Pop culture references: Cask of Amontillado, Count of Monte Cristo.
Review of Devotions available to questors of Raggok.
Reasons for access to Durability.
Another pop culture references: Wormtongue from Lord of the Rings.
Approaches and motivations for a questor of Raggok as an antagonist.
Before they went Mad: Rashomon and how those ideals might be twisted in a Raggok-fueled antagonist.
Scrooge’s bitterness and misandry and Raggok.
Expressing devotion toward Raggok; witting and unwitting.
Pop culture reference: Chronicle (film), Jack the Ripper
Player character devotees of Raggok: Safety Tools like the X-Card, Lines and Veils, etc.
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Into the Weeds: Spell Acquisition
Historical Retrospective: First Edition
Start with PER Step in spell points.
No free or granted spells after creation.
Spells must be acquired through training with mentors, finding in kaers, or looting from dead enemy magicians.
No codified cost in silver, no Legend Point cost.
Second Edition
Starting spells based on WIL Step (possibly to diversify important Attributes at creation for magicians).
On Circle Advancement, 2 times Circle in spell points for free new spells.
Introduced a Legend Point cost for spells, 100 LP times Spell Circle.
Codified silver piece cost for purchasing spells.
Discussion of reason for some ED2 rules changes for spells.
Earthdawn Classic
Returned to starting spells based on PER Step.
One free spell of new Circle on Circle advancement up to Fifth Circle.
Legend Point and silver cost are shifted to Optional Rules, changed some values in those options.
Third Edition
No changes from Earthdawn Classic
Fourth Edition
Removed free spells on Circle advancement, Legend Point cost is now standard rule.
Josh discusses the concerns with spell LP cost hindering character advancement.
GM Advice: Where does a magician learn new spells?
Discipline mentors and trainers, whether as part of Circle advancement or not.
Recovering grimoires from ruins, kaers, or defeated opponents.
The GM should provide spells as rewards for magicians the same way they provide rewards or loot for other Disciplines.
Suggestions for learning about NPC magicians to approach for tutoring.
Common spells might be available in library collections.
Sidebar about magician guilds and their role in the Earthdawn setting.
Josh waxes admiringly about magicians.
Spell creation rules. First Edition had detailed spell creation rules, no plans for that detailed a process in Fourth Edition.
Porting or updating spells from earlier editions to ED4; look to similar spells and set up effects and extra threads based on published material.
Spells don’t always have to cost silver; that is a rough guideline for simple “buying” spell knowledge.
Keep track of mentors and GMCs for future connections and plot development.
GMC magician mentors traveling along with their PC students.
FreedoniaCon panels and seminars have started appearing on the FASA Games YouTube Channel. Looking at what might start being done on the FASA Games Twitch.
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Episode Sixty LIVE from Freedonia Con 2021
Brief look at show stats
Email from Dustin: Thanks for the Astral Sight episode!
Email from Nanander: Impressions provided by astral sight?
Visibility of patterns through materials?
Pattern centerpoints; space the pattern takes up “inside” an item.
Names and ED4 philosophy addressing them.
Email from Lee: Fiction suggestions for astral sight inspiration.
Katherine Kerr’s Deverry Cycle, David Gemmell’s Drenai Series, Raymond Feist’s Riftwar Series
Email from Aaron: Thoughts on astral space and patterns.
Email from Riley: Introducing Passions to new players.
Email from Brian: Followers who aren’t questors displaying their devotion.
Email from Vincent: Handling the modifier for Steps 1 and 2?
Armor penalties reducing Initiative to 0?
Rules variant for armor on Morgan’s blog.
Discussion of comments and questions from the live audience chat.
Bookshelves, Unarmed Combat, Audiobooks, Passions appearing to characters, Harbingers
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Part one of our series on Passions and Questors
Reminder: FreedoniaCon February 19-21
The Passions
Earthdawn’s version of deities.
Questors can work together, but no large-scale formal religious organization.
Passions represent ideals of Namegiver society.
True nature is unclear.
Astendar: Passion of love, art, music, creative arts and inspiration.
Vaguely analogous to Aphrodite, Cupid, Apollo, the Muses.
Strongly associated with Troubadours, Swordmasters.
Devotees can be seen as frivolous, flighty, overly romantic.
Astendar can entrance with music, inspire love, restore youth.
Sidetrack general discussion of questors.
Population of questors and adept questors.
The role of questors in society; connection between the mundane and spiritual.
Introducing or using Astendar in adventures or plot arcs.
Best suited to social/political scenarios and obstacles.
More than love stories—artistic and creative challenges.
Passions don’t necessarily play favorites; Followers and questors of the same Passion can come into conflict.
Questors of Astendar in depth
Brief overview of questor powers and progression.
Devotion Points and acts of devotion to replenish them.
Overview of devotions available to Questors of Astendar.
Brief discussion of non-adept Questor player characters
Jaspree: Passion of growth, care of the land, and love of the wilderness.
Analogous to Gaea, Demeter, Pan, harvest deities.
Not just “nature” but proper stewardship of the land.
Strong association with Beastmaster, Shaman, and Cavalryman Disciplines.
Gardener, famer, herdsman.
Jaspree in adventures and story arcs.
Followers of a “positive” or not-Mad Passion as antagonists.
Overview of devotions available to Questors of Jaspree.
Final thoughts on using Passions in your game.
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Email Questions and Blood Wood
Email from Matthew: Steps Desktop Version
Email from Brandon: Comments and question on Forge Weapon
Why was Ukraine chosen as the setting for Barsaive?
Josh discovers ED4 doesn’t have Improve Blade/Weapon
Anonymous Email: Upcoming episode on the Passions?
Favorite adventures for new groups?
Managing crunchiness of the Step Dice? Rules lite options?
Blood Wood
It is a fascinating and unique setting but can be difficult for a standard campaign to interact with.
The “Cavalryman” of the setting; games with it can often end up revolving around the Wood.
Not to be taken lightly. Creepy, and everything screams “Go away!”
Geographic survey of the Wood
Eidolon: Fortress at the confluence of the Serpent and Mothingale Rivers.
Joint venture between Blood Wood and House Syrtis to forestall Ishkarat aggression.
Trenevar is the “market town” on the Mothingale, most accessible location in the Wood.
Low population density, only about 60k elves in 600 square miles.
Pop culture references: Mirkwood and the Old Forest from Lord of the Rings. “Stanley Kubrick’s The Shining on the Forest Moon of Endor.”
The Southern Fringe: More populated and cultivated than other regions.
The Western Border: More isolated, heavy magical defenses protecting the border from Iopos and their allies the Firescale moot.
Northern Reaches: Most sparsely populated, not quite as heavily patrolled because of how far it is from Barsaive.
May be easiest to sneak in this way, though it would take a long time to get there.
Goro’imri: The settlement of dissidents and outsiders.
Grove of Thorns: Blood Wood’s War College
Elf Queen’s Palace and the Ranelles
Josh can’t help but talk about Alachia.
The Forest’s Heart: The most dangerous region. The rot at the heart of the apple. Nobody is allowed in.
More discussion about Alachia.
Hazards and obstacles in the Wood.
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Astral Sight and Astral Sensing
Questions from Dustin
Does a character directly perceiving astral space see native astral entities as imprints or in their full appearance?
Does a character using Astral Sight see the imprints of astral entities present in astral space?
Tangent into astral perception translating information about magical energy into stimuli the Namegiver can understand. It is not necessarily limited to sight.
Astral Sight as a way for visually impaired characters to navigate the world.
Can the patterns of purely astral entities be studied in the same way as patterns of physical objects?
What does astral sensing perceive when it comes to dual-natured Horrors?
Question from K Scott
How can you tell a person/place/thing is tainted or corrupted? Can you just astrally perceive the target?
Questions from Brian
Lifesight and the Shaman spell Lifesense
After consultation with Morgan, should behave like the Wizard spell Astral Sense, with the GM requiring new tests when appropriate.
Can you use Astral Sight (or Lifesight) separately while the related spell is active?
Can the user make a new Astral Sight test when they are aware of a poor initial result?
Tangent into Josh’s general approach to astral sight. Providing mood and atmosphere, providing clues or information during an investigation.
Describing what astral space and astral imprints look like.
Question from Lee: Can Astral Sight provide insight into a subject’s emotional state?
Question from Shane: Visual consistency of portraying astral space in published books?
Ideas and suggestions for imagery and sensations to use when describing patterns and imprints.
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Discipline Review: Shaman
Anthropological background on the term
Some thoughts on the problematic origins and use of “shaman”
Goals of the Fourth Edition rework of the Shaman Discipline
The in-character essay
Shaman as Earthdawn’s take on the “druid” archetype
Karma Ritual
Artisan Skills
Half-Magic Abilities
“Fetishes” as set dressing for spellcasting
Novice Tier Discipline Talents and abilities
Novice Tier Talent Options
Journeyman Tier Discipline Talents and abilities
Journeyman Tier Talent Options
Warden Tier Discipline Talents and abilities
Warden Tier Talent Options
Master Discipline Talents and abilities
Master Discipline Talent Options
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We will soon be doing an episode focused on Astral Sight and astral perception. Get your questions in!
