Sample file Player’s Guide

Sample file

e a r t h d a w n s a v a g e w o r l d s e d i t i o n r u l e b o o k Credits ® Player’s Guide™ savage worlds edition Line Developer: Hank Woon Writing and Development: Hank Woon Editing and Additional Content: Aric Wieder, Chris R. Edwards, Gary Bowerbank, James Sutton, Ron Blessing Product Director: James Sutton Administration: Dawn Sutton Layout: Dawn Sutton, James Sutton Cover Artwork: Tony Szczudlo, Dawn Sutton Interior Artwork: Anita Nelson, Darrell Midgette, David Martin, Earl Geier, Janet Aulisio, Jeff Laubenstein, Jim Nelson, Joel Biske, , Kent Burles, Larry MacDougall, Liz Danforth, Mark Nelson, Mike Nielsen, Paul Jaquays, Rick Berry, Rick Harris, Robert Nelson, Steve Bryant, Tom Baxa, Tony Szczudlo Earthdawn First Edition Material: Allen Varney, , Greg Gordon, Jordan Weisman, L. Ross Babcock III, Louis J. Prosperi, Michael Mulvihill, Nicole Frein, Nigel D. Findley, Robin D. Laws, Sam Lewis, Sam Witt, Teewynn Woodruff, Tom Dowd Playtesters: Chris Skinner, Craig Guarisco, David Amundson, Diana Hill, Justin Carson, Kano Melvin, Melissa Nicole Crumb, T.J. Hill Sample file Dedication: [Hank] For Yuri and Yuzu, for their outstanding patience and support—ありがとうござ いました (arigatou gozaimashita!). Internet: www.redbrickllc.com Contact: [email protected] Edition: May 2012 Earthdawn is a registered trademark of FASA Corporation. Barsaive, The Adept’s Way, and Earthdawn Player’s Guide are trademarks of FASA Corporation. Earthdawn First Edition Material copyright © 1993–2012 FASA Corporation. Published by RedBrick LLC under license from FASA Corporation— Made in the USA. Copyright © 2012 FASA Corporation, RedBrick LLC. All rights reserved. No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the express written permission of the publisher. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

2 Contents

Prologue: Inheritance 5 Archer 65 Game Information 70 Chapter 1: Introduction 14 Beastmaster 71 Game Concepts 17 Game Information 76 Playing Earthdawn 17 Cavalryman 77 Adepts 17 Game Information 83 Magic 18 Elementalist 85 Blood Magic 18 Game Information 92 Karma 18 Illusionist 93 Names 18 Game Information 98 The Horrors 18 Nethermancer 99 The Passions 18 Game Information 104 Scout 106 Chapter 2: History 19 Game Information 110 Sky Raider 111 Chapter 3: Characters 33 Game Information 115 Create Your Character 33 Swordmaster 117 Languages 34 Game Information 123 Major Races of Barsaive 34 Thief 124 35 Game Information 128 Sample35 Troubadourfile 130 Human 36 Game Information 135 Obsidiman 36 Warrior 136 Ork 37 Game Information 141 Troll 38 Weaponsmith 143 T’skrang 38 Game Information 147 Windling 39 Wizard 150 Disciplines 40 Game Information 155 Discipline Edges 41 Multidisciplining 41 Chapter 5: Edges 157 Equip Your Character 45 Adept Edges 165 Flesh Out Your Character 45 Character History 46 Chapter 6: Magic 194 The Cycle of Magic 194 Chapter 4: Adepts 50 Astral Space 195 To Live Life as an Adept 52 Nature of Astral Space 196 Discipline Violation 55 Astral Sensing 196 Air Sailor 58 Magic in Our World 197 Game Information 64 Magical Theory 197

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Patterns 197 Chapter 8: Gear 240 Names and Naming 197 Purchasing Gear 240 True Patterns 199 Currency 241 Pattern Knowledge 200 Weapons 242 Pattern Items 200 Armor and Shields 247 Threads 201 Clothing 250 Thread Magic 201 Adventuring Equipment 251 Using Magic Items 202 Magical Equipment 251 Obtaining the Key Knowledge 202 Blood Charms 251 Weaving the Thread 203 Common Magic Items 253 Limits on Threads 204 Healing Aids 253 Losing Threads 204 Provisions 253 Blood Magic 204 Services 257 Transportation 257 Chapter 7: Spells 205 Being a Magician 205 Chapter 9: Religion 259 Spell Threads 205 Questors 261 Raw Magic 205 Passion Descriptions 262 Starting Spells 206 Astendar 262 Learning New Spells 206 Chorrolis 263 Spell Damage and Armor 206 Dis (Mad Passion) 263 Spell Damage and Raises 206 Floranuus 264 Elementalism Spells 206 Garlen 265 Novice Spell Descriptions 206 Jaspree 266 Seasoned Spell Descriptions 209 Lochost 266 Veteran Spell Descriptions Sample212 Mynbruje file 266 Illusionism Spells 215 Raggok (Mad Passion) 267 Sensing Illusions 215 Thystonius 268 Novice Spell Descriptions 216 Upandal 269 Seasoned Spell Descriptions 219 Vestrial (Mad Passion) 269 Veteran Spell Descriptions 222 Nethermancy Spells 224 Chapter 10: Barsaive 270 Novice Spell Descriptions 224 Overview 270 Seasoned Spell Descriptions 227 The Land 270 Veteran Spell Descriptions 231 Areas of Interest 274 Wizardry Spells 233 The Theran Empire 277 Novice Spell Descriptions 233 Map of Barsaive 278 Seasoned Spell Descriptions 236 Veteran Spell Descriptions 238 Index 280

4 Prologue: Inheritance

When the Scourge ended, we were determined to reclaim our heritage. But we were not yet ready to pay the price. —Tolan Oddear, Historian of Landis

