Sample file Player’s Guide

Sample file

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pathfinder roleplaying game edition rulebook Credits

Earthdawn® Player’s Guide™ pathfinder roleplaying game edition Line Developer: Hank Woon Writing and Development: Hank Woon Editing and Additional Development: Eric Williamson, Ira Mertes, James Sutton Product Director: James Sutton Administration: Dawn Sutton Layout: Dawn Sutton, James Sutton Cover Artwork: Dawn Sutton, Tony Szczudlo 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: Craig Guarisco, Justin Carson, Katherine Fang 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 FASASample Corporation. Barsaive, file 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. Permission to copy the Character Sheet is granted for personal use only. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Product Identity: The following items are hereby identified as Product Identity, as defined in the version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, creatures, dragons, spirits, entities, deities, treasures, places, etc.), dialogue, plots, fiction, background, storylines, language, incidents, locations, setting information, characters, maps, artwork, logos, graphic design, and trade dress. The text of Chapter 1: Introduction is Closed Content. Open Content: Except for material designated as Product Identity (see above), the contents of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.

2 Contents

Prologue: Inheritance 5 Cavalryman 79 Game Information 85 Chapter 1: Introduction 14 Elementalist 87 Game Concepts 17 Game Information 94 Playing Earthdawn 17 Illusionist 95 Adepts 17 Game Information 100 Blood Magic 18 Nethermancer 101 Karma 18 Game Information 106 Names 18 Scout 108 The Horrors 18 Game Information 112 The Passions 18 Sky Raider 113 Game Information 117 Chapter 2: History 19 Swordmaster 119 Game Information 125 Chapter 3: Characters 33 Thief 126 Generating a Character 33 Game Information 130 Major Races of Barsaive 33 Troubadour 132 Languages 34 Game Information 137 34 Warrior 138 35 Game Information 143 Human Sample36 Weaponsmithfile 145 Obsidiman 37 Game Information 149 Ork 38 Wizard 152 Troll 39 Game Information 157 T’skrang 40 Windling 41 Chapter 5: Skills 159 Disciplines 42 Adept Skill Descriptions 159 Equip Your Character 47 Flesh Out Your Character 48 Chapter 6: Feats 177 Adept Feat Descriptions 182 Chapter 4: Adepts 52 To Live Life as an Adept 54 Chapter 7: Magic 201 Discipline Violation 57 The Cycle of Magic 201 Air Sailor 60 Astral Space 202 Game Information 66 Nature of Astral Space 203 Archer 67 Astral Sensing 203 Game Information 72 Magic in Our World 204 Beastmaster 73 Magical Theory 204 Game Information 78 Patterns 204

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Names and Naming 204 Passion Descriptions 264 True Patterns 206 Astendar 264 Pattern Knowledge 207 Chorrolis 265 Pattern Items 207 Dis (Mad Passion) 266 Threads 208 Floranuus 267 Thread Magic 209 Garlen 267 Using Magic Items 209 Jaspree 267 Obtaining the Key Knowledge 210 Lochost 268 Weaving the Thread 211 Mynbruje 269 Limits on Threads 212 Raggok (Mad Passion) 270 Losing Threads 212 Thystonius 271 Blood Magic 212 Upandal 272 Using Blood Magic 212 Vestrial (Mad Passion) 272 Duration of Blood Magic 212 Chapter 11: Barsaive 273 Chapter 8: Spells 213 Overview 273 Elementalism Spells 213 The Land 273 Illusionism Spells 220 Landscape 274 Nethermancy Spells 227 Climate 275 Wizardry Spells 234 Population 275 Government 276 Chapter 9: Equipment 240 Areas of Interest 277 Purchasing Goods 240 Kingdom of Throal 277 Currency 241 Bartertown 277 Weapons 242 Parlainth/Haven 277 Armor and Shields Sample248 The Wastes file 277 Clothing 251 The Badlands 278 Adventuring Equipment 252 Blood Wood 278 Magical Equipment 253 Iopos 278 Blood Charms 253 Jerris 278 Common Magic Items 255 Kratas 278 Healing Aids 255 Travar 278 Provisions 255 The Theran Empire 279 Services 259 Sky Point 279 Transportation 259 Vivane 279 Chapter 10: Religion 261 Map of Barsaive 280 The Nature of Passions 261 Passions in Conflict 262 Index 282 Questors 263 Worship of the Passions 263 On Questors 263