Episode Fifty-Five: Airships
Pop Culture References: Firefly, Red Dwarf, Star Trek, Killjoys, Battlestar Galactica, The Orville, Farscape
Wooden Airships
Airboat: Smallest airship, small capacity, short range. Flying rowboat.
Drakkar: “Longship”, scout or patrol vessel. Common among highland troll raiders.
Most common vessel that a PC group would have.
Owning an airship would have ongoing costs, not just a purchase price.
Style and design of airships as a campaign aspect.
Galley: Merchant or military vessels. Travels between major population centers.
Faster than a traditional caravan, but limited cargo space.
Galleon: Largest Barsaivian airship. Limited number. Flagships of naval forces.
Stone Airships
Vedette: Equivalent to the drakkar. Transport, scouting, elemental mining.
Kila: Flying fortress. Display of Theran might. Gunship or carrier equivalent. Primary focus of Theran naval forces.
Theran airships in adventures.
Behemoth: Flying city. Rare and powerful. When it shows up, things are serious.
Behemoths are a campaign-shaping display of Theran power. The “Death Star” of the setting.
Refer to supplement Prelude to War for info on the behemoth.
Ghost ships: Any kind of airship that has befallen a disaster or problem; can be the focus of an adventure.
Ships as characters; drama and story potential of airship crew.
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As mentioned in Episode 54, this week Dan brings you another reading from Legends of Earthdawn, Volume One.
The Love of Tonlaa and Enard
Justice of Horrors
The Heart of Heroes
The Horror Storm
The Brightest Star in the Sky
The Pipes of Wrongness
New Sun in a New Sky
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Happy New Year! Welcome to year two.
Emails and Forge Weapon
Email from Matthew: Condolences and praise for Dan’s Legends Readings
Email from Brian: Strengths of alternate mounts for Cavalryman adepts
Forge Blade/Weapon
Six different variants of the talent (depending how you count)
First Edition overview
Adept’s Way Addendum
Introduces cap to bonus equal to base weapon damage.
Introduces more difficult DNs for use on thread items.
Two consequences of these changes: Starts balance difficulties of mundane weapons versus thread weapons.
Permanent bonus also warps the setting in certain ways.
Second Edition Overview
Introduced time limit bonus lasts.
Discussion of consequences and issues.
Classic Edition Overview
Lots of heavy lifting, covering crafting in addition to damage bonuses.
Discussion of consequences and issues.
Lots of fiddly (and extraneous) behind-the-scenes math and edge-case exceptions.
Reminder: Changes were attempts to address issues each development team had with talent balance.
Third Edition Overview
Discussion of consequences and issues.
Fourth Edition Overview
Design process to address different issues and consequences.
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Brief recording hiatus for the holidays. We’ll be back next week. For now, enjoy more entries from Legends of Earthdawn Volume 1, and we hope you have a happy new year!
Astendar’s Devotion
Lyllaria’s Mirror
The Dance of Korrencia
The Fire Pool
Lisar’s Wondrous Pack of Tales
The Nameless Lad
The Lost Dream of Wyrm Wood
How Lor’jak Bonetusk Found His Passion
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Happy holidays! In honor of the season, and with the kind permission of Critshow producer Rev, we bring you the Earthdawn one-shot Josh ran for the cast this past spring.
If you like what you hear, check them out at thecritshowpodcast.com
Happy holidays! In honor of the season, and with the kind permission of Critshow producer Rev, we bring you the Earthdawn one-shot Josh ran for the cast this past spring.
If you like what you hear, check them out at thecritshowpodcast.com
Happy holidays! In honor of the season, and with the kind permission of Critshow producer Rev, we bring you the Earthdawn one-shot Josh ran for the cast this past spring.
If you like what you hear, check them out at thecritshowpodcast.com
Happy holidays! In honor of the season, and with the kind permission of Critshow producer Rev, we bring you the Earthdawn one-shot Josh ran for the cast this past spring.
If you like what you hear, check them out at thecritshowpodcast.com
Happy holidays! In honor of the season, and with the kind permission of Critshow producer Rev, we bring you the Earthdawn one-shot Josh ran for the cast this past spring.
If you like what you hear, check them out at thecritshowpodcast.com
This one is episode Fifty-Three.
Ship rules and Josh’s design goals for Fourth Edition.
Link to the blog post about chase rules.
There’s more to water travel than t’skrang riverboats.
Canoes, rowboats, and sailboats.
Overland travel may encounter rivers or lakes that provide an obstacle.
Josh describes canoe design and overland transport.
Rowboats and sailboats tend to be used more locally
Canal boats and the Floating City
Barges
Josh wanders into a sidebar about the classic Sierra game Gold Rush (which does feature water travel)
Ferries and the ferryman as an important NPC
The Scavians and their barge villages
T’skrang riverboat design (with a brief discourse on keels)
Lots of waterways in Barsaive with the Serpent River and its tributaries.
Larger populations along waterways.
Advantages of riverboats versus airships.
Riverboats in adventures.
Perilous Tides (by The Critshow) uses Rapscallion from Magpie Games.
Pop culture sources for inspiration.
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We’re back from our hiatus with an email episode. Thank you for your patience.
Remembering Mary Harrison
Email from Lee: Suggestions about spirit desires and goals.
First Email from Shane: Mounted path for other Disciplines?
Tips on crossing to a new edition?
Second Email from Shane: Name variation in Earthdawn and monocultures.
Email from Jesse: Momentum attack once per round.
SETTING DEEP SECRET SPOILERS
Email from Maciej: Orichalcum deposit under Vivane, magic level stability, and elemental clocks.
Voice message from Tristan
You can leave a voice message, too!
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Regular episodes should resume next week. In the meantime, enjoy some more readings from Legends of Earthdawn Volume One.
The Questor and the Magician
Ciarra Shy-Ru
Parliament of Mermaids
T’selas Vriimon and the Vyrkanogen
The King Who Ruled the Passions
The Way of the Beasts
The Grass Bridge
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As mentioned in our social media feeds, regular episodes are on a short hiatus as real life has disrupted the normal production flow. To sate your boundless appetite for content (and to keep the feed from going totally silent), Dan has recorded audio versions of seven legends from the "Legends of Earthdawn" supplement, originally published in 1995.
The legends include:
The Passion's Dance
The Bloody Coin
The Bravery of Nelsen Long-Ears
How Thystonius Gave Us His Spear
Baby, Baby, Anointed in Sand
Valvidius, King of Thieves
The Shacked Feet of Friendship
Thank you for your patience and understanding.
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E-mail episode!
Correction: Body Control does have a bonus equal to the one-handed size total for the adept using the talent.
Email from Nick: Why does training require time?
Email from Matt: Suggestions for the mostly-windling group.
Email from Chainwolf: Raising Thread Weaving for a second non-magician Discipline.
Motivations for spirits?
Email from Scott: Windling astral sight and strain?
Email from Riley: Attributes in 4th edition development?
Email from Dustin: Poison timing and related durations.
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Episode Fifty with special guest Kyle Pritchard
Potential spoilers within!
Empty Thrones
Five story arcs featuring Iopos, Jerris, Freewater, Daiche
Journeyman tier challenges.
Covers about a year of in-setting time.
Differences in approaching Empty Thrones compared to Legends of Barsaive
Where did the “big idea” come from?
An idea that didn’t make the cut.
Lots of NPCs
Kyle’s feelings on working in the sandbox.
References a lot of previous material.
Logistics of standalone arcs versus interconnected story.
Inspiration for where the stories come from.
Favorite NPCs or items?
Player character choices and challenges?
Theme of power and what happens with shifting power or power vacuum.
Kyle talks about his favorite (and least favorite) bits to work on.
How long did it take from concept to execution?
Choices for adventure and section titles.
Game information chapter includes a lot of helpful stuff.
The fate of Aardelea is in the book!
Final thoughts.
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Episode 49!
The Gauntlet Discipline
Design background
Different approach to close combat
Original flavor Purifier broken up into different themes
In the lore originated with obsidimen
Slow, deliberate bruiser.
Unstoppable force and immovable object.
Pop culture: Juggernaut, Ben Grimm
“Living weapons”
Unarmed combat focused, but not in the D&D Monk style
Important Attributes
Karma Ritual
Example Artisan Skills
Focus is a strong core theme
Novice Tier Abilities and Discipline Talents
Correction: Body Control does provide a bonus to the damage step equal to the character’s one-hand weapon size.
Deliberate Assault to enhance attacks
Secondary theme of resilience and defense.