Yes, it is a fine axe, and tempered in many battles, my “Then perhaps you would consider killing some friend. Its head has even tasted the blood of a Horror. scorchers before killing me?” Mestoph asked. How did I gain possession of such a fine weapon? Well, Lorm blinked at the elf ’s question, then pulled his axe fill my mug with more of that fine dwarf stout and I’ll away from our magician. Mestoph slumped away from gladly tell you the tale. ‘Twas during an expedition to the Lorm into a puddle, rain dripping from his aquiline lost city of Jalendale. I shall never forget it. We set out on features. Noticing that Lorm and Mestoph had leaned a cold, wet day, much like today—the elven magician, their packs against the boulder, I took mine off too. As myself, and the warrior who wielded this mighty axe, the feeling returned to my shoulders I looked downhill. troll called Lorm… The ork scorchers had taken cover about halfway up our hill. Apparently they were concerned about I ran up the steep, rocky slope, breathing in steaming what sort of defense we would concoct and wanted to gasps. Over the din of rain pelting the nearby rocks, I consider the possibilities before charging up the last could hear the ork scorchers below. open stretch of hill. They were giving us more credit I stumbled and rolled down a few lengths then than we deserved. regained my feet, strands of moss now clinging to my I took a step toward Mestoph, and the elf fixed me matted red beard. As I fumbled to put my helmet back with his amber eye. on my head, arrows hissed past, strikingSample rocks upslope. file“I swear the maps put Jalendale here, or close to here.” Fear gave my legs new strength and I quickly crested “Well that’s great. How about whipping up a spell the hill, diving for cover behind the boulder I had seen to take care of a few angry scorchers?” my companions use earlier. “I am afraid my ‘destroy angry ork’ selection is Glancing up, I saw Lorm’s wart-covered green fist limited.” holding his huge axe a finger’s width away from Mes- “Then how about something from your ‘take action toph’s face. The hair tufts in Lorm’s large ears twitched to make angry troll happy’ collection?” and his nostrils dilated. His rough tongue rimmed Mestoph nodded. He squatted and crabbed along his left tusk, and his yellow eyes glared from the slits the ground, careful to stay behind the boulder as he formed by his pockmarked eyelids. Lorm was one gathered a few pebbles and began to weave a spell. unhappy troll. Lorm and I had seen this one before. I drew my “Where’s all the gold? Where’s this lost city? Where short sword. Lorm grabbed his axe with both hands. is Jalendale?” Suddenly the sky above us darkened and within Mestoph shook his long white hair away from his minutes we were enveloped by a blackness so deep we face, revealing an ugly sneer. He stared at Lorm with could barely make out the stones at our feet. the orb of magical amber that served as his left eye. This was midnight dark, copper-cavern-no-lamp I wheezed over to Lorm, reached up and tapped dark. This was Mestoph’s darkness. him near his belt. I crouched and waited. A few moments later we were “Wouldn’t you rather kill some scorchers?” back to the murky-storm light. A quick glance told me “No thanks, dwarf.” Mestoph had cast the darkness on the pebbles, then

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tossed the pebbles down the hill at the orks. Confused shouts now came from three large bubbles of darkness where the orks had stood. Lorm and I scrambled down the hill and waited at the edge of the darkness. An ork stumbled out. Lorm smashed him and the scorcher fell back into the dark- ness, leaving a trail of red on the rocky slope. Apparently unable to coordinate their movements in the darkness, the orks kept wandering out haphazardly. Lorm and I took care of as many as we could. As soon as four orks made it out of the darkness at the same time, Lorm and I rushed back up the hill. The plan now called for Mestoph to take care of the most determined ork pursuer or two with a different spell. Nothing happened. Lorm strode on ahead while the orks gained on me. They say never look behind you when you’re in a close chase because it slows you down. I looked. The orks were maybe fifteen of their strides back, swinging their swords across their bodies as they pumped their arms in time with their legs. They looked angrier than Lorm had looked. Two of them stopped to draw their bows. I heard Lorm yell, a peculiar fading yell. The lead ork made an extra effort, and I promptly did the same. I reached the crest at top speed and dived for the cover Mestoph cleared his throat. “An illusion hid this of the boulder. I remember thinking, “That doesn’t look shaft until one of my spell castings revealed it. Rather like Mestoph’s darkness spell,” then falling. surprising.” Darkness again surrounded me as I fell, interrupted “Mestoph, take a look at this,” Lorm said, pointing by an occasional flash of blue light ahead of me.Sample Then to the section file of wall near his pack. Mestoph walked I hit something, more gently than I expected, and my over and leaned toward the wall, holding his torch descent stopped. A blue glow enveloped me, then I just above his head. was falling again, but not too fast. After a moment of exploring the wall with his fingers, Another hit. Another blue glow. Another fall. he shivered, pulling his hand back. He took a deep Soon I realized I was inside some type of shaft carved breath. His fingers went back to the wall. into the hill, and the blue glows were coming from The wall was covered with curving lines just slightly runes carved into the shaft’s walls about every three thicker than my fingernail. They were carved into body lengths. I passed about a dozen levels of runes the rock to different depths, some as deep as a finger before landing on the rocks at the bottom of the shaft. length. Pacing around the shaft wall, I saw that the As I checked for broken bones, a flame sputtered, lines covered nearly every inch of its surface, except died, then another sputter turned into a warm yellow for occasional palm-sized blank spots. I counted out glow. Mestoph had lit a torch. While Lorm just sat seventy paces to circle the shaft. The curlicues rose there, looking a bit dazed, Mestoph walked over and perhaps five or six dwarf-lengths from the floor of handed me the torch. He took another from his pack, the shaft. The lines were deepest near three pitted, but this one took some time to light because it was metal triangles hanging above a pillared entrance We damper than the first. had found Kaer Jalendale. The torch popped and hissed as it caught, illuminat- Stone doors four dwarf-lengths tall lay cracked on ing my pack lying a few feet away. Lorm was already the ground. Apparently, we were not the first to dis- picking his up. cover the city.

