The Wastes - An Earthdawn Campaign Setting.pdf
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The Wastes
The Wastes
An Earthdawn Campaign setting
For EarthdawnLegends
By: J
.
Anne Mauck
Table of Contents
Part One
Treatise on the Wastes
Part Two
Game Information
Part Three
Adventure Ideas
Maps
Credits
Part One
Introduction
The People
The Disciplines
Magic
Horrors
Creatures
Plants
Safety
Survival
and life
The Passions
Death
The Grey Folk
The Tribes
The Deep Wastes
Conclusion
Part One
Introduction
The Wastes are full of mysteries waiting to be explored. Mysteries can be as exciting as
they are dangerous. And the Wastes are dangerous enough for those just trying to
survive.
The People
The Namegivers of the Wastes are not as varied as those of Barsaive Proper. Rather, only
Orks, Trolls, Dwarves, and Humans exist in numbers large enough to be counted. The
Obsidimen of the Wastes are brothers to all, traveling across the land teaching and
recording. In a place where memory only lasts as long as someone exists to remember it,
the Obsidimen remember, and record, all.
In the Wastes, there is no time for prejudices between races. Orks, Trolls, Dwarves, and
Humans all live and work together, none above the others. The settlements are small and
easily moved around. There are some settlements, however, that have not moved in many
years, due to the caverns located beneath them. Farming, using ancient kaer techniques,
supplies these cities and is exported to other nearby tribes. Many of these settlements
are near caves and mountains and the original kaers.
Of the more common races, the Dwarves travel the most. They are responsible for the
spread of the tribes and the spread of news between the tribes. The Dwarves of one
tribe are more nomadic than others and are exceptional kaer designers. They have helped
many tribes become permanent settlements after assisting in the creation of a tunnel
system. These Dwarves are hailed throughout the Wastes as heroes.
Perhaps at one time there were T'skrang and Windlings, but the harsh climate and high
mortality rate following the Scourge drove them away, never to be heard from again.
There are many among the Tribes of the Wastes that believe they no longer exist.
Elves alone remain in the Wastes but have not become of the Wastes. As a community,
they despise outsiders and have maintained an independent existence since they emerged
from their kaers. They have been changed by their harsh lives, though they refuse to see
it themselves. They claim no kinship with those of the Elven Court, and despise Queen
Alachia especially for her "solution" to the Scourge. It has been said that they are more
angry at being neglected than about the disfigurement of their peers.
There is a high infant mortality rate, primarily due to the black haze above the land and
the lack of safe conditions in which to give birth. This subject becomes more important
when havens within the Wastes are discussed.
The Disciplines
It is obvious that some Disciplines are not as practical as others when considering survival
in the Wastes. As time passed, some of these Disciplines fell into disuse and became
frowned upon by those of newer generations. For example, there are no known air sailors
or sky raiders in the Wastes. There is no need for those with such skills and so it is
conveniently disregarded. Children with such obvious talent are encouraged to follow the
paths of the Warrior, the Weaponsmith, and Elementalist. Others are considered
acceptable, but those are the most common. The Thief has undergone a metamorphosis in
the Wastes. Now, he is called the Hunter and is an oft-imitated Discipline.
Beastmasters and Cavalrymen are uncommon, but much sought after. They serve as
masters of transportation and in the raising of animals. One Ork by the Name of Lesma
was a Beastmaster of consequence. She developed a breed of transport animal called
Stalthen, which seems unaffected by the black skies and immune to the mist biters. This
beast and others specific to the Wastes will be detailed in the Bestiary.
Other Disciplines that are uncommon but much sought after are Troubadours,
Swordmasters, and Illusionists. Artisans of these Disciplines are prized for their ability
to temporarily soothe over the wounds of the Scourge and of daily life. Some Illusionists
who adventure find it difficult to maintain a good reputation when trying to leave a town or
city. It is said that most scurry out disguised and while their hosts sleep. Nevertheless,
they are always welcomed when they arrive in a town.
Because magic is affected by the strange circumstances of the air, Elementalists,
Wizards, and Nethermancers have become divided. Which brings us to the next subject...
Magic
Any use of magic in the Wastes will draw Horrors faster than anywhere else in Barsaive,
save Parlainth. Strangely, this is not the only cause of the differences between mages.
The black sky alters the form of magic. Because of this, magic is taught in two schools:
those who exert extra effort to control the effects of their spells and those who trust in
the balance of the world to shape their efforts.
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