Discussion of early fighting style for Gauntlets
Novice Tier Talent Options
Journeyman Tier Abilities and Discipline Talents
Journeyman Tier Talent Options
Warden Tier Abilities and Discipline Talents
Warden Tier Talent Options
Master Tier Abilities and Discipline Talents
Master Tier Talent Options
Final Thoughts
Good choice for veterans looking to try something new
Available in Mystic Paths
Next week: Episode 50 with special guest Kyle Pritchard
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Talent Knacks
Special use cases or enhanced uses for magical talents.
May substitute a new effect.
Special maneuvers for using a knack.
Access to skills or other abilities related to the talent.
Some knacks can be purchased and advanced as a skill.
Can spend Karma on talent knacks, it is still a talent test.
Knacks cannot be learned for talents known under Versatility.
Must have the associated talent at a certain rank in order to learn.
Cost Legend Points equal to the Novice-tier cost of the minimum Rank the knack is available at.
Some knacks have additional restrictions the character must meet, but only one if there are multiple restrictions.
Most commonly learned from a trainer while advancing Circle.
Possible to develop knacks without a trainer, but no hard rules.
Can only use one knack per use of a talent unless otherwise noted.
Game stats for knack take precedence over normal talent characteristics.
Enchanting knacks allow adepts to create magical items.
Discussion of some low rank knacks.
Poisons, Diseases, Traps, and Curses
Step, Duration, Onset, and Interval.
Damage, debilitating and paralytic effects.
Resisting poison and disease.
Traps have Detection DN, Initiative, Disarm DN, Trigger, and Effect
Curses impose a penalty of some sort to tests.
Come in minor, major, and Horror flavors.
Empty Thrones PDF is available!
Upcoming special episode with Kyle about the new book!
Legends of Barsaive Volume 1
Champions Challenge Volume 1
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Travar: The Merchant City
Gushing about the map
Travar is an old city
The Road Wardens and their role
The Travar citadel and the Scourge
The Water Rebellion and how its significance
A brief sidebar on world building and themes
Animals and the Hounds of Travar
Air Sailors and airships
The experience of entering Travar
The number and significance of the number five
The districts: Old Town, Industrial Divide, Commercial Divide, Riverside, Great Divide, South Valley Divide
A lot of politics, factions, personalities, and relationships
The Magistrates, the Founding, and the Arena
The advantage of a large pool of resident adepts
Outside Travar: The Badlands
Tensions with House K’tenshin
Other stuff to do in and around Travar
Great addition to the setting, strong hub location to base a game from.
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Email from Doomzy: Naming conventions for characters in the setting?
Email from Ste: reNaming and passing on a title or name?
Email from Matty: T’skrang and the Saurids from 1879?
Email from Graham: Handling a group of five windlings and a troll?
Multiple Disciplines
A disclaimer about assumptions.
Should consider philosophical compatibility and character personality.
Josh discusses multi-Discipline consideration for Virag from the Legends of Earthdawn game.
Discussion of likely incompatible combinations as examples.
Air Sailor and Sky Raider
Weaponsmith and Thief
Cavalryman and Sky Raider or Air Sailor
Archer and Swordmaster
Josh makes a good case for Weaponsmith and Archer
(Josh misspeaks and says Archer/Swordmaster in his discussion.)
Swordmaster and Thief
Josh argues that Thief is a tough second Discipline
Some likely unconsidered but good combinations
Beastmaster and Cavalryman or Warrior
Beastmaster and Scout
The order you learn Disciplines can make a notable difference
Magician combinations
Elementalist and Weaponsmith
Cost of learning spells can make it more difficult
Expanded questor and path rules reduce the need for multiple Disciplines
Check out The Adept’s Way from first edition for more insight into combinations.
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One year of the Survival Guide.
Spirits and Summoning
Four Types of Spirits
A goal in ED4 was to try and make spirits more than just a stat block.
Spirits are not common, but not unusual.
Example spirits in the GM Guide show variety.
Inspiration taken from Werewolf and Mage games from White Wolf.
Try to see spirits as more than a tool for summoners. Make them denizens of the setting.
Lower Strength Rating spirits are simpler and more “archetypal”.
Spirits have their own goals and motivations that may not make logical sense.
Ally spirits: Often “Spirits of Man”, but also could be other strange astral fauna.
Beast spirits: “Spirits of Nature”, animals, wild places.
Elementals: Connected to one of the five elements, often focus on strengthening their element.
Insect spirits, or Invae: Goal is usually to expand the hive. Possess and transform people.
Horrors are astral entities, but NOT spirits.
Tasked spirits: A spirit called up by a talent or spell to serve a specific function.
Strength Rating is a guide for how relatively powerful a spirit is. Modifies a spirit’s base game statistics.
Named spirits are more powerful and harder to control.
Might get a Name from their summoner, or develop one on their own.
Spirits can have a diverse array of powers, including access to spells and talents.
Spirits should be characters
Summoning
Ritual process, intentionally designed not to be quick.
Generic summoning, if not handled carefully, can overshadow other characters due to the variety of powers the spirit can bring to bear.
For each success on the Summon test, the spirit stays for one hour.
Spirit Talk or Elemental Tongues determines which powers the spirit will use.
Contest of Wills: Forcing the spirit to do what you want.
Banishing: Sending a spirit back to its native realm.
Failed summoning can cause damage like raw magic.
GM Advice: Look at the examples and the variety possible for spirits.
If you have summoners in your group, look at bringing spirits into your story before they get the summon talent.
Similar concerns to Beastmaster animal companions or Cavalryman mounts with regard to group balance and spotlight time.
Players: Some planning and preparation is using spirits.
Work with GM to develop a spirit you work with frequently.
Weird sidebar question about Sorcerous Apprentice.
Winternight Trilogy by Katherine Arden.
Take inspiration from legend and folklore, especially from other cultures.
Spirited Away (or Princess Mononoke) by Miyazaki
Once again: Look at spirits as characters.
Potential source of plot hooks, key knowledge.
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The Scout Discipline
The Spy and the Wolf by Dakota Wind
The Scout is the vanguard, the tracker, the ranger.
Original Adept’s Way essay talks about the Scout’s oneness with their environment.
Not limited to the wilderness, the Scout can be equally at home in towns and cities.
Important Attributes: Dexterity and Perception.
Karma Ritual Discussion
Artisan Skill Suggestions
Hobo codes and trail markers
Half-Magic Abilities
Pop Culture References: Aragorn/Strider, Katniss Everdeen
Free Talent: Navigation
Specialist Durability
Can fight but not generally a high damage combatant.
Novice Tier Discipline abilities and talents.
Pop culture reference: Aloy from Horizon Zero Dawn
Novice Tier Talent Options.
Character style developed through options.
Combat development: Melee vs Missile.
Journeyman Tier Discipline abilities and talents.
Continuing the themes of perception and survival.
Journeyman Tier Talent Options.
Some thematic overlap with Beastmaster and Thief.
Lesser overlap with Archer and Swordmaster.
Pop culture reference: Recon platoon from Heartbreak Ridge.
Western movies and television.
Scout can be a Jack-of-all-Trades to fill in the gaps of an adventuring group.
Earthdawn’s version of the “Ranger” archetype.
Weak against social obstacles.
Great support Discipline
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Josh’s day gig has been a bear recently, so it’s another e-mail episode!
Email from Scott: Is Shield Bash compatible with Second Weapon or Second Attack?
Link to the Official Earthdawn Errata Document.
Email from Corey: Correction on Teal’c from Stargate SG-1.
Correction on member of a group pattern dying.
Limit on number of permanent threads.
Masks are great.
Official support for community-created content?
Email from Joe: Support for actual play podcasts or streams on the Discord?
Allowing use of official logos and art for the same?
Dev team engagement with chat in streams?
Giveaways to promote or support podcasts or streams?
Coordination with casters to promote upcoming new material?
Back our Kickstarters to get early access to books!
Email from Matthew: Suggestions for subjects to address in the show.
Metaplot, Second/Sixth World, Legends, Namegivers outside Barsaive, Living Legend Cults, Lands Beyond the Theran Empire
Email from Shane: Changing Cavalryman to be equally useful off their mount as on it?
Email from Aaron: Second Discipline versus Paths?
Anniversary suggestion: Live Q&A with developers?
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Don’t listen to Dan. It’s okay if this is your first episode.
Email from Rob: Spirit Talk talent. Errata about Ally and Beast spirits.
Email from Vince: Spell creation mechanics and why there are no plans for it in ED4.
Number of threads versus narrative casting complexity?
Reducing Wound Threshold as a Nethermancer spell effect?
Email from Steven: Illusion buff targets not being aware of spell being an illusion?
Email from Sedgewick: Weaponsmith picking up Sky Raider as additional Discipline?
Email from Ken: Question about Shield Drive and knack effect overriding talent effect.
Email from Shannon: Having Lou Prosperi on the show?