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 cred- I stumbled and rolled down a few lengths then re- it than we deserved. gained 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 crest- “Well that’s great. How about whipping up a spell ed the hill, diving for cover behind the boulder I had to take care of a few angry scorchers?” seen 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 dark- ness 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 haphaz- ardly. 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. Rath- like Mestoph’s darkness spell,” then falling. er surprising.” Darkness again surrounded me as I fell, interrupt- “Mestoph, take a look at this,” Lorm said, pointing ed by an occasional flash of blue light aheadSample of me. to the section file of wall near his pack. Mestoph walked Then I hit something, more gently than I expected, over and leaned toward the wall, holding his torch and my descent stopped. A blue glow enveloped me, just above his head. then I was falling again, but not too fast. After a moment of exploring the wall with his fin- Another hit. Another blue glow. Another fall. gers, 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 slight- runes carved into the shaft’s walls about every three ly 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 fin- before landing on the rocks at the bottom of the shaft. ger length. Pacing around the shaft wall, I saw that As I checked for broken bones, a flame sputtered, the lines covered nearly every inch of its surface, ex- died, then another sputter turned into a warm yel- cept for occasional palm-sized blank spots. I count- low glow. Mestoph had lit a torch. While Lorm just ed out seventy paces to circle the shaft. The curlicues sat there, looking a bit dazed, Mestoph walked over rose perhaps five or six dwarf-lengths from the floor and handed me the torch. He took another from his of the shaft. The lines were deepest near three pitted, pack, but this one took some time to light because it metal triangles hanging above a pillared entrance We was damper than the first. had found Kaer Jalendale. The torch popped and hissed as it caught, illumi- Stone doors four dwarf-lengths tall lay cracked on nating my pack lying a few feet away. Lorm was al- the ground. Apparently, we were not the first to dis- ready 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 re- magic from the wards. But carving these lines would sponded to touch, and Lorm fashioned a lantern from take a year at the very least, and probably closer to five.” the quartz, some rope, and one of his sacks. It gave off “A Horror spent five years breaking into Jalendale?” better light than the torches, but Mestoph and I kept My voice rose in pitch as I spoke. I thought of some- ours lit. Light frightens some things, but fire hurts thing carving a few lines, stepping back, then carving 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 pil- year after year, just waiting to get into the town. My lars and cables supporting the city overhead blocked desire for treasure was lessening. our passage before we had walked even fifty paces “Did they know?” Lorm asked. from 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. I de- from the market. Nobody would be coming through cided to check out my short sword. Mestoph laughed, the gate until the day the Horror came along, that is. 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 larg- A sharp odor stung my nose as I held my torch er 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 near- elf made a big display of studying his map. ly halfway to the center of Jalendale. I heard a flut- I drew one of Lorm’s knives, testing it on a plucked tering sound and looked up just as two dark shapes beard hair to make sure it was sharp. I tried to cut a swooped 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 stag- thing soft. The shadowmant fluttered back a few paces, es of rot. The children were alive, except for the ba- then came at me again. I blindly thrust my sword bies who died from neglect.” again, then felt a thud of its stinger against my cuir- I spit a second and third time. Lorm kept talking. bouilli breastplate. “I was scouting for survivors when I saw the Hor- The shadowmant dove at me again. I swung my ror. It was like a slug, mottled yellow and white. It was blade and the creature wobbled back. I crouched low, only 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 then become still, and I began congratulating myself what killed all these people. It didn’t make sense. I just as Lorm howled. took a step toward it. That was as far as I got. Glit- I spun to see a shadowmant flopping at his feet, an tering silver lines appeared where its eyes might have axe embedded in its dark flesh. Another fluttered over been, and I stopped dead. It looked at me, then turned the troll, its stinger lodged in Lorm’s neck. I ran and away, moving slower than I could ever walk. I couldn’t hacked the tail off and the shadowmant careened away. move 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 fac- One’s voice became painful to hear, another congealed ing out, fingers apart. Lorm needed the poultice, but mead when she got too close. One by one, we threw I 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.

