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Earthdawn 4e Announced

Shroomy

Adventurer
I didn't see this on the news page or anywhere in the forums, but a 4e version of Earthdawn was announced; its called Earthdawn: Age of Legend. You can read about it here
 

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This is too cool. I was toying with the idea of using Barsave as a great Points of Light setting already. This would be perfect. I loved the world, just didn't like how the system broke down after about 8th to 10th circle.
Would love to play a 4e version of my Troll Skyraider;)
 



I bought the original Earthdawn game, but alas was never able to find anyone willing to play it. I'm intrigued by the idea of the setting being done in 4th Edition. It does seem like a pretty good match.
 

Can someone tell me more about the setting and what makes it look good for 4e? This is quite intriguing and I didn't know about their June 20th press release that they signed the GSL.
 


The characters of Earthdawn are Adepts that use the inherent magic of the world to pull of amazing martial and magical talents.

The world was plunged into darkness as magic levels rose so high that powerful Horrors were able to enter the physical world, forcing the planet's denizens to hide underground for hundreds(?) of years. The campaign begins as the magic begins to ebb, forcing the most powerful Horrors back to the Astral plane. The world is literally unknown to those emerging from hiding and is the ultimate PoL setting.
 

Earthdawn was originally put out by FASA, it was a fantasy world of high magic where Cthulhuish Horrors had invaded the world on an astral cosmic cycle and the populations survived the resulting world scouring by going into Kaerns, protected sealed enclaves.

Generations passed and the cycle changed with horrors pulling back somewhat from the material plane and the kaerns opened up for the world to be explored again.

There were the Shadowrun fantasy races (Humans, Dwarves, Orks, Elves, Trolls) plus new ones (elemental rock-like obsidimen, a lizard race, a pixie type one IIRC). There were fantasy classes that each had supernatural powers, even the mundane martial types.

It had very neat magic with true name rituals, blood magic, awakening magic item powers through learning their true names, questing to symbolically link yourself to their magic, and I think investing xp into them.

I think dwarves were the top race in the default city but there was an antagonistic non human empire that was a looming hegemonic power.

It was all very flavorful.

It used a wierd d6 step mechanic that I did not care for.

I adapted a bunch of stuff from it to my 2e D&D games.
 


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