Earthdawn sponsored streaming or podcasts?
Email from Ste: Favorite characters or scenes from our games?
Josh tells a story of his first longe term campaign.
Dan talks about a couple of his characters.
Email from Shannon: Standing an Earthdawn game from scratch?
Josh’s first piece of advice: Don’t worry so much about getting the mountains of lore down!
Session Zero: Get the group together and go through the Namegiver and Discipline options, see what captures your imagination or excites them.
Start small: Still sealed or recently opened kaer. Establish a difficult but achievable goal for the first story arc.
Research lore and background in the areas most relevant to those early themes.
Encourage players to develop mastery of their character’s abilities and powers to help shoulder some of the mechanical burden.
Crib shamelessly from other fantasy rpg material, recast for Earthdawn.
Dan suggests random tables as inspiration for adventures.
Let players explore their characters before jumping into major arcs.
Allow players to rework their characters if they aren’t happy with choices.
Reach out to the community for advice or suggestions.
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Third time is the charm!
Sky Raiders
“Ruthless pirates”
Sky Raider vs. Air Sailor
Crystal Raider vs. Theran Empire
Important Attributes
Conceptually the aggressive, “barbarian-style” fighter
Karma Ritual discussion
Artisan Skills
Combat Discipline, high Durability and no free talents.
Novice Tier Discipline talent discussion.
Focus on themes of combat, aggression, and endurance.
Sidebar about Knockdown tests and Wound Balance.
Novice Tier Talent Option discussion.
Journeyman Tier abilities and Discipline talent discussion.
Continued focus on Discipline themes.
Journeyman Tier talent option discussion.
Some leadership ability available for captains or officers.
Why are Air Sailing and Wind Catcher options and not Discipline talents?
A couple pop culture references.
Tactically an easier combat Discipline than Warrior.
Obsidimen and Windlings may have difficulty as Sky Raiders.
Quarterly FASA Games Newsletter.
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There were technical difficulties getting out next episodes together. We know you want your weekly Earthdawn fix, so here's the audio from the FASA Games Panel at Orichaclum 2020.
Join Andi, Don, James, Josh, Karol, Kyle, Michael, and Morgan as they answer questions, talk about upcoming projects, and generally discuss Earthdawn.
Episode Forty!
Any ideas on one-year anniversary special?
Any ideas for spreading the word about Earthdawn?
Email from Lee: Windling Archer and weapon selection?
Link to Fang from the Developer’s Blog
Email from Kogorsi: Swordmaster feedback and Josh gets called out.
Email from Brandon: Magicians not killing?
How soon to provide thread items?
Western gunslingers as inspiration for Swordmasters?
Dual wielding?
Another Email from Lee: True Shot process?
Stopping Aim preventing actions? Timing?
Brief sidebar on Initiative.
Group pattern threads?
Email from Benito: Wood Skin providing Unarmed damage bonus?
Most Earthdawn movie? Casting?
Ghost Master Ritual?
Are t’skrang related to dragons?
Namegiver discussion: Obsidimen
Dan has a lot of obsidiman characters.
Asexual, not necessarily agender or aromantic.
“To learn and appreciate all things.”
Have biological need to eat, sleep, breathe, etc.
Massive beings, half-ton. Like trolls world not often made for them.
No infantile or child-size stage of life.
Often contemplative, unassuming, deliberate, even-tempered.
Nature and trees are often sacred to obsidiman.
Liferocks and obsidiman birth and life.
Ultimate role-playing challenge in Earthdawn.
Discussion of obsidiman attributes.
Dexterity penalty, very large Strength bonus, Toughness bonus.
Slow movement, low Karma.
Limited to living armors.
Obsidimen stand out as one of the more unique aspects of Earthdawn.
Great choice for seasoned players looking for a role-playing challenge.
Champions’ Challenge Kickstarter.
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Nethermancers!
Spooky, unsettling.
Josh plays Virag, a Nethermancer in the Legends of Earthdawn game.
Not Necromancers. An Earthdawn twist on a well-worn archetype.
Focus on denizens of the astral realm and netherworlds.
Karma Ritual example and the symbolic importance of ritual.
Significance and symbolism of bones.
Nethermantic Grimoire “Chain of Skulls”
Half-Magic knowledge coverage and detection of spirits.
Pop culture inspirations for Nethermancers.
Commonly villains in pop culture.
Progression Breakdown
Durability 3 and two free standard matrices.
Novice Discipline Talent discussion.
Frighten is a potent talent and Virag does not use it enough.
Spell synergies with Frighten.
Novice talent options.
Command Nightflyer and more spell synergies.
Possible development lines: spell focus, scholar, survival.
Journeyman tier abilities
Enhanced matrix
Karma to increase spell penalties.
Blood Summon to make ally spirits last longer.
Journeyman Discipline talent discussion.
Journeyman talent options.
Nethermancers as healers or physicians.
Nethermancer style and role-playing tropes.
Follow Virag’s adventures in the Legends of Earthdawn podcast.
Keep in mind presence of ally spirits if you have a Nethermancer in the group.
Make sure you aren’t hindering a Nethermancer too much with in-setting distrust.
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Attitudes and Interaction Tests
Josh addresses social mechanics and roleplaying.
Some Disciplines are socially oriented and should leverage the social system.
History lesson about reaction rolls and morale in past games and shifts in design.
Attitudes and social rules can help reduce the GM’s workload.
Attitudes range from Awestruck to Enemy.
Intended mainly for PC to GMC interactions.
Published adventures as a template or example of using game systems in play.
Making an Impression tests
Cautionary advice about not punishing characters for things you encourage them to do.
Deceit: Exaggeration, Fabrication, Half-Truths
Insight: The counterpart to Deceit
Lean more on letting players roll the appropriate test for their characters and fewer contested rolls unless the stakes are appropriate.
Intimidation
Use Interaction tests to inform role play and vice versa.
Look at the example of play on pages 152-153 of the GM Guide.
Favors
Use favor level as guideline for achieving objectives in social interactions.
Economy of favors to count as automatic or extra success when players do something for a GMC.
Followers: Building a long-term relationship with an NPC.
Actually called “Supporters” and in First Edition Earthdawn Companion starting on page 125.
Attitudes, Interaction Tests, and Favors are NOT mind control.
Example from a problem brought up in the FASA Discord.
Long-term relationships are built on reciprocal favors and positive interactions.
Gamemasters should keep track of GMC Attitudes and Favor status as ongoing grist for the campaign story mill.
Interaction tests with creatures and animals.
Animal companions are more than a “special power” to activate when you need it.
Animal Bond versus Dominate Beast.
Interaction tests with spirits.
Integrating Attitudes and Interactions more deeply into summoning.
Interaction tests with Horrors.
Generally a bad idea. That is how they get their hooks into you.
Unfriendly AT BEST and unlikely to be improved with magic.
Room for both mechanics and free-form role-play in social scenes.
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Follow-up on Beast Form spell email from episode 35
Email from Jesse: Information from an anthropologist about line marriage.
Email from Cory: Using Earthdawn in a home-brew setting?
Long sidebar about setting development and the stumbling blocks of a setting based in the real world.
More from Cory: How hard is it to keep quiet about cool stuff you’re working on?
Suggestion of an episode on astral space and astral sensing.
Question about extra threads in an Enhanced Matrix.
Bonuses to thread weaving from magic items?
Masks
Alter a creature to change its game statistics or powers.
Provides a guide or template for a GM to modify creatures to increase variety and challenge.
Review of the different mask categories and potential uses in your game.
Use masks to foreshadow and thematically tie into adventures.
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A brief mention of listener metrics.
Swordmasters!
No lack of pop-culture references for Swordmasters
But not Jedi
Panache, style, presentation.
Warriors versus Swordmasters
Important Attributes: Charisma and Dexterity
Combat as a dance
Artisan Skills and Half-Magic
Swordmaster schools and styles.
Old dueling manuals.
Princess Bride duel between Inigo and Westley.
Jackie Chan versus Bruce Lee
Not limited to swords!
Combat Discipline Durability
Novice Tier Discipline Talents
Agility-style fighters, lack the endurance and resistance talents of the Warrior.
Maneuver and a sidebar about numerical advantage
Taunt: Penalize opponent to make it harder to hit the Swordmaster
Balanced Social and Physical Defense bonuses.
Riposte, one of the definitive Swordmaster talents.
Avoid Blow OR Riposte
Novice Tier Options
Bladesman, Gallant, or balanced focus.
Slightly more combat choices.
Journeyman Tier abilities and talents
Second Weapon, primary intended style.
Journeyman Talent Options
Slightly more social choices.
No ranged attack options.
Swordmasters using a shield.
Novice versus Journeyman fighting styles.
Defensive bonuses from magic items are important.
Tend to be weak against spells and other Mystic Defense targeting effects.