8 Prologue: Inheritance

“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 stand- Mestoph led us, which is to say he walked a few steps ing position. He leaned forward, hands on his knees, ahead of us. Each time we found the way blocked, Mes- gasping for breath. toph would then stand and contemplate the next di- “Sure your poultice is going to work?” rection 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 porce- “Dry leaves. It’s pouring outside. It’s desert dry in lain shop with every plate pulverized, every vessel here.” shattered. A goldsmith’s every case shattered, every “Maybe,” I stopped talking. None of my maybes flattening hammer bent, every foil knife broken in sounded good. I finished with a weak, “You should two. I saw not one undamaged piece of furniture, not be fine.” one whole 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 intersect- ing 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 ap- peared with each heartbeat, revealing a massive shad- ow. 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 in- side the doorway, axe lying on the ground beside him. Mestoph stopped running and crouched in a de- fensive posture, walking crab-style toward the near- est building. Apparently he’d decided he wasn’t going make it past the cadaver men. My heart and legs

9 Earthdawn Player’s Guide

thought it was worth a try, but my mind told me to Hundreds of carvings like those by the gate covered stick with Mestoph. I sidled along with him. My sword the plaza. Our boots made a scratching sound as we only 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 the plaza. It seemed the only place to go. I could see a with the tusk-caps carried swords and had backpacks pointed archway. Inside the mound was a cool darkness. slung over their shoulders. Six more staggered along I blinked, then it was next to Mestoph. with 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 ten- They walked right past us. dril 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 fin- cadaver men had us pinned, and they walked right ger’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 built entirely of worms. The worms squirmed in a pat- in pain. Little by little, he regained control of his ex- tern most active around its eye sockets. A single worm pression. 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 fin- flinched and the worms of its face twitched and rolled ished his task with a ringing strike, then gathered his a bit faster. tools and rejoined his companions. It opened its mouth to speak, revealing the writhing The eight cadaver men blocked the road Samplewe had mass of itsfile tongue. When it spoke my lungs burned taken coming in, and I knew they would stand there and my mouth dried. forever. Lorm wrung the haft of his axe as if it were “The one who brings me the small orichalcum shield a wet cloth. lives. The others…” “Ragnar, when a Horror asks you to visit him, is it The Horror swept his hand past me. One of the foolish to say no?” gems on his finger-tendrils touched my face and bones Mestoph stared blankly at the bridge. His amber eye in my legs snapped. Blinding pain accompanied pop- went milky, as if the color of his hair had somehow ping sounds as muscle disconnected. bled through. His eyebrows furrowed, then shot up I fell forward. Several of my ribs twisted and snapped. high on his forehead. He started toward the bridge. I screamed, I blubbered, I tried to crawl away, but I “If he wanted us dead, the cadaver men would have could not control the spasms of my body. attacked. He wants something from us he cannot get I spit up a mouthful of vomit, bitter bile spilling over if we are dead.” my lips and matting my beard. My legs jerked wildly. “So he kills us after we do his bidding,” I said. I could not even beg. Mestoph stopped for a second, legs apart, arms Then the pain stopped. My body was mine again, raised. “We can try to outthink him, out-wait him, impossibly whole. The Horror stood over me, watch- or out-fight him. I know which is my best chance.” ing me carefully. He turned and began walking again. I ran. I ran in a blind panic toward the mound. Lorm took one wobbly step, steadied himself, and I slammed into a wall, bounced and fell. I got up, followed Mestoph. So did I. slammed into the wall again, still screaming.

