Earthdawn What Is Earthdawn


What is Earthdawn you say?
The heroes of today are the legends of tomorrow.
 King Varulus III of Throal
We live in an Age of Legend.
After centuries of hiding beneath the earth,
humanity has ventured out into the sunlight
to reclaim the world. Trolls, dwarfs, elves,
orks, and humans live side by side with
exotic races: the lizard-like t skrang, the
small, winged windlings, and the earthen
obsidimen. Creatures both magical and
mundane dwell once more in the forests and
jungles. Arcane energies offer power to those
willing to learn the ways of magic.
Once, long ago, the land grew lush and
green. Thriving forests sheltered plants and
animals, and people grew and prospered off
the land s bounty.
Then the Horrors came and drowned the
world in darkness.
The world s flow of magic rose, and at its
height, dread creatures from the darkest
depths of astral space crossed into our
world, leaving suffering and destruction in
their wake. The world s inhabitants Named
these fell creatures the Horrors. They laid
our world to waste in a terrible time now
known as the Scourge. The lush forests died.
Bustling towns vanished. Beautiful
grasslands and majestic mountains became
blasted, barren terrain, home to the Horrors
twisted mockery of life.
The Horrors lusted to destroy all life, but
they did not succeed. Before their coming,
the magicians of the Theran Empire warned
the world, and the people of the Earth took
shelter under it. They built fantastic
underground cities called kaers and citadels;
their children and their children s children
grew up within these earthen enclaves, never
seeing the light of the sun. For four hundred
years the Horrors roamed the land,
devouring all they touched while the people
hid in terror, until the slow ebb of the
world s magic forced these loathsome
creatures to retreat to the astral pit that spawned them. The Horrors departed before
the magicians and wise men had believed they would; the wary people emerged slowly
from their kaers, facing the world half in hope that the Scourge had truly ended and
half in fear that the Horrors lingered.
Though most of the Horrors had left this world, many remained, inflicting cruel anguish
and suffering on other living creatures. As humanity struggles to remake the shattered
world, they must combat these remaining Horrors who seek to prolong the destruction
and despair of the Scourge.
Now, heroes travel the land,
rediscovering its lost legends and
exploring its changed face. For
the world has changed, almost
beyond recognition. Many died
during the Scourge; the Horrors
breached some kaers and
citadels and destroyed their
inhabitants. Other kaers remain
sealed, from unknowable disaster
or simple fear; their contents
await discovery by bold explorers.
Should they find any folk still
living within, these brave
adventurers may lead such fear-
darkened souls out to live again
in the light.
The dwarf kingdom of Throal lies
at the center of the province of
Barsaive. The dwarfs seek to
unite Barsaive s far-flung cities
and people under one crown and
one banner, the better to repel
the advances of the Theran
Empire that ruled Barsaive
before the Scourge. The Therans
returned to the province shortly
after the Scourge ended, seeking to bend it again to their yoke, but the people of
Barsaive rejected the Therans iron rule and rallied behind the dwarfs of Throal. Even
though they were beaten back, the Therans remain the most powerful empire in the
world, and may yet strike again. As Barsaive s heroes search for lost treasures and
battle fantastic creatures, they must also fight those who plot to rob Barsaive of its
newfound freedom and make its people pawns of a new empire.
In the Age of Legend, heroes band together to fight the Horrors and reclaim the
wounded world for those born in it. As they explore the altered land, searching for
legendary cities and treasures, they become the legends that will light the coming days.
As with those who went before them, tales of their deeds will live forever in men s
hearts. From many paths, the heroes come to join in common cause. Those who seek
honor and glory come from many Disciplines, and battle evil to redeem the world with a
multitude of gifts.
A band of heroes may include an Illusionist, a spellcaster who combines deception and
reality to confuse those around him; a Swordmaster, one trained in the art of fighting
with bladed weapons; or a Beastmaster, able to train and command the beasts of the
earth and sky. The world holds countless heroes, but all share one trait: a willingness
to fight to reclaim the world from that which threatens it. Through noble deeds and
sacrifice, the heroes of the world will forge its future.
The World of Earthdawn
Earthdawn is a roleplaying game
designed for two to eight players.
Like many other roleplaying games,
Earthdawn has an open-ended style
of play. That is, the game has no
definitive ending, no preset time
limit or number of turns of play,
and no single goal that, when
achieved, marks the end of the
game. Unlike other types of games,
however, there is no winner or loser.
The object of the game is to have
fun while exercising your
imagination. When this happens,
everybody wins.
The world of Earthdawn is one of
legend. Its people and places are
larger than life, the stuff of song
and saga. Heroes fight the monsters
of this and other worlds; their bold
exploits light a beacon of hope for
the future, as word of their deeds
spreads across the troubled, fearful
land. Earthdawn is a world of high
adventure, high magic, and terrible
danger. Those dangers lurk not only
within long-forgotten kaers, but also within the minds of people forever corrupted by
the Horrors. To rebuild its heart and soul as
well as its outward aspect after the devastation of the Scourge, the world needs heroes.
The players of Earthdawn, by creating their characters and playing the game, provide
these heroes.
In contrast to many other roleplaying games, characters in Earthdawn do not simply
survive each adventure and become a little smarter or a little richer. Earthdawn adds
another dimension to roleplaying; its characters become heroic figures, accomplishing
deeds so impressive that generation after generation will honor their memory in song
and story. The world of Earthdawn brims over with legends, heart-stirring tales of
famous adventurers told by the fireside to while away the night. Earthdawn player
characters can become the figures in those legends. As they build their characters
legends through play, they create the fireside tales that their descendants will tell about
them. Gaining this heroic stature through daring deeds is as important a part of playing
Earthdawn as any lesser gain in riches or experience.


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