Swordmasters are great! Good mix of fighting and talking.
Solid option if Troubadour is not as well suited to the campaign.
Strong choice for new players.
Iconic Discipline for a reason.
FASA Games events and appearances.
Last chance on the Empty Thrones Kickstarter!
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Empty Thrones Kickstarter until July 31!
Fragging Unicorn Games Kickstarter Gangs of the Undercity!
Artisan Dice are good people as well!
Josh will be on Seize the GM Podcast!
Email from Chris: Questions and discussion about following multiple Disciplines.
Email from Shannon: Metaplot focus on politics and factions?
Email from Rafael: Beast Form spell and non-magical animals?
Email from Brandon: Feedback and production questions.
Josh pushes back against digs at other systems.
Introducing new players to Earthdawn and RPGs?
Trolls!
“The dual people”
Measures of extremes, very little gray area.
Troll philosophy and culture shaped by their environment.
Balance between frenetic and calm activity; oneness with the moment.
Differences between troll and ork “live in the moment” attitude.
Troll Honor - Racial, Clan, and Personal Honor
Not using honor to be a jerk or disrupt the fun of your fellow players.
Troll traditions of birth, Naming, marriage, and death.
Game statistics; only drawbacks are a minor Perception penalty and low Karma.
Really strong Warrior, Sky Raider, Beastmaster, Swordmaster.
Josh’s second favorite race.
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Don’t forget the Kickstarter for Empty Thrones!
Disregard what Josh said — Uhl will be on the poster.
Illusionists!
Magician Discipline, masters of illusion, deception, and mental magic.
Common perception as pranksters or practical jokers.
Illusion mechanics can be difficult to wrap your head around.
Josh’s Blog post about illusions: https://fasagames.com/earthdawn/practical-magic-illusions/
Important Attributes: Charisma, Perception, Willpower
Karma Ritual leans into the “stage magician”
Brief aside about real-world stage magicians.
Artisan skills.
Knotted handkerchiefs as Illusionist grimoire.
Half-Magic
Durability 3
Novice Tier Talents
An example of Sensing Difficulty and use of False Sight.
Illusionists have more of a Social direction or sub-theme than other magicians.
Some overlap with Thief and Troubadour.
Options can be chosen to potentially “present” as another magician Discipline.
Illusionist can fill the role of a “face man” with their social capability.
A brief word about the Illusionist artwork.
Journeyman Tier Talents.
Glamour Discipline ability.
Power Mask discussion.
Best Multi-Discipline options.
Illusionists suited to more creative, clever, thinking-outside-the-box play.
Good investigators, contrast to Archers.
Illusionist and Archer “buddy cop” concept.
Potential group roles for the Illusionist
Storytime: Rensil and the illusory breakfast.
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Email from Steven: Tips on converting old adventures to 4th Edition?
Email from Matty S: Tips on managing small parties?
Email from Aaron: Obsidiman episode? Known Liferock or brotherhood Names?
Email from Matthew: Combining tail attack and Spellcasting?
Special note: Touch range spells should not require a separate unarmed test.
Email from Kogorsi: Sure on the rules of being an ork?
Facebook feedback about episode prep.
Character Advancement: Places to spend Legend Points
Talent Ranks
Circle Advancement
Discussion of different edition advancement requirements.
Increase Attributes
Increasing Skills
Spells for magicians
Talent Knacks
Permanent Threads (items, group patterns)
Legendary Status
Total and Current Legend.
Renown and Reputation Bonus.
Benefits and drawbacks of fame.
New Kickstarter! Empty Thrones - a campaign story book!
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Bombshell dropped in Earthdawn Webcomic Champion’s Challenge - Uhl is Dead
PDF of Iopos sourcebook is out.
New Kickstarter! Empty Thrones!
Email from Kendall: Namegivers Podcast
Email from K Scott: Magicians who can’t summon spirits?
A sidebar on niche protection, Discipline theme and focus, and design choices.
Group True Patterns.
A deliberately created magical enchantment.
A group of adepts in common cause swear an oath to work together and can gain power from that.
Pop culture example: The Avengers.
Walkthrough example: The Redeemers of Cynoc from Legends of Earthdawn.
Group Name.
Group Symbol.
Individual items to represent each member of the group.
Perform creation ritual and swear blood oath.
The group as a “conceptual” place.
Weaving threads to group pattern and the benefits that can provide.
Oath of Blood Peace.
Obsidimen, blood oaths, and group patterns.
Death of a group member, adding or removing members.
Legend Awards.
Different categories of awards.
Where the numbers on the chart came from.
Josh’s Under the Hood Legend Award blog post.
Legend awards are a pacing mechanic.
Monetary rewards.
Under the Hood Financial Awards blog post
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The Thief Discipline
Language lesson: Josh says “larcenical” is not a word.
Two new Earthdawn actual play podcasts: Namegivers Podcast and Circle of Dawn.
Legends of Earthdawn podcast is back to a more regular release schedule.
Final PDF of Iopos Sourcebook is available, as are preorders for dead tree version.
Origin of Thieves in fantasy gaming.
Thief working with a group; anti-social identity of Garlthik and J’role from The Longing Ring.
Self-reliance versus selfish.
Iconic role of the Thief as trap handler in dungeon/kaer delving style of play.
Important Attributes: Dexterity, Perception, Charisma.
Sample Artisan skills.
Half-magic abilities.
Free Talent: Danger Sense.
Novice Tier Discipline Talents.
Iconic Thief abilities.
Disarm Trap unlocks ability to notice traps with Awareness.
Haggle as negotiation for fencing stolen goods.
Novice Talent Options.
Discussion of Climbing as an option.
All attack talents are options.
Different attack styles for the Thief.
Journeyman Tier Abilities.
Shadowcloak was originally Circle 10 and did basically the same thing.
Journeyman Tier Discipline Talents.
Minor theme of illusion magic enhancing Thief abilities.
Journeyman Talent Options.
The problem of Dead Fall.
Thief concepts: Cat burglar, con artist, high damage striker.
Comparison and coexistence with other Disciplines.
Book recommendation: A Burglar’s Guide to the City
Heist movies. Ocean’s Eleven and sequels.
Leverage as heroic team of different Thief concepts.
Indiana Jones as a kaer-delver Thief.
Racial Thief variations.
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Episode 30!
Email from Jan: Questions about the Servos Jungle and ruins within.
Shorthand for appearance of Barsaivian cultures?
A deep dive into the Passions and theories about them.
Email from Cory: Refund of Legend Points from broken/defunct threads?
Email from Matthew: Obsidiman biological functions?
Orks!
Etymology of the word “orc”.
Folkloric and mythic origins of orks and similar monsters.
“Modern” development of the fantasy genre and fantasy gaming.
Orks as allegory or parallel of racism, especially in Shadowrun.
Problematic descriptions of orks and similarity to racist language.
Earthdawn’s cultural context of orks as slave race and the related real-world minefield.
Approaching perspectives of orks and Cara Fahd in the setting and the appropriate empathy.
Fiery, passionate, shorter-lived people whose culture derives from that nature.
Archetype of the nomadic horsefolk.
Vast majority—like any Namegiver—are just people.
Gahad: A physiological response that drives them to act.
“We are measured by our outlaws.”
Three flavors: City orks, raiders or “Scorchers”, and the “Carads” or traditional tribes.
Gender equality - prominent female ork leaders.
Ork manners and behavior.
Game mechanics: Higher Strength and Toughness, lower Willpower and Charisma.
High Karma - only Windlings are better.
“Ujnort”; “Those who do not understand.”
The ork Cavalryman as a Barsaivian icon.
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Elementalist
The Five Elements: Air, Earth, Fire, Water, Wood.
Important Attributes: Perception and Willpower.
Karma Ritual.
Elementalist as a guardian of the natural balance.
Elemental specialists and the Litany of the Elements
Artisan Skills
Half-Magic
Durability
Free Matrices
Novice Discipline Talents
The seemingly odd choice of Wood Skin
Tougher than other magicians, but still not “front line”
Frequently seen as “combat caster”
The double-edged sword of Fire Heal
Relationship with elemental spirits.
Novice talent options
“Skinning” talents as a way of expressing character’s magic
Journeyman-tier abilities and upgrades.
Journeyman Discipline Talents
Journeyman Talent Options
Flavor paths of wilderness caster, scholar, or combat support.
Pop culture reference - Avatar: The Last Airbender
Elementalist is easiest conceptual grasp for new players.
Stereotypical “blasts” spells are Elementalist
Works nicely with enchanting.
Synergies with Weaponsmith, questor of Jaspree or Garlen
Grove Renewal was the spell Josh couldn’t think of.
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A few words on recent national events.
Intro
Josh walks back his suggestion about Swordmaster Discipline talents.
Email from Kosmit: Will we talk about Kratas?
Email from Brain: Elves and single child families.
Blood Magic
A source of magical power available to everybody.