10 Prologue: Inheritance

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 re- I thought about the citizens of Jalendale. A Horror member 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 pan- “Where are we?” oply. 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 per- Lorm held up a gleaming dagger. Its pommel was haps 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 direct- The place smelled overwhelmingly of ed me to a small pile. “Mestoph separat- cloves, with just a hint of dry rot. ed 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 de- each square. Each altar was carved Sample file fensive magic,” Lorm said, pointing to with troughs leading to the pits. The finely hammered copper bracers adorned troughs fed into notches running to the cen- with jade and lapis lazuli. ter 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 hel- “They killed themselves?” met 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 al- of our brethren’ or his ‘unliving servants.’ The smaller ready 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 co- axe-head. His left hand tested the edge. alesced into dozens of spinning blades. The blades “This is my axe. My grandfather made it for my fa- flew around Lorm, striking the Horror. The screech ther. 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 I felt a jolt, heard a brittle crunch and smelled left side of the Horror’s face was a smoking, ruined the odor of rotted wood. mass. It pointed at Lorm. “Get me the shield.” The Horror lurched back. I held onto the axe, Lorm started to run. He took five fast steps, then which jerked free as the Horror moved. The crea- stopped and turned around. His eyes shone with a ture had no working eyes. But it kept hissing. silvery web. The Horror hissed. I could no longer lift the axe. I looked over at “Once Horror-touched, never free. Get me the Lorm, saw he was dead. shield!” I clutched the axe to me. The hiss told me to I tried to tackle the troll as he started to move, but he leave it. I turned around. This hiss told me to stay. batted me aside. The Horror turned his gaze on me. I took a step. The hiss grew louder, almost stri- “Nothing more from you.” dent. Another step. Then another. The hiss grew I was frozen to the ground. The Horror stared at me weaker, thinner. Then I could no longer hear it. with his one good eye. His seared tongue wiggled back I found my way back to the shaft. Struggling to and forth, as if it were tasting my fear and anguish. climb up to the first blue rune, I was dimly aware Apparently the Horror’s momentary distraction of the cadaver men entering the chamber, climb- provided Lorm a brief second of self-control, be- ing after me. I heard them scrabble at the wall. cause he suddenly flung himself at the entity, the I reached the rune. A warm sensation lifted me, wolf ’s-head dagger flashing in his outstretched hand. then hurtled me upward. I passed from rune to The Horror snapped its head around and Lorm rune, gathering a little more speed with each. crumpled to the ground with a strangled cry. Blis- I shot out of the shaft, over the unsuspecting sen- ters boiled up on the troll’s green skin, releasing riv- tries the scorchers had posted. They might have ulets of blood as they burst. pursued me if the cadaver men had not appeared “Noooo!” I do not remember whether that was my to keep them busy. scream, or the Horror’s. The entity tried to reach I walked as far as I could, reaching the village of the troll, but the blood now pooling on the ground Twin Chin well into the next morning. There I sparked when it approached. The Horror staggered stopped and slept for days. I do not think I let go back and began to hiss rhythmically. of Lorm’s axe that whole time. I struggled to gain control of my legs, then knelt by Lorm. His cloudy yellow eyes met mineSample for a split sec- file…Many years have passed since that night, and I ond then darted toward the axe at his side. have survived my share of adventures. But one task I grabbed for the weapon, but could barely lift the remained unfinished, one I believed I would take to damn thing. Finally I worked the blade around the my grave undone. Tonight I walked into this tavern pool of troll blood. Lorm’s breathing rose and fell in and saw you and heard your tales, the stories of your time with the Horror’s hiss. adventures. Now I have hope that it will be complet- When I charged, the Horror looked up but did not ed. Take this axe. It is Lorm’s axe. His grandfather move; its hiss just grew a little louder. The axe wob- made it for his father. It has blooded a Horror. Per- bled a bit at the top of its arc and my resolve wavered, haps now it shall slay one. then I crashed the weapon onto the thing’s head.

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

14 Chapter 1: Introduction

its newfound freedom and make its people pawns of their vast 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 be- come 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 back- grounds, 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 spell- caster who combines deception and reality to confuse those around him; a Swordmaster, one trained in the art of fighting with bladed weapons; or a Beast- master, 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 Pathfinder® Ro- Sample leplayingfile Game Edition—designed to be used with the Pathfinder® Roleplaying Game. At a mini- mum, this book requires use of the Pathfinder® Ro- leplaying Game Core Rulebook™ (available from www. paizo.com). Unless specifically stated, references to the Player’s Guide, Game Master’s Guide, or other rulebooks and supplements are made solely to the Earthdawn Pathfinder® Roleplaying Game Edi- tion. References to the Earthdawn game within this and other books in this series, are also made solely to the Earthdawn Pathfinder® Roleplaying Game 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