6 Prologue: Inheritance

Mestoph pointed at the triangles. A few buildings were even hewn from the rock of the “Those metal triangles look like they contain orichal- cavern ceiling and used as supports to suspend thick cum. They must have been the wards protecting the cables and ropes. These ropes, in turn, held platforms town.” and precarious dwellings. Lorm ran his axe across the wall. The rasp was just Other shacks stood on platforms resting on pillars loud enough to hear above the splatter of rain overhead. set atop the roofs of Jalendale’s original buildings. An “And this?” incomprehensible series of ropes, rods, and beams “I think a Horror etched all this. Every single line connected the entire construction. has an astral image. I think these designs sapped the I found a nightpost with a light quartz that still magic from the wards. But carving these lines would responded to touch, and Lorm fashioned a lantern take a year at the very least, and probably closer to five.” from the quartz, some rope, and one of his sacks. It “A Horror spent five years breaking into Jalendale?” gave off better light than the torches, but Mestoph My voice rose in pitch as I spoke. I thought of some- and I kept ours lit. Light frightens some things, but thing carving a few lines, stepping back, then carving fire hurts more of them. a bit more, scratching lines a jeweler would be lucky Mestoph tried to lead us to the guild building. We to make as precisely. Something carving day after day, started down the main avenue, but an array of pillars year after year, just waiting to get into the town. My and cables supporting the city overhead blocked our desire for treasure was lessening. passage before we had walked even fifty paces from “Did they know?” Lorm asked. the gate. “The citizens? Probably not at first, not until the Blocking the main avenue seemed downright ork- first ward failed. And by then it would have been too stupid. Then I realized that once the gate was sealed, late to do anything.” it wouldn’t matter if they blocked the avenue this far Lorm took a long look through the doorway. from the market. Nobody would be coming through I decided to check out my short sword. Mestoph the gate until the day the Horror came along, that is. laughed, a quick, high-pitched sound. The walls all around the jumble showed more of the “We can wait for the monster out here or look for scrolling lines, even more intricate than the writing treasure inside.” Mestoph spun in a half turn, then outside the gate. walked over the broken gates. I took a swig of water Mestoph tried another street. It was blocked by shan- and thought a bit. I suppose only a desperateSample dwarf ties.file His next choice got us closer to the marketplace thinks on water. Lorm hurled a stone as far up the shaft before a thicket of stone spikes closed it off. A few of as he could, then followed Mestoph inside. I made my the spikes penetrated the walls of nearby buildings. most gallant “after you” bow, then crunched over the As we backtracked, Lorm wandered from one side broken rock just behind our troll. of the avenue to the other, peering into buildings. I The town smelled dry, musty, like leaves during a squinted in the glare of the light quartz as he walked parched autumn. I thanked the Passions for the dry over to me. Lorm shifted the lantern to his other hand, part. Mestoph’s map showed a Jalendale built along then whispered, “Where are all the bodies?” dwarf lines. The large central marketplace housed the “Maybe the Horror ate them all.” guild building, the courts and jail, and the Passions’ “Even all the bones?” Lorm blinked his eyes. temple. Eight streets radiated out from the market “Maybe it’s a very tidy Horror. Maybe it stacked all to the edge of town, bisected by evenly spaced cross the bones in a corner somewhere.” streets, giving Jalendale’s road grid the appearance of “Thief, take a look at these.” a spider web. I heard the strain in Mestoph’s voice. He was stand- Give humans and orks a couple of centuries, how- ing at the mouth of an alley. Five cracked crystalline ever, and they can foul up any dwarf plan. My first shells lay next to a heap of pottery shards. I took a few clue was the rope ladders and hemp-and-slat bridges steps toward them. above us. Jalendale’s population must have been larger A sharp odor stung my nose as I held my torch than planned, and the settlement had expanded up close enough to one of the empty shells to see the rather than out. gray-streaked ooze.

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The shells were cysts. Whoever was in charge had Lorm nodded to me. Mestoph walked toward us, but just awakened a welcoming committee. when he saw what I was doing, he turned away. The The shadowmants attacked us when we were nearly elf made a big display of studying his map. halfway to the center of Jalendale. I heard a fluttering I drew one of Lorm’s knives, testing it on a plucked sound and looked up just as two dark shapes swooped beard hair to make sure it was sharp. I tried to cut a at Lorm. small slit near Lorm’s wound. Blunt heads fanned out into pairs of sleek, feather- “Ahhoww!” less wings. Bodies tapered to scorpionlike tails that “Sorry. If troll skin were a little less tough, this would curved along the underside of the creatures. Crystal- be easier.” line-pointed stingers tipped the tails. “If dwarf hands didn’t shake, it would be easier.” Lorm roared, swinging the light over his head like a I finally managed a clean cut. I applied pressure sling, and the creatures rose out of sight on silent wings. around the wound with both hands, then tried to As I drew my sword, four more of the creatures suck the wound clean. I felt his neck buzz as he spoke. plunged from the darkness above. Mestoph performed “Have you ever seen a Horror?” a nimble dive-and-roll to avoid three dark shapes, and I pulled away, remembering to spit. I didn’t know I heard him begin a spell. whether the bitter taste was the poison or the troll I had my sword out and up, hoping to impale a blood. swooping shadowmant. But the dark form in front of “No. You?” I went back to the wound. me furiously beat its wings, halting its forward motion “Years ago my father’s captain received a mindplea in time to avoid my blade. I parried its tail strike, the from some Caucavic kin. We launched our ship, flew stinger coming within an inch of my face. all damn night, arrived exhausted. We found all the I stabbed upward without looking and struck some- adults dead, lying all about the place in different stages thing soft. The shadowmant fluttered back a few paces, of rot. The children were alive, except for the babies then came at me again. I blindly thrust my sword again, who died from neglect.” then felt a thud of its stinger against my cuirbouilli I spit a second and third time. Lorm kept talking. breastplate. “I was scouting for survivors when I saw the Horror. The shadowmant dove at me again. I swung my It was like a slug, mottled yellow and white. It was only blade and the creature wobbled back. I crouched low, half my size, around a corner and two steps away.” and when I heard the flutter I struck, driving Sampleas hard “You mean file twice your size?” I started shaking the vial as I could with my legs and arms. containing the poultice. It began to warm. I felt a weight on my blade writhe for a moment, “No, half. I caught myself thinking, this can’t be what then become still, and I began congratulating myself killed all these people. It didn’t make sense. I took a just as Lorm howled. step toward it. That was as far as I got. Glittering I spun to see a shadowmant flopping at his feet, an silver lines appeared where its eyes might have been, axe embedded in its dark flesh. Another fluttered over and I stopped dead. It looked at me, then turned away, the troll, its stinger lodged in Lorm’s neck. I ran and moving slower than I could ever walk. I couldn’t move hacked the tail off and the shadowmant careened away. until it was out of sight.” Lorm dropped his axe and fell to his knees, head to I took the poultice from the vial. Warm and moist, the ground, left hand opening and closing spasmodi- it smelled of basil. I carefully placed it into the wound. cally, right hand clutched to his neck. Lorm flinched very little. I pulled out a poultice. “We took the children back home with us. As time “Don’t touch me, wormbeard!” passed, the Horror touched each of them, one by one. I stepped back, hands to my shoulders, palms facing One’s voice became painful to hear, another congealed out, fingers apart. Lorm needed the poultice, but I mead when she got too close. One by one, we threw could wait until he felt less like pulling off my arms. the children out of the hold. A couple left before we Three shadowmants lay on the ground. Mestoph had the chance.” eyed two dark shapes circling above his head. He spoke “Can you sit up?” I helped the troll as best I could by and the shadowmants spiraled up and away from us. getting a good grip on his shirt near his shoulder blades.