Possible alternate method of powering kaer defenses.
Why is blood magic not more common?
Bonuses from talent pushing not worth the cost?
Blood magic often an indication that somebody is a “bad guy”.
Blood charms, living armors, group oaths.
Discussion of some specific blood charms.
Blood oaths.
Depatterning (Josh is not a fan)
Creatures
Original location of the encounter balance guidelines
The complexity of managing player characters versus creatures and GM characters.
Special maneuvers and powers.
Tactical complexity without a battle map.
Balancing encounters and opposition that is stronger or weaker than the group.
Boss fights and the drawbacks of the action economy.
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Email bonanza!
From Matthew: New Earthdawn novels?
From Carl: Artisan tests and Horror taint?
From Brian: Past technology in Earthdawn?
Adding another age? Future tech? 1879 and Equinox
From Ted: Silver was the Lone Ranger’s Horse
Pattern item questions: Can you voluntarily unweave a thread?
Horrors and pattern items?
From Joao: Beastmaster and Cavalryman fluff vs crunch.
From Aaron: Momentum Attack as a skill?
Adapting old adventures to Fourth Edition and balancing combat encounters?
From Brandon: Swordmaster two-handed weapons?
Handling downtime in game (especially for players familiar with D&D/Pathfinder)?
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How are you doing?
Troubadours
Dan raves about A Knight’s Tale
Shakespeare
Entertainers, storytellers, actors and songsmiths.
Oral historians and scholars.
THE social Discipline.
Bards versus Troubadours.
Strongly tied into Earthdawn’s theme of legend and history.
Charisma is highest priority.
Karma Ritual as a ritual performance.
Artisan skill as background or interest outside performance.
Anne McCaffrey’s Harper Hall of Pern
Novice Discipline Talents
Free talent: Entertainer
Interaction Tests and their utility in the game
Variety of social talents.
Item History
Novice Talent Options
A couple of combat tricks but Troubadours are not fighters.
Impressive Display
Throwing vs Missile Weapons
Journeyman Abilities: Karma after a social test failure.
Contribute Karma to another character’s test
Journeyman Discipline Talents
More social support and manipulation
Journeyman Talent Options
The complexity of Blade Juggle
The Troubadour options add a little bit of illusion.
Reminder: Troubadours are not fighters.
GM Tip: Make sure you give your Troubadour PCs have their moments to shine.
(Episode 15 has the discussion of social mechanics.)
Troubadours have a significant role in the setting.
Maybe base your character’s performance style on an existing musical style.
Filk
This week’s unsurprising fact: Josh loves Troubadours.
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Email from Spencer: Getting back into Earthdawn and thanks for the podcast!
Email from Rob: Clarifying earlier comment about recorded actual play.
Any plans for the EDSG to talk about the connections with 1879?
Rob will be doing an Earthdawn one-shot for an actual play podcast and will let us know!
Josh’s Soapbox: Metaplot
Focus of the Iopos book on the city and people in it rather than the Deep Lore.
Elven Nations did not go into ancient immortal elf secrets.
The story of the immortals and powerful beings is interesting.
Focus on kings, dragons, and immortals can result in not leaving room for the player characters.
Word of the day: Deprotagonization
Sourcebooks should be gameable, not a novel focused on favored NPCs.
Potential pitfalls of a living setting.
Can’t assume that every game has the same interest in the Deep Lore.
Josh avoids a rant on the obsession with continuity, canonicity, and trivial minutiae.
Only so much space in the book, so choices must be made.
Elves!
Lots of information to take in about them in Earthdawn.
The trouble with elves in RPGs and related backlash.
Elves are people.
The Elven Court and a twist on the cliche.
Tension between Blood Elves and Unprotected Elves.
Lest you forget, Alachia is awesome, but also a garbage person.
Philosophy of the Wheel of Life.
Weaknesses of the Wheel as presented.
Lots of detailed rituals described in the Denizens essay.
Descriptive, not prescriptive.
Elven crafts form as much as function.
Family size and the realities of population sustainability.
The stereotype of long-lived races, patience, and relationship with time.
Number crunching the elf player character.
Combat-type elves should probably focus on defensive talents that lean on their high Dexterity
Good Troubadours and magicians
Fast, agile, middling karma, fragile.
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Cavalryman
Least played Discipline?
Primary issue with Cavalryman: Their mount.
Size and logistics when kaer diving.
Remember though, kaers can be big.
The Cavalryman is great world building.
Josh’s campaign wish list: Cavalry focused game.
Bond between rider and mount.
Pop culture references: Sparhawk and Faran, Phoebus and Achilles, Sleipnir
Karma Ritual
Important Attributes
Half Magic
Starting mount choices
Novice Discipline Talents
Charge Talent
Trick Riding
More Pop Culture References: Brisco County and Comet, Xena and Argo, Lone Ranger and Trigger
Mount enhancing talents.
Morgan has some alternate animal companion material on his blog: http://pandagaminggrove.blogspot.com/2020/04/earthdawn-4e-rules-variant-09-animal.html
Novice Talent Options
Where you define the rider’s style.
Blood Share
Journeyman Discipline Talents
Wheeling Attack
Wheeling Defense
A brief aside about Defense bonuses
Lots of mounted versions of other talents
Journeyman Talent Options
Mounted archery
Spirit Mount
Cool Discipline, it’s a shame the obstacles hinder them appearing more as PCs
Strength of the windling cavalryman
Mounted combat primer page 397 of Player’s Guide
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Iopos: Lair of Deceit Kickstarter
Parlainth
Important in what it represents
Review of Parlainth’s History
Haven: An adventuring boom town
Original boxed set available in PDF
A full campaign setting on its own
Lots of room for GMs to place their stuff
Not fully mapped out on purpose
The Map Wall
Immersive in-character inserts and bits
Laneways and Screaming Fountain
8-episode In depth podcast series from Live From Barsaive
https://lavamonkeygames.com/livefrombarsaive/
Geographic Overview of the City.
Legends of Barsaive adventure series
Classic Adventures
Not just a high-Circle area, but be careful about danger level.
Dan describes his group’s arrival at Parlainth.
Use personalities and factions in Haven to drive adventures.
Old-school dungeon crawl mega-setting… with an Earthdawn twist.
Research and investigation are important. Lack of caution gets you killed.
Strong reinforcement of Earthdawn’s theme of forgotten past.
New Topic: Weapons and Armor
“Living” Armors
Magic weapon and armor discussion will be a later episode
Armor doesn’t change your Defense Rating, it reduces damage dealt.
Armor Defeating Hits and why they changed.
Shields increase Defense Rating not Armor Rating.
Earthdawn doesn’t have hit locations by default.
We talk about hit locations a bit anyway.
Third Edition’s Parry versus Avoid Blow.
Josh is a fan of narrative differences rather than redundant mechanics.
Shattering a shield.
Weapons: No notable changes to basic stats
Josh admits he didn’t look at them clearly.
Quarterstaff discussion.
The illusion of weapon variety and granularity.
Weird armors and more variety.
Not getting into bows and crossbows again.
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Iopos: Lair of Deceit Kickstarter
Email from Brian: PDF tools - Nitro PDF Reader
https://www.gonitro.com/pdf-reader
Email from Rob: Renaming the Weaponsmith?
Putting best practices and advice for online play in the guides?
Recording an actual-play session to complement the books?
Coming soon: An Earthdawn one-shot with the folks from The Critshow
How do new Disciplines come to be?
Email from Aaron: What sourcebooks are must haves?
Tips for keeping players focused on the game?
How to find players online?
The Horrors!
Lovecraftian… but not really.
A chance to bring in weirdness - outside typical ecologies
Physically threatening and possible to wipe PCs.
Should also be emotionally and mentally threatening.
It can be difficult to have some Horrors affect a player character directly.
It’s okay to run some Horrors as bizarre, physically powerful enemies.
Resources and advice on managing mood and horror-genre conceits in RPGs
FATE Horror Toolkit
Nightmares of Mine
Unknown Armies
Delta Green
World/Chronicles of Darkness (especially Changeling: The Lost)
Danse Macabre by Stephen King
Horrors Sourcebook
Call of Cthulhu
H.P. Lovecraft
Edgar Allen Poe
Clive Barker
Effects of the Horrors on the world and setting.
Gauging difficulty of an encounter in the ED4 GM Guide
Horror Karma as a spice, not a main ingredient.
Story arc and campaign-level adversaries.
Horrors in published adventures
Favorite Horrors
Movie Recs: Event Horizon, In the Mouth of Madness, Hellraiser
Kickstarter for Iopos: Lair of Deceit
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Iopos: Lair of Deceit Kickstarter
Episode Twenty-One!
