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I get to play Earthdawn!

Wik

First Post
I've been on an earthdawn kick lately. I haven't played the game since the first edition was new, way back in.... 1994. Actually, I think we first played the game in '96 or so. And we played all of one session, before deciding that "D&D is better".

But now that I'm older, and wiser, I see the beauty of this awesome system, and can't wait to give it a spin!

I'm planning on running a fairly rail-roady adventure, that ends in a non-linear "dungeon crawl" (ie, Kaer exploration). I want the adventure to showcase all of the cool things about Earthdawn, which is why I'm posting this thread.

What are the "key" points of Earthdawn? If you were going to run a four-session (ish) adventure about Earthdawy, what would it entail?

So far, I've got -

1) Travel across a portion of Barsaive
2) Kaer exploration
3) Encounter a Horror
4) Cross paths with Ork Scorchers
 

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I'm looking forward to playing this! Not enough smashie-smashie lately, or even para-smashie-smashie activities.

For the record I know bupkiss about Earthdawn.
-blarg
 

Named horrors are really BBEGs. Even a lesser horror is a formidable opponent. Don't throw the horror away like a D&D critter.

Horror as a theme - a kaer, if it's a ruin, was probably murdered. How did it die? Think of their lives at the end - the blood elves made their choice to avoid that fate, while the people in this kaer suffered it.

Thera is encroaching on Barsaive, so if you want to run a campaign after these four you must at least mention them - a red cloak in a market, a table of four guards in an inn, their patron above.

Dwarves, dwarves, dwarves. This is (for now) Throal's land, and in everything is a dwarf's hand.

Dragons and elves have... Important roles. Without spoiling much, there are factions that will be struggling for a, um, long time.

Happy to help off-line since it looks like your players are here. PM me, let me know here, and we'll move to email or wave.

Ketjak
Whose EDawn campaign ended in '97.
 

I'm fine with keeping the info here. Blargney probably won't come back, and if he does, it's all good. Like I said, this will be more or less a one-shot, spread out over four (ish) sessions.

Thera is a good point. Maybe I should throw some references to Theran slavers in my adventure.

I did some thinking on this last night, and I know I want to have a battle with Ork Scorchers near the mouth of my Kaer (the Kaer entrance is in the mouth of a waterfall, that whole "Elemental Water blocking the entrance spiel"). I want both groups to have the option of being mounted, with groups splashing around in the water, a spray of mist, and so on and so forth. I might just make them Ork Scorchers trying to get slaves to sell to Thera... and possibly throw in a Theran slaver to lead them.

Dwarves are a good point, too. But they'll probably be glossed over, at the start of the adventure. I think the kaer itself will be dwarven-made, though.
 

Oh, I love earthdawn.

Skyships full of death from above, theran slavers, blood magic, unique spirits of evil, named spells, warriors that can kill themselves with strain without ever taking a hit, and weapons of legend that require research and effort to awaken and that can't elevate children to godlike power.
 

The most important thing is - in Earthdawn the heroes really care. They don't fight for personal power or gain, they do it for other namegivers. They help to raise the Barsaive from ruins. They are proactive - they not only fight monsters and other dangers, they also help others find their own strength, organize, solve conflicts. Their lives create a true legend.
Don't force it, but give players many opportunities to show that they care - and reward it. Have them come to a village paralyzed by an internal racial tension or by distrust and accusations of Horror influence. Have them encounter a ghost of caer guard that failed and let a disguised horror in - wrecked by guilt for all the years that passed since then. Etc.

Another thing worth remembering is that most things Adepts do is inherently and visibly magical. Warriors dance above the floor, sky raiders heal wounds in seconds, nethermancers have spirits make them tee. Without this magic, they would be like every other namegiver. Take this into account in your descriptions and let the players be creative in use of the talents.
 

necrogolf

[snip]nethermancers have spirits make them tee.

"What is thy bidding, my master?"

"I want you to make me play golf."

Sorry, I couldn't help myself.

Steenan is otherwise correct and captures the true essence of Earthdawn - adventurers are heroes who have hope for the world. They're not purely opportunistic grave robbers. They might portray that face to the population at large, but underneath the gruff exterior are people genuinely trying to make a difference in the world.
 

Into the Woods

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