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“I remember thinking that the Horror had gotten “Maybe. Thanks for your help, Ragnar.” two holds.” I blinked. The three of us had met in Throal. Some- “Can you stand?” where on the road to Jalendale they lost “Ragnar.” I “Not yet. I always wondered what would have hap- became “ dwarf,” sometimes “thief.” It struck me that pened if I could have taken that second step.” a person’s name was the only thing you could steal by “Probably it would have blown you to flaming bits. refusing to use it. Come on, let’s try the standing thing now.” “If the short and the tall are ready to go?” I matched I put my back to his hip, planted my feet and pushed. Mestoph’s mocking bow up with one of my own. Lorm pushed back, sliding up my back to a standing Mestoph led us, which is to say he walked a few steps position. He leaned forward, hands on his knees, ahead of us. Each time we found the way blocked, gasping for breath. Mestoph would then stand and contemplate the next “Sure your poultice is going to work?” direction to try, and thus we lurched through the maze “Should. I chose these carefully.” of Jalendale. “Doesn’t feel right yet. Just like this place. This whole While Mestoph pondered, Lorm and I poked around place feels wrong. The smell.” in nearby buildings. The shops were in ruins. Not the “Smells likes leaves to me.” buildings themselves, just the items inside. A porcelain “Dry leaves. It’s pouring outside. It’s desert dry in shop with every plate pulverized, every vessel shattered. here.” A goldsmith’s every case shattered, every flattening “Maybe,” I stopped talking. None of my maybes hammer bent, every foil knife broken in two. I saw sounded good. I finished with a weak, “You should not one undamaged piece of furniture, not one whole be fine.” item of merchandise. Lorm took a step. He winced, a funny expression Lorm spent less time searching than sitting down. on a wart-covered old troll. One tusk poked through He was still breathing, so the poultice must have had his familiar, lopsided grin. some effect. Ragged breaths said it was not yet enough. Following Mestoph’s latest direction, we came to a crossroads that led to the marketplace. The intersecting road was gone, replaced by a trench some twenty-five paces wide and, well, much deeper. Sample fileAs Mestoph and I approached the trench, lights winked on in the square across the way. New lights appeared with each heartbeat, revealing a massive shadow. Mestoph and I gazed at the marketplace. A huge, irregular structure stood where Mestoph’s map showed three buildings. Built like a primitive mound, stones of all sizes formed its walls and roof. Soon the open plaza shimmered with the sheen of iridescent blues, purples, and silver-whites. “Cadaver men!” Until Lorm’s shout I had been unaware that I was staring at the plaza. Mestoph had three steps on me by the time I turned around and saw eight shapes walking toward us. Lorm had taken cover in an empty shop. He sat inside the doorway, axe lying on the ground beside him. Mestoph stopped running and crouched in a defen- sive posture, walking crab-style toward the nearest building. Apparently he’d decided he wasn’t going make it past the cadaver men. My heart and legs thought

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it was worth a try, but my mind told me to stick with Hundreds of carvings like those by the gate covered Mestoph. I sidled along with him. My sword only the plaza. Our boots made a scratching sound as we shook a little. walked, as if we were sliding across invisible sand. Each The cadaver men had been orks once. Two still had step was like a knife-edge gliding along the soles of their ornamental gold tusk-caps. Their braided black my feet, feather-soft yet sharp. hair was dusty and their mummified flesh creaked We made our way toward the mound in the center of more than the leather armor they wore. The two with the plaza. It seemed the only place to go. I could see a the tusk-caps carried swords and had backpacks slung pointed archway. Inside the mound was a cool darkness. over their shoulders. Six more staggered along with I blinked, then it was next to Mestoph. spears in one hand, rope or wood in the other. Twice as tall as me, it wore high boots the color of They smelled of pepper and rot, as if a chef had tried burnished brass. Six-fingered gauntlets curved into to conceal the smell of a bad piece of meat. moving tendrils the size of my little finger. Each tendril They walked right past us. ended in a clear, sharp gem, each with an edge finer Let me say that again, in case you missed it. Eight than a knife-blade. A brass breastplate of at least a cadaver men had us pinned, and they walked right finger’s width covered its torso, and gritty, dun-colored past us. They walked to the edge of the trench. They smoke seemed to flow from the breastplate to form dropped two coils of rope. The rope twitched, then its neck and limbs. snaked its way through the air to the other side of The face froze me in my tracks. The whitish-gray the trench. color of mushrooms and tree-rot, it looked like a skull Mestoph inhaled sharply. His face was contorted in built entirely of worms. The worms squirmed in a pat- pain. Little by little, he regained control of his expres- tern most active around its eye sockets. A single worm sion. His features calmed. protruded from the center of each socket. “The Horror is close.” Two droplets of blood burst from Lorm’s wound, Lorm joined us. We watched the cadaver men as drawn by magic to the Horror. They exploded with they moved away from the trench one by one. One a white flash and sizzle on its armor. The Horror lone cadaver man pounded in a final stake. He finished flinched and the worms of its face twitched and rolled his task with a ringing strike, then gathered his tools a bit faster. and rejoined his companions. It opened its mouth to speak, revealing the writhing The eight cadaver men blocked the road we hadSample taken mass of itsfile tongue. When it spoke my lungs burned coming in, and I knew they would stand there forever. and my mouth dried. Lorm wrung the haft of his axe as if it were a wet cloth. “The one who brings me the small orichalcum shield “Ragnar, when a Horror asks you to visit him, is it lives. The others…” foolish to say no?” The Horror swept his hand past me. One of the gems Mestoph stared blankly at the bridge. His amber eye on his finger-tendrils touched my face and bones in went milky, as if the color of his hair had somehow my legs snapped. Blinding pain accompanied popping bled through. His eyebrows furrowed, then shot up sounds as muscle disconnected. high on his forehead. He started toward the bridge. I fell forward. Several of my ribs twisted and snapped. “If he wanted us dead, the cadaver men would have I screamed, I blubbered, I tried to crawl away, but I attacked. He wants something from us he cannot get could not control the spasms of my body. if we are dead.” I spit up a mouthful of vomit, bitter bile spilling over “So he kills us after we do his bidding,” I said. my lips and matting my beard. My legs jerked wildly. Mestoph stopped for a second, legs apart, arms raised. I could not even beg. “We can try to outthink him, out-wait him, or out-fight Then the pain stopped. My body was mine again, him. I know which is my best chance.” He turned and impossibly whole. The Horror stood over me, watch- began walking again. ing me carefully. Lorm took one wobbly step, steadied himself, and I ran. I ran in a blind panic toward the mound. followed Mestoph. So did I. I slammed into a wall, bounced and fell. I got up, slammed into the wall again, still screaming.