The Warrior Discipline
Soldier, mercenary, “the fighting’ guy”
Important Attributes Dexterity Strength and Toughness
Can fight unarmed but not their strongest role
Karma Ritual
Elements of wuxia, martial artist flavor
Remember the mystical and philosophical resonance required to be an adept
Winning the battle doesn’t always mean killing the enemy
Half-magic
High Durability means lots of health
Novice Discipline Talents
Tiger Spring on its own does not allow Karma on Initiative
Waterfall Slam increases ability to knock down an opponent
Novice Talent Options
Opportunity to define your character’s fighting style
Shield Bash is a damage test
Missile Weapons and Unarmed Combat as options
Journeyman ability Battle Rites
Journeyman Discipline Talents
Journeyman Talent Options
Make your Warrior stand out by taking options in line with their personality and style
Warriors can offer tactical choices that can offer a surprising complexity
The flash of a Warrior is not performative
Lots of room to define style and character
Watch out for strain and manage your resources
Pop Culture: Gladiator, Conan, Xena, Thirteenth Warrior, Vikings
There’s almost always room for a Warrior
Don’t forget the Iopos: Lair of Deceit Kickstarter!
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Iopos: Lair of Deceit Kickstarter
Iopos: Lair of Deceit Kickstarter is live!
Email from Brandon (and his character): More scenarios?
Legends of Barsaive production schedule
PDFs and e-products?
The first adventure.
How long should a first adventure be?
Newer players might need a strong goal or focus to avoid floundering.
Highlight or incorporate Earthdawn’s different and distinctive aspects.
Places to get inspiration for low prep adventure seeds.
How long should a campaign be? As long as it needs to.
The advantages of long-term play in Earthdawn.
Humans!
Earthdawn is one of the earliest games that gave something to humans - Versatility.
Versatility can pose balance problems in dedicated hands.
Humans don’t have a dominant culture like dwarfs or t’skrang.
Discussion of various human sub-groups.
Good examples of how to make humans distinct and interesting.
Flexible and adaptable.
A mechanical drawback of Versatility
The Journeyman adept and Morphism
Average attributes, slight karma advantage
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Iopos: Lair of Deceit Kickstarter
Beastmasters in Depth
Josh often uses them as pre-mades in his demo games!
A “pet class” that can revolve around animal companions.
Potential for added complexity and breaking the action economy.
Inspired at least in part by the eponymous Beastmaster, Dar from film and TV.
Animal companions are independent characters. While the player may roll dice and generally guide their actions, the GM should have veto authority.
Object lesson in animal companion problems: Josh’s wife got a dyre!
Karma Ritual and Important Attributes
Both urban and wilderness, but still trend “feral”.
Half-Magic
No free talent, higher Durability.
Novice Discipline talents.
Unarmed Combat and Claw Shape is their combat style.
Reason for the +3 bonus to Claw Shape.
The awkward status of Dominate Beast.
A character’s Discipline should inform the Narrative expression of their talents.
Novice talent options.
The weaknesses of animal companions in earlier editions.
There is lots of conceptual space for the Beastmaster.
Pet talents are options to avoid forcing people to take pets if they don’t want.
Lots of unique and flavorful options, possible to swap Discipline talents for options.
Enhance Animal Companion as a way of addressing previously mentioned weaknesses.
Sidebar: Not everything is about animal companion combat prowess!
Journeyman special ability: Cat’s Grace
Journeyman Discipline Talents
Animal Talk is a Journeyman talent?
Claw Frenzy buzzsaw of death.
Journeyman talent options.
More pet talents as options.
Beastmasters have higher Charisma, but aren’t really a social Discipline; they lack talents to support it.
Animals don’t deal with artifice, white lies, and social lubrication.
Beastmasters often take after animals and are blunt and forthright.
Special and iconic in the world of Earthdawn.
Decent fighters, but lack as many combat support talents as Warriors or Swordmaster.
GM advice: Beastmasters often don’t need magic weapons, but armor and defensive items are valued.
GM advice: Think of ways to leverage animals and the information that can provide to put the spotlight on the Beastmaster.
GM advice: Reskin the stat block for one animal to make others.
Cave crabs are NOT suitable animal companions.
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Email from Ste: What else might have been lost because of the Scourge?
A brief word about canon “Inspiration, not dictation.”
Differences in the racial population distribution of Barsaive before the Scourge?
What culture lost the most and has the most to regain?
Steel Thought use against blindside or surprise attacks?
Email from Sebastian: Did the dwarfs of Throal intentionally create a world where everybody is good at something?
Email from Ted: Does the Disarm Trap talent work against magical traps?
Places Primer: The Kingdom of Throal
The massive, mile-across Gates
The Grand Bazaar: Barsaive’s mega-mall.
Halls of Throal: Moria, not a mine
Twisting, difficult to navigate, cross-passages between major halls.
Three different neighborhoods: Dahnat, Wedshel, Estates.
Inner Chambers: Heart of the Kingdom
Inner Cities: Conflict between the old and new.
Crysttal Greenhouses and Mines
Bright colors, decoration to liven up plain stone.
One word: Pungent!
Trade guilds. Mucker’s Guild.
Coinage
Almost any game in Barsaive will involve Throal in some capacity.
For more detail, check out the phenomenal Throal sourcebook!
Coming soon: Patterns — send your questions!
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An apology and some useful context.
Email from Matthew: Pronunciation of Floranuus
What’s up with the dwarfs of Scytha?
Anything from LRG’s Barsaive in Chaos that was left?
Discussion of Vivane’s fate in Second versus Fourth Edition
News about the Iopos book?
Email from Arran: Why the change to multi-Discipline cost from first edition?
Josh goes on quite a bit about that one.
Magic Theory: Threads and patterns.
Thread as “basic unit” of energy that can be used to add magical power to something.
Patterns made up of threads and reflect the astral or magical nature of things.
Unique people, places, and things have a True Pattern.
With appropriate knowledge, you can tap into the power of a True Pattern.
Group True Patterns.
Other pattern magic and pattern items.
Pattern items as story maguffin rather than a long-term source of power.
You cannot weave threads to your own pattern items for power.
There is room for weirdness with patterns and threads.
If you have questions, please send questions!
Email: edsgpodcast@gmail.com
Twitter: @EarthdawnG
Josh on Twitter: @mataxes
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Weaponsmiths!
We will avoid the weeds of Forge Weapon
Dan’s first character was a Weaponsmith.
Fills the narrative niche of craftsman or smith, and makes it a playable role.
Crafting systems can be a thing.
Downtime and a brief aside on Josh’s campaign calendar.
Karma Ritual
Half-Magic Ability
Free Talent: Craftsman
Novice Tier Discipline Talents
A historical retrospective on Weapon History
Social character, community leader or respected individual.
Novice Talent Options
Support and defense are important concepts.
Solid, dependable, resilient.
Journeyman Abilities and Discipline Talents
Forge Armor as a counter to Forge Weapon
Spot Armor Flaw (and Josh gets it wrong at first)
Journeyman Talent Options
Continuing the themes of defense, support, and social ability.
Weaponsmiths are likely to be one of the most common adepts normal folk will interact with.
The way a Weaponsmith’s social ability manifests would be different from a Troubadour or other social character.
Perception, Charisma and Willpower are important. Dexterity for more combat angled Weaponsmiths.
Depending on group make-up, can be good front man or party face, or a second to the group leader.
GMs, if there is a Weaponsmith player character, make sure you allow for downtime!
Once again: Defense and support.
Subtle and long-term power, not flashy.
A sidebar about role overlap and how optional talents allow play areas to be covered.
And we didn’t even get into enchanting!
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Email question from Ste: Immortal elves?
Email questions from Joel: Resizing of magic items?
Bluff talent? (With an extensive sidebar about social mechanics)
Crushing Blow versus Down Strike?
How to help other Disciplines be more than window dressing in combat?
What tests do modifiers apply to?
Super Secret Project?
What thing not yet updated do you want to bring back? What don’t you want back?
More Paths? Adept’s Journey as a series?
Named Horrors?
T’skrang!
They’re awesome, enough said!
…
…okay, let’s say some more.
Iconic, exotic race that stands out and is definitively Earthdawn.
Communal, semi-aquatic matriarchal society.
Outgoing, gregarious swashbucklers.
Oviparous, males perform nursing duties of hatchlings.
Born without an obvious biological gender.
Incredibly varied appearance.
Tails!
K’stuulami or flying squirrel t’skrang.
Surviving the Scourge through hibernation.
Incredibly rich and well-considered race.
A few words of praise for the Serpent River sourcebook.
Numbers-wise, well suited to nearly anything.
To repeat, t’skrang are awesome.
Email: edsgpodcast@gmail.com
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The Archer as folkloric archetype.