15 Earthdawn Player’s Guide

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

16 Chapter 1: Introduction

Mastering takes both skill and practice to master, Masters always adapt the game universe to suit but the thrill of creating an adventure that engages their own style. the other players, tests both their gaming skills and A roleplaying game offers its players a level of chal- the characters’ skills in the game world, and captures lenge and personal involvement unmatched by any the players’ imaginations makes the Game Master’s other type of game. Because the players and Game job worthwhile. Master create the adventures they play, what hap- RedBrick publishes game supplements and adven- pens in the course of a roleplaying game is limited tures to aid the Game Master, but talented Game only by the players’ imaginations. 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 During the course of the game, the Game Master used in Earthdawn. Some are terms common to will describe to you events or situations; using your most roleplaying games, others are unique to Earth- character sheet as a guide, you tell the Game Mas- dawn. Whether you are an experienced gamer or ter what your character would do in a given situ- new to roleplaying, once you understand how these ation. The Game Master will probably ask you to concepts operate in Earthdawn, the rest of the roll some dice, and the resulting numbers will rep- rules will fall easily into place. resent your character’s attempted action and con- The explanations provided here also appear in sequences. The Game Master uses the rules of the other appropriate sections. The first time a term ap- game to interpret the dice rolls and the outcome of pears in this section, it is set in bold type. your character’s action. Playing Earthdawn Adepts Earthdawn is a roleplaying game that provides Some characters possess the ability to cast spells. all the excitement of an adventure story.Sample Roleplay- Playerfile Characters in Earthdawn are called Adepts, ing games require one or more players and a Game Master. The players control the main characters of the story, the protagonists of a plot whose outcome 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 en- counter. The game is not a contest between the good guys (the players) and the bad guys (the Game Mas- ter), however. The Game Master may control all the bad guys, but he or she is actually in sympathy with the he- roes. Players and Game Master should 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 re- cord your character’s abilities, possessions, physi- cal appearance, and other facts about him or her.

17 Earthdawn Player’s Guide

and use magic to fuel special skills and feats, known the world always had magic, the level of ambient as Adept skills (p. 159) and Adept feats (p. 177), magic gradually increased, and so did the activi- respectively. These special abilities help power the ty of the Horrors. Magic eventually reached a level swing of a Warrior’s sword and a Thief ’s stealthy that allowed the Horrors to routinely breach the ex- passage, as well as an Elementalist’s dealings with tra-dimensional barriers between their world and summoned elementals. the world of Earthdawn. The time during which the Horrors freely roamed the world, causing ter- Blood Magic ror and destruction, is known by many names, the Characters in Earthdawn have access to a spe- most common being the Scourge. cial type of magic known as Blood Magic (p. 212). During the Scourge, cities and nations fell to the Blood Magic requires the character to sacrifice a Horrors’ power. Some individuals and communities small amount of his or her own blood to power the embraced dark magics to defend themselves, some magic. Because this magic is powered by self-sacri- becoming little better than that which they feared. fice, it is sometimes known as Life Magic. Blood Now the Scourge is over. Many Horrors remain, but Magic is very powerful, and often endures as long their power is enough diminished that civilization as a year and a day. Characters use Blood Magic to has begun to rebuild. Most people still tremble in- increase the power and potential for success when side the walls they built to protect themselves and using abilities. Blood Magic also allows characters their families, afraid to venture out into the strange, to use certain powerful charms and to seal oaths. changed world. The few brave enough to face it are Blood Magic is inherently dangerous. the heroes of Earthdawn. The Game Master has access to the game statis- Karma tics of several Horrors and their constructs in the The high level of magic running through the world Game Master’s Guide. More detailed information of Earthdawn allows Adepts to use raw magical on Horrors and their terrible abilities can be found energy, called Karma (p. 42), to enhance their abili- in the upcoming Horrors of Barsaive sourcebook. ties. Characters can spend Karma Points to enhance the possibility of success for certain actions. The The Passions rules define the actions for which Karma can be used. The Passions represent the spiritual beliefs of the Samplepeople of file Barsaive. The Passions are the physical em- Names bodiment of the life forces of the universe, the living The Names of people, places, and things affect manifestations of emotion. Each of the twelve Pas- how they interact with the universe. The universe sions in the pantheon embody a number of emo- gave certain races the ability to Name themselves tions and passions that lie at the source of everything and others, allowing them to better interact with the Namegiver races do and believe. Questors em- magic and the life forces of the universe. All major brace 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. Like in regular Pathfinder® Roleplaying than a simple label; a Name represents that person’s Game games, clerics appeal to these powerful beings very being. This holds true for the Names of spe- for spells and divine aid, however, any character can cific places, items, and creatures. Even the Horrors become a Questor. Questors serve to bridge the gap bear Names, for they also interact with the universe. between their patron and the denizens of the world, See Chapter 7: Magic (p. 201) for more informa- gaining special abilities and powers in exchange for tion regarding Names and Namegivers. devotion and service. See Chapter 10: Religion (p. 261) for more information on the Passions of The Horrors Barsaive. Questors and their abilities are detailed For hundreds of years, the world of Earthdawn in the upcoming Player’s Companion. suffered under a reign of terror perpetrated by be- ings known collectively as the Horrors. Though

18