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Lorm reached out of the mound to pull me the few “Those are the cadaver men?” feet sideways to the door. I lunged inside. “Yes, but they would have been alive then.” I do not know how long I sat rocking myself. I I thought about the citizens of Jalendale. A Horror remember Lorm persuading me to drink something, gnawing his way through the town’s defenses. and Mestoph asking me questions. No magic strong enough to stop him from coming “I think our dwarf is with us again.” in. But they had one desperate way of preventing the Mestoph knelt beside me, then handed me one of abomination from harming another town. his flasks. I took a sip of wine, passed it back to him. “They left plenty of loot.” Lorm nodded toward “You have been out for some time. Welcome to your a wall. I could see the gleam of neatly stacked gold. new home.” Items in chests and bins, weapons laid out in a pano- “Where are we?” ply. It all looked attractive. But not as attractive as I “We are in the biggest mausoleum I have ever seen.” thought it would. The sweep of Mestoph’s arm took in the entire build- “Pick something light.” ing. Atop eight pillars sat light quartz illuminating Lorm held up a gleaming dagger. Its pommel was perhaps forty box-frames, each nearly fifty arm-lengths carved into a wolf ’s head and its blade gleamed with high. Each frame was like a gigantic library shelf, filled the same fire as the shields. with bodies rather than books. Most were wrapped “Our plan requires speed.” in burial shrouds, a few in robes or armor. I walked toward the treasure. Lorm directed The place smelled overwhelmingly of me to a small pile. “Mestoph separated cloves, with just a hint of dry rot. out some of the more promising Mestoph rose, gesturing to me to items.” follow. As I walked behind him I I started sorting through the noticed a couple of new books loot. I rejected a sword with five in his backpack. In the middle matching emeralds in its hilt, but of the mausoleum, eight altars paused to consider a helmet that surrounded two sloped, square was as clear as glass and lighter pits, each pit deepest in the center. than ten coins. One altar stood on each side of “Those bracers probably have each square. Each altar was carved Sample file defensive magic,” Lorm said, point- with troughs leading to the pits. The ing to finely hammered copper bracers troughs fed into notches running to the adorned with jade and lapis lazuli. center of each pit, each holding a brilliant golden shield. “Might as well take something that will help you The light struck the shields and flowed and dazzled get out of here.” in a way impossible even for pure gold. Orichalcum. I fingered the bracers, then took the helmet. Lorm Mestoph brushed a lock of hair away from his ear. grinned. “The shields are magical protections. The magic was I tried it on. Fit was a little big, but the helmet felt strengthened by the blood of the citizens.” cool and somehow reassuring. I stashed my old helmet “They killed themselves?” in my pack. “Sacrificed, almost down to the last man. Last few Mestoph was reading one of the books when we in here took poison. The larger shield protects this walked over. Lorm nodded in his direction. tomb from being entered or harmed by the ‘destroyer “While you were worthless, Mestoph read. He’s of our brethren’ or his ‘unliving servants.’ The smaller already reversed the levitation magic in the shaft. It prevents the ‘destroyer of our brethren’ from moving should now push us up and out.” more than a few hundred yards away from it.” “How do we get past the Horror?” “Destroyer of our brethren?” “Mestoph starts working on a spell. I take the shield “I think they enchanted eight of their citizens, left outside. When creepy comes for the shield, I whack them outside this tomb. Their deaths triggered the him long enough for the spell to finish. You run out magic in the shield.” and throw the shield back in here, out of his reach.

11 Earthdawn Player’s Guide

Elfie throws the spell. While creepy recovers, we head swinging his axe. The weapon found the Horror’s out of town. Got it?” breastplate, and the blood on the axe flared into white “I have my doubts about running out there to get fire. The Horror hissed and screeched. Lorm roared. the shield. And serious doubts about you whacking I finally remembered to get the shield. I scrambled creepy long enough for Mestoph to take a breath, let for it, picked it up as Lorm rang another blow off the alone finish a spell.” Horror’s armor. I carried it back into the tomb. Once Lorm swung his axe in a lazy arc, stopping the axe inside I saw Mestoph fling his arms up and heard him in mid-swing. He loosened his grip, letting the haft shout three elvish words. slide down until his right hand rested just below the Thousands of droplets of water appeared, then axe-head. His left hand tested the edge. coalesced into dozens of spinning blades. The blades “This is my axe. My grandfather made it for my flew around Lorm, striking the Horror. The screech father. He told my father the axe was destined to blood turned into a scream. a Horror, perhaps slay one.” The blades tore wisps of dun-colored smoke from “Sure, once the Horror kills you, he can use your axe his legs and arms and sliced a tendril off its left hand. to whack his friends.” They rang and sizzled against its breastplate. A page rustled. The Horror spun around. Two of the blades caught “You are unduly pessimistic, dwarf.” him in the side of his head, sending shreds of white “Name’s Ragnar.” worm through the air. Mestoph closed his book and regarded me with Mestoph was already running, and so I followed that amber eye. his lead. Lorm took one last swipe then brought up “Ragnar. The good people of Jalendale did not die the rear. in vain. They left detailed records behind, and so we “Follow me! I found more maps in the tomb and I know this Horror is somewhat vulnerable to life magic. think I can get us to a clear avenue!” Are we ready?” We crossed the bridge and turned left. We ran past Lorm nodded vigorously. I shrugged. a plaza with four brass poles, through dusty alleys, Mestoph reopened his book. Lorm set his axe down. down a road with shops with blue doors, then turned He drew his newly acquired wolf-handled dagger and right at a dry fountain with lion-head spouts onto a carefully cut his left forearm three times. broad avenue. He sheathed the dagger. SampleMestoph’s file laugh boomed down the dead streets of The troll picked up his axe and began to apply his Jalendale. The magician slowed to a walk. I caught up. own blood to the blade. Lorm was huffing half a dozen paces behind. I walked back to the pit and got the smaller shield. Lorm bellowed. “Whacked him pretty good, I’d say.” When I returned I saw Lorm had spread a generous The Horror appeared next to Mestoph. His left coating of blood on his axe. He looked up. eye-worm twitched uncontrollably as he reached out “Just in case things go wrong, I want you to know to touch the magician. the poultice finally worked. You chose well.” Mestoph tried to dodge, but the elf reacted too slowly. “What could possibly go wrong, Lorm?” A sucking, tearing sound came from within him and he The troll snorted. I handed him the shield. began screaming. Then his hair whipped up and for- We watched Mestoph work his way through the ward and his screams suddenly grew strangely muffled. spell. The elf spoke softly, his fingers moving in time I screamed too, a dry, pitiful noise. I was staring at with his words. Mestoph’s eyes and mouth, which were on the side His right eye was closed. His left eye swirled with of his face. light. He began to speak more slowly. The Horror had torn the skin loose from muscle “That’s the signal.” and was shifting it around the elf ’s body. Lorm took four steps out, then dropped the shield Mestoph’s blood did not flow so much as gush toward and stood on it. “Here’s your cursed shield!” the Horror, transforming into burning white ribbons The Horror appeared a yard from Lorm, its tongue that wrapped around the entity. The Horror’s trium- flailing like a snake on fire. Lorm stepped toward it, phant screams drowned out our own.

12 Prologue: Inheritance

The Mestoph-lump collapsed to the ground. The left a bit at the top of its arc and my resolve wavered, then side of the Horror’s face was a smoking, ruined mass. I crashed the weapon onto the thing’s head. It pointed at Lorm. “Get me the shield.” I felt a jolt, heard a brittle crunch and smelled the Lorm started to run. He took five fast steps, then odor of rotted wood. stopped and turned around. His eyes shone with a The Horror lurched back. I held onto the axe, which silvery web. The Horror hissed. jerked free as the Horror moved. The creature had no “Once Horror touched, never free. Get me the working eyes. But it kept hissing. shield!” I could no longer lift the axe. I looked over at Lorm, I tried to tackle the troll as he started to move, but he saw he was dead. batted me aside. The Horror turned his gaze on me. I clutched the axe to me. The hiss told me to leave it. “Nothing more from you.” I turned around. This hiss told me to stay. I was frozen to the ground. The Horror stared at me I took a step. The hiss grew louder, almost strident. with his one good eye. His seared tongue wiggled back Another step. Then another. The hiss grew weaker, and forth, as if it were tasting my fear and anguish. thinner. Then I could no longer hear it. Apparently the Horror’s momentary distraction I found my way back to the shaft. Struggling to provided Lorm a brief second of self-control, because climb up to the first blue rune, I was dimly aware of he suddenly flung himself at the entity, the wolf ’s-head the cadaver men entering the chamber, climbing after dagger flashing in his outstretched hand. me. I heard them scrabble at the wall. The Horror snapped its head around and Lorm I reached the rune. A warm sensation lifted me, crumpled to the ground with a strangled cry. Blisters then hurtled me upward. I passed from rune to rune, boiled up on the troll’s green skin, releasing rivulets gathering a little more speed with each. of blood as they burst. I shot out of the shaft, over the unsuspecting sentries “Noooo!” the scorchers had posted. They might have pursued me I do not remember whether that was my scream, or if the cadaver men had not appeared to keep them busy. the Horror’s. The entity tried to reach the troll, but I walked as far as I could, reaching the village of Twin the blood now pooling on the ground sparked when Chin well into the next morning. There I stopped and it approached. The Horror staggered back and began slept for days. I do not think I let go of Lorm’s axe to hiss rhythmically. that whole time. I struggled to gain control of my legs,Sample then knelt file by Lorm. His cloudy yellow eyes met mine for a split …Many years have passed since that night, and I have second then darted toward the axe at his side. survived my share of adventures. But one task remained I grabbed for the weapon, but could barely lift the unfinished, one I believed I would take to my grave undone. damn thing. Finally I worked the blade around the Tonight I walked into this tavern and saw you and heard pool of troll blood. Lorm’s breathing rose and fell in your tales, the stories of your adventures. Now I have hope time with the Horror’s hiss. that it will be completed. Take this axe. It is Lorm’s axe. When I charged, the Horror looked up but did not His grandfather made it for his father. It has blooded a move; its hiss just grew a little louder. The axe wobbled Horror. Perhaps now it shall slay one.