Throwing Weapons
Philosophy of targets and missiles
Paths are deeply personal philosophies, but there is no “one true way”
Karma Ritual
Half Magic and distinctive traits of bowyers and fletchers
Importance of perception, accuracy, and speed
Free Talent: Call Missile
Mid-range Durability to highlight desire to not be on the front line
Karma ability
Novice Discipline Talents
Sidebar musing about a radical change to the talent mechanic
Movement rates and ranges
Bows versus Crossbows
Novice Talent Options
Journeyman Abilities
Journeyman Discipline Talents
Flame Arrow discussion
Journeyman Talent Options
Distract as an interesting talent choice
The Archer’s role in the adventuring group
Advantages and drawbacks
Good, straightforward Discipline for newer players
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Josh’s audio quality is still off.
Timeline: Landing of the Triumph to the release of Fourth Edition.
A brief mention of the forked ED2/ED3 Timeline
Triumph Lands
Varulus assassinated and Battle of Prajjor’s Field
The perfidy of the Denairastas
Post landing cold war.
Ork migration and the rebirth of Cara Fahd.
Building alliances and preparing for the inevitable conflict.
The Harwood Incident: Development insight
Theran ultimatum.
The Great Bartertown Fire.
One thing after another.
The difficulty of involving player characters in significant events.
War!
Blood Wood’s involvement, a brief sidebar about Aardelea, and diegetic setting material.
The fall of the Triumph.
Vivane and Sky Point.
Stormhead was deliberate. Dragons aren’t nice.
Assault on Sky Point. Death of a Great Dragon. Loss of a flagship.
Iopos seizes Jerris
Throalic civil war averted.
Who is Kovar? And why is he king?
A new status quo.
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Emails! Lots of Emails! Please forgive Josh’s audio quality.
From Ryan: Thread item design advice.
From Guillaume: Thoughts about playing characters emerging from a kaer.
From Matt: Changes to Bartertown in the wake of Throal’s increased isolationism?
From Scott: Voluntarily lowering Spell Defense in ED3?
(Found on page 134 of the ED3 Player’s Guide: “Lowering Spell Defense”)
From Joao: Trolls can be Archers in ED1!
Sky Raider talent choices: Why are Air Sailing and Wind Catcher talent options?
Questions about the magical Theran locus under Vivane.
Forge Weapon talent: Changes in timeframe of work?
A sidebar about creatives being paid for their work, and FASA’s current approach
From Jasper: Session Zero and advice on setting up a new game.
Railroad vs Sandbox.
Attentiveness at the table and cross-talk.
Player grandstanding, spotlight hogging, or power play.
Pacing. Action vs downtime. Significant vs minor events.
Half-Races? Dragon blood characters?
Map material planned for Shosara and Sereatha?
(It IS the Baltic Sea.)
Birth of the Wyrm Wood?
Are Namegivers aware the Earth is round?
Sidebar about colonialism and assumptions about other cultures.
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Introductory levity
Wizards!
Wizardly “design niche” in relation to other magicians
Bookish, scholars, study magic as magic
Karma Ritual
Symbol, synchronicity, and correspondence
Academic, intellectual, learned; magic as “pure art”
Spell Matrices
Novice-Tier Discipline Talents
What is Patterncraft?
Dispel Magic, Tenacious Weave
Steel Thought
Novice Talent Options
Fifth Circle matrix upgrade and abilities
Journeyman-tier Discipline Talents
Astral Interference
Hold Thread Headaches
Suppress Curse in relation to Dispel Magic
Journeyman Talent Options
Lifesight vs Astral Sight
Role-play approaches and expectations
A word on designing spells
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Email: Pronunciation of Ayodhya?
Email: Determining what spell is being cast when weaving threads?
Email: Where is the info about Therans “pausing” the mana cycle?
Email: Old plot threads or story hooks that weren’t followed up or that we used in our games?
Places of Note: Bartertown
Founded to avoid Throalic authority (and dodge taxes)
Mercantile city not originally intended as a permanent settlement
A hive of scum and villainy: Great for adventure hooks and interesting NPCs
No slavery: it would draw Throalic intervention
Magistrate Clystone: A self-interested despot; “mafia don”
Setting inspirations: Persephone from Firefly; fantasy version of street-level from Blade Runner; Mos Eisley
Good campaign hub or base of operations
Namegiver primer: Dwarves
Most populous Namegivers in Barsaive - one third of the population
Not completely “Tolkien”; they developed beyond the archetype
Builders of more than just artifacts; they build organizations, cultures, societies
Strong commitment to family, including extended family
Throalic attitude of self-assurance and cultural superiority can come across as patronizing
Practical, blunt, paternal. Tradition of family history and passing on of knowledge, scholarship and philosophy
Namegiver races are NOT monoculture! Blended groups with hybrid cultures.
Toughness bonus is a solid reason to choose them.
Solid choice for just about any Discipline, good choice for magicians.
Female dwarves do not have beards.
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Air Sailors!
Earthdawn development context
Elevator pitch: What is the Air Sailor’s theme?
Inspiration: Age of Sail
Air Sailor vs Sky Raider
Specialists, not primary combatants
Karma Rituals
Half Magic
Design Insight: Free Talents
Talent Discussion: Novice Tier
Throwing vs Missile Weapons
Talent Discussion: Journeyman Tier
Important Attributes
What to expect as an Air Sailor
Teamwork: Part of a crew
Second line fighters, face men, and leaders
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Email: Why don’t the spell lists in ED4 match the ones from earlier editions?
Email: Can magicians use grimoire casting to cast spells from other Disciplines?
Email: Thoughts on the effect of the mana cycle downturn on the setting?
More timeline discussion: After the Scourge
The Earthdawn
Throal opens its gates and offers land grants
Therans return to Barsaive
First Theran War
Discovery of Parlainth
Prince Neden and the Death Rebellion
Founding of Haven
Varulus III travels the Pilgrimage Route
The landing of the Triumph
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Email: Throal sent out scouting parties before the elemental clocks stopped?
Email: Wizard spell Flame Flash is pretty powerful, damages target twice!
System Overview: Spellcasting
Matrix Casting - Earthdawn’s “Spell Slots”
Magicians have a lot of options
Grimoire Casting
Grimoire casting in various editions
Raw Magic
Threads in Spellcasting
Dan’s “Meat Grinder” analogy
Spellcasting target
Extra successes from Spellcasting tests
Why magicians are not heavy damage dealers
Versatility versus power
Earthdawn’s “utility infielder”
Patience is a virtue
Looking at shifting to weekly episodes in the new year
Interviews with guests possible
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Listener feedback: Matt asks about Barsaive's current political status quo, and why certain changes were made.
Timeline — The Scourge
The Book of Tomorrow
Council Compact and Slavery
Elemental Clocks
Long-lived Monarchs
Opening the Gates and the Earthdawn
Open mysteries and “Blank Spaces on the Map”
One Tragedy: Blood Wood
The Truth of the Ritual of Thorns
An iconic take on ‘dark’ elves
Another Tragedy: Parlainth
System Basics: Combat Overview
Initiative and Declarations
Actions
Damage: add up, not count down.
Additional and multiple attacks
Wounds and Wound Penalties
Josh can’t remember spell names!
Duration of effects
But Josh can remember armor values!
Default use of extra successes in combat
“Fast” combat
GM advice: Dangers of exploding dice in combat
How fatal is your game?
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In this episode:
Follow-up on derived values from Attributes
Success Levels in Fourth Edition
Karma in Context - Historical and Design
Windlings: Not flying Kender
Windling mechanical upsides and downsides
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As mentioned in a previous episode, here is a short "elevator pitch" that gives a brief setting overview you can use to pitch Earthdawn to potential players.
Let's talk making characters!
Point-buy vs Random Roll.
Decide what you want Discipline and/or race to play before you start.
Mechanics of Attributes and derived characteristics.
Roleplaying is collaborative -- work with the other players!
GM Advice and mechanical guidance for new Earthdawn players.
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This is a recording of the Earthdawn panel presented by FASA Games at GenCon 2019.
Panelists: Kyle Pritchard, Michael Allegro, Tiffany Ragland, Morgan Weeks, Josh Harrison, Russell Zimmerman, and Andi Watson.
Audio cleaned up as best as possible. Enjoy!
A little longer, and a little rougher. It's a learning process!
In this episode:
Josh as a Horror!
Listener E-mails
History Lesson: Founding of Thera to the Scourge
A broad geographic survey of Barsaive.
Pronunciation Guide: How do you say some of these words?
Legends: Lyllaria's Mirror
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In this episode:
The Elevator Pitch
What is Earthdawn?
Broad setting conceit: What do you do?
Underlying theme of stories and legends.
Magic items with histories that grow along with your character.
All player characters use magic, not just spell casters.
Disciplines: More than just a "class".
Broad mechanical overview; Steps and exploding dice.
Josh's article about the math behind the step system: Step by Step
Find and follow:
Email: edsgpodcast@gmail.com
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Josh on Twitter: @mataxes
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It's our premiere! Meet your hosts, Dan Boice and Josh Harrison.
In this episode:
How to find or follow: