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CREDITSProduct Director: James D. Flowers

Line Developer: Carsten Damm

Senior Editors: James D. Flowers, Carsten Damm

Associate Editors: Steven J. Black, Eike-Christian Bertram, Joshua Harrison

Cover Artwork: Paul Tobin

Interior Artwork: Tom Baxa, Joel Biske, Steve Bryant, Liz Danforth, Janet Aulisio, Earl Geier, Jeff Laubenstein, Darrell Midgette, Jim Nelson, Mike Nielsen, Tony Szczudlo, Kathy Schad, Larry MacDougall

Layout: Carsten Damm, James D. Flowers, Kathy Schad

Original Writing: Louis J. Prosperi, Tom Dowd, Robert Cruz, Marc Gasgione, Shane Lacy Hensley, Diane Piron-Gelman, Sean R. Rhoades, Carl Sargent, John J. Terra, Robin D. Laws, Mike Mulvihill, Nigel D. Findley, Jim Nelson, Mike Nielsen

Additional Material: Steven J. Black, Eike-Christian Bertram, John W. Carter, Robert C. Charrette, Carsten Damm, Seth Feierstein, James D. Flowers, Joshua Harrison, Lars Heitmann, Graeme Lindsell, Danielle Mallette, Carl Meadows, Andrew Ragland, Tim Reynolds, Jeremiah Schwennen, Jason U. Wallace, Donovan Winch

Administration: Kim Flowers, Rewa Vowles

Web Design: Richard Vowles

Dedication: The RedBrick team would like to thank everyone who participated in the Open Call for this project. Special thanks to Steven J. Black, Eike-Christian Bertram, Lars Heitmann, Kathy Schad, Donovan Winch, and Jason U. Wallace!

Earthdawn® is a Registered Trademark of FASA Corporation. Barsaive™ is a Trademark of FASA Corporation. Original Earthdawn® content copyright © 1993–2006 FASA Corporation. Earthdawn Name-giver’s Compendium™ is a Trademark of FASA Corporation. Earthdawn® and all associated Trademarks used under license from FASA Corporation. Cover artwork copyright © 2006 Paul Tobin. Cover artwork used under license from Paul Tobin. Published by RedBrick Limited—Auckland, New Zealand. 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 prior permission of the publishers. Permission is granted to copy the Appendices for personal use only.

Internet: http://www.earthdawn.com Contact: [email protected]

ISBN-13: 978-1-877451-01-0

ISBN-10: 1-877451-01-0

January 2007—eBook Edition—20070131

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ContentsNo, no, no … These are headings. For alphabetical entries you need to use the index!

• Merrox, Master of the Hall of Records •

INTRODuCTION 6How to use This Book 6Playing the Races 6

ON THAT REMARkABLE PEOPLE kNOWN AS THE DWARFS 7On Being a Dwarf in Barsaive 7On Dwarfs as Builders 7

On the Making of Tools 8On the Importance of Building All Things in One’s Home 8On Connections Between Craftsmanship and Artistry 8On the Reasons and Source of Trade 10Building the Intangible 10

On Loyalty Among the Dwarfs 10On the Claims of Family 10On Tribal Loyalties 11On Loyalty to Nations 12On Fealty to the Kingdom 13

On the Place of the Dwarfs in Barsaive 14

On the Meaning of Dwarf Fables 14On the Manner of Dwarfs Toward Other Name-Givers 15

On the Culture of Dwarfs 16On Artistic Endeavor and Craftsmanship 16On Rituals Marking the Passage of Life 16On How Affinity for the Earth Shapes Behavior 18On the Importance of Language and the Law 18On the Fascinating Ways of the Khavro’am 19

Game Information 20

ON THE REMARkABLE HISTORy OF THE ELvEN PEOPLE 22To Live as an Elf Since the Corruption 22Of the Elven Court and its Power 22

On the Choosing and Reign of the Queen 23The Calamitous Passing of Queen Dallia 23The Coming of Queen Failla 24The Tumultuous Reign of Alachia 24

What the Corruption Wrought Upon the Elven Court 26

A Discourse on Elven Spiritual Beliefs 27

Of the Journey and the Wheel 27On the