13 Chapter 1: Introduction

The heroes of today are the legends of tomorrow. —King Varulus III of Throal

We Live in an Age of Legend slowly from their kaers, facing the world half in hope After centuries of hiding beneath the earth, human- that the Scourge had truly ended and half in fear that ity has ventured out into the sunlight to reclaim the the Horrors lingered. Though most of the Horrors world. Trolls, dwarfs, , orks, and humans live side left this world, many remain, inflicting cruel anguish by side with exotic races: the lizard-like t’skrang, the and suffering on other living creatures. As humanity small, winged windlings, and the earthen obsidimen. struggles to remake the shattered world, they must Creatures both magical and mundane dwell once combat the remaining Horrors who seek to prolong more in the forests and jungles. Arcane energies offer the destruction and despair of the Scourge. power to those willing to learn the ways of magic. Now heroes travel the land, rediscovering its lost Once, long ago, the land grew lush and green. Thriv- legends and exploring its changed face. For the ing forests sheltered plants and animals, and people world has changed, almost beyond recognition. grew and prospered off the land’s bounty. Then the Many people died during the Scourge; the Horrors Horrors came, and drowned the world in darkness. breached some kaers and citadels and destroyed The world’s flow of magic rose, and at its height their inhabitants. Other kaers remain sealed, from dread creatures from the darkest depths of astral unknowable disaster or simple fear; their contents space crossed into our world, leaving suffering and await discovery by bold explorers. Should they find destruction in their wake. The world’s inhabitants any folk still living within, these brave adventurers named these fell creatures the Horrors. TheySample laid may lead file such fear-darkened souls out to live again our world waste in a terrible time now known as in the light. the Scourge. The lush forests died. Bustling towns The dwarven kingdom of Throal lies at the center vanished. Beautiful grasslands and majestic moun- of the province of Barsaive, the largest inhabited tains became blasted, barren terrain, home to the province in the known world. The dwarfs seek to Horrors’ twisted mockery of life. unite Barsaive’s far-flung cities and people under The Horrors lusted to destroy all life, but they one crown and one banner, the better to repel the did not succeed. Before their coming, the magi- advances of the Theran Empire that ruled Barsaive cians of the Theran Empire warned the world, and before the Scourge. The Therans returned to the the people of the Earth took shelter under it. They province shortly after the Scourge ended, seeking to built fantastic underground cities called kaers and bend it again to their yoke, but the people of Barsaive citadels; their children and their children’s children rejected the Therans’ iron rule and rallied behind grew up within these earthen enclaves, never seeing the dwarfs of Throal. Beaten for the moment, the the light of the sun. For four hundred years the Hor- Therans gather strength and wait to strike again. As rors roamed the land, devouring all they touched Barsaive’s heroes search for lost treasures and battle while the people hid in terror, until the slow ebb of fantastic creatures, they must also fight the Therans, the world’s magic forced these loathsome creatures who plot to rob Barsaive of its newfound freedom to retreat to the astral pit that spawned them. The and make its people pawns of their vast Empire. Horrors departed before the magicians and wise men In the Age of Legend, heroes band together to fight had believed they would; the wary people emerged the Horrors and reclaim the wounded world for those

14 Chapter 1: Introduction

born in it. As they explore the altered land, search- ing 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 backgrounds, and battle evil to redeem the world with a multitude of gifts. These bands of heroes follow the Adept’s Way and 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 one Game Master and at least one player. This book is one of a series—the Earthdawn Savage Worlds Edition—designed to be used with the Savage Worlds Roleplaying Game system (available from www.peginc.com). At a minimum, this book requires use of the Savage Worlds Core Rulebook (the Deluxe Sample orfile Explorer’s Edition). Unless specifically stated, references to the Player’s Guide, Game Master’s Guide, or other rulebooks and supplements are made solely to the Earthdawn Savage Worlds Edition. Refer- ences to the Earthdawn game within this and other books in this series, are also made solely to the Earthdawn Savage Worlds Edition. While you can use materials from other editions of the Earthdawn Roleplaying Game, there will be a varying degree of conversion required, which lies outside the scope of this book. 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.

15 Earthdawn Player’s Guide

The world of Earthdawn is one of legend. Its world of Earthdawn, and discover the fun of people and places are larger than life, the stuff of song roleplaying in the Age of Legend. and saga. Heroes fight the monsters of this and other worlds; their bold exploits light a beacon of hope What is a Roleplaying Game for the future, as word of their deeds spreads across Everyone has read a book or seen a movie where the troubled, fearful land. Earthdawn is a world the protagonist does something so utterly wrong that of high adventure, high magic, and terrible danger. the reader or viewer wants to shout a warning to the Those dangers lurk not only within long-forgotten character. But no warning from the audience can keep kaers, but also within the minds of people forever that character from doing what the plot demands, no corrupted by the Horrors. To rebuild its heart and matter how much trouble it lands him in. The read- soul as well as its outward aspect after the devasta- ers and viewers can’t change the character’s behavior; tion of the Scourge, the world needs heroes. The we’re just along for the ride. A roleplaying game turns players of Earthdawn, by creating their characters this situation on its ear. In a roleplaying game the and playing the game, provide these heroes. players control the actions, or play the roles, of their In contrast to many other roleplaying games, char- characters and respond as they wish to the events of acters in Earthdawn do not simply survive each the plot. If the player doesn’t want his character to adventure and become a little smarter or a little go through a door, the character won’t. If the player richer. Earthdawn adds another dimension to thinks his character can talk him or herself out of roleplaying; its characters become heroic figures, a tight situation rather than resorting to that trusty accomplishing deeds so impressive that generation pistol, he can talk away. The plot of a roleplaying game after generation will honor their memory in song and stays flexible, always changing based on the decisions story. The world of Earthdawn brims over with the players make for their characters. legends, heart-stirring tales of famous adventurers In roleplaying, stories (the adventures) evolve much told by the fireside to while away the night. Earth- as they do in a movie or book, but within the flexible dawn Player Characters can become the figures in story line created by the Game Master. The story those legends. As they build their characters’ legends outlines what might happen at certain times in reac- through play, they create the fireside tales that their tion to other events. The story remains an outline, descendants will tell about them. Gaining this heroic with few concrete events, until the players become stature through daring deeds is as importantSample a part involved. file When that happens, the adventure becomes of playing Earthdawn as any lesser gain in riches a drama as riveting as that great movie you saw last or experience. week or that book you stayed up all night to finish. For those with experience in roleplaying, some of Though the players all contribute to the story, the following explanations will sound familiar. Those creating it as they play, the Game Master creates readers might want to skip ahead to Chapter 2: the overall outline and controls events. The Game History (p. 19) and dive right into the history and Master keeps track of what happens and when, background of Earthdawn. The opening Pro- describes events as they occur so that the players (as logue: Inheritance (p. 5) provided atmosphere and a characters) can react to them, keeps track of other taste of the language and style of Earthdawn. The characters in the game (referred to as Game Master sections following cover other aspects of the game, Characters), and uses the game system to resolve the beginning with Game Concepts (p. 17). players’ attempts to take action. The Game Master For those who are new to roleplaying, the following describes the world as the characters see it, function- text introduces the concept. This introduction will ing as their eyes, ears, and other senses. not answer all your questions, because most roleplay- Game Mastering takes both skill and practice to ing games are more easily learned from other players master, but the thrill of creating an adventure that than from reading a book. This brief overview will engages the other players, tests both their gaming give you the idea behind roleplaying; to learn more, skills and the characters’ skills in the game world, find others who are familiar with roleplaying games and captures the players’ imaginations makes the and learn by playing. Together you can explore the Game Master’s job worthwhile. RedBrick publishes

16 Chapter 1: Introduction

game supplements and adventures to aid the Game other type of game. Because the players and Game Master, but talented Game Masters always adapt the Master create the adventures they play, what hap- game universe to suit their own style. pens in the course of a roleplaying game is limited A roleplaying game offers its players a level of chal- only by the players’ imaginations. lenge and personal involvement unmatched by any Game Concepts

The magic of the world follows rules. Understand them and use them, as others will surely use them against you. —Cors BlackOrk, Wizard of the Crystal Raiders

This section explains the key concepts and terms The Game Master will probably ask you to roll used in Earthdawn. Some are terms common some dice, and the resulting numbers will represent to most roleplaying games, others are unique to your character’s attempted action and consequences. Earthdawn. Whether you are an experienced The Game Master uses the rules of the game to gamer or new to roleplaying, once you understand interpret the dice rolls and the outcome of your how these concepts operate in Earthdawn, the character’s action. rest of the rules will fall easily into place. The explanations provided here also appear in Adepts other appropriate sections. The first time a term The world of Earthdawn is filled with magic. The appears in this section, it is set in bold type. most talented characters, including yours, are initiated in the use of magic. Such characters are called Adepts Playing Earthdawn (p. 50). Some Adepts train to cast spells, some train Earthdawn is a roleplaying game that provides to use weapons, others to work with animals. The all the excitement of an adventure story. Roleplay- form of magical training chosen by your character is ing games require one or more players and a Game his or her Discipline (p. 40). This training focuses Master. The players control the main characters of the magical energies of your character into special the story, the protagonists of a plot whoseSample outcome abilitiesfile called Adept Edges (p. 157). is uncertain. The Game Master directs the action of the story and controls the bad guys, the props, the setting, and everything else the players may encounter. The game is not a contest between the good guys (the players) and the bad guys (the Game Master), however. The Game Master may control all the bad guys, but he or she is actually in sympathy with the heroes. Players and Game Master must work together to build and experience a tense, exciting adventure. Characters represent the players in the Earth- dawn game. As a player, you control a character. Everything you know about your character will be noted on the character sheet. This is where you record your character’s abilities, possessions, physi- cal appearance, and other facts about him or her. During the course of the game, the Game Master will describe events or situations to you; using your character sheet as a guide, you tell the Game Master what your character would do in a given situation.

17 Earthdawn Player’s Guide

Magic universe. See Chapter 6: Magic (p. 194) for more Some characters possess the ability to cast spells. information on Names and Namegivers. Known as magicians (p. 205), these characters can learn a Pattern for a spell, then reduce that Pattern The Horrors to its minimum complexity. They can store that For hundreds of years, the world of Earthdawn Spell Pattern in a spell matrix and draw astral energy suffered under a reign of terror perpetrated by through it to form Spell Threads (p. 205). Magicians beings known collectively as the Horrors. Though have a limited number of Spell Threads they can use. the world always had magic, the level of ambient For all intents and purposes, these function as Power magic gradually increased, and so did the activity Points (refer to the Savage Worlds Core Rulebook). If of the Horrors. Magic eventually reached a level the character wishes to cast the spell without Spell that allowed the Horrors to routinely breach the Threads, he can do so through a process known as extra-dimensional barriers between their world and Raw Magic (p. 205), which can cause damage to the world of Earthdawn. The time during which the magician—sometimes with fatal consequences. the Horrors freely roamed the world, causing terror and destruction, is known by many names, the most Blood Magic common being the Scourge. During the Scourge, Characters in Earthdawn have access to a spe- entire cities and nations fell to the Horrors’ power. cial type of magic known as Blood Magic (p. 204). Some individuals and communities embraced dark Blood Magic requires the character to sacrifice a magics to defend themselves, some becoming little small amount of his or her own blood in order to better than that which they feared. Now the Scourge power the magic. Because this magic is powered by is over, many Horrors remain, but their power is self-sacrifice, it is sometimes known as Life Magic. enough diminished that civilization has begun to Blood Magic is very powerful, and often endures as rebuild. Most people still tremble inside the walls long as a year and a day. Characters use Blood Magic they built to protect themselves and their families, to increase the power and potential for success when afraid to venture out into the strange, changed world. using abilities. Blood Magic also allows characters The few brave enough to face it are the heroes of to use certain powerful charms and to seal oaths. Earthdawn. The Game Master has access to the By its nature, Blood Magic is inherently dangerous. game statistics of several Horrors and their con- Samplestructs infile the Game Master’s Guide. More detailed Karma information on Horrors and their terrible abilities The high level of magic running through the world can be found in the upcoming Horrors of Barsaive of Earthdawn allows Adepts to use raw magi- sourcebook. cal energy, called Karma (p. 40), to enhance their abilities. Adepts spend Karma Points to use their The Passions magical Adept Edges. The Passions represent the spiritual beliefs of the people of Barsaive. The Passions are the physi- Names cal embodiment of the life forces of the universe, The Names of people, places, and things affect the living manifestations of emotion. Each of the how they interact with the universe. The universe twelve Passions in the pantheon embody a number of gave certain races the ability to Name themselves emotions and passions that lie at the source of every- and others, allowing them to better interact with thing the Namegiver races do and believe. Questors magic and the life forces of the universe. All major embrace the emotions and ideals of a particular Pas- races of Barsaive are Namegivers. In the world of sion, representing their patron Passion in both word Earthdawn, a character’s Name becomes more and deed. Questors serve to bridge the gap between than a simple label; a Name represents that person’s their patron and the denizens of the world. See very being (p. 197). This holds true for the Names Chapter 9: Religion (p. 259) for more information of specific places, items, and creatures. Even the on the Passions of Barsaive. Questors and their abili- Horrors bear names, for they also interact with the ties are detailed in the upcoming Player’s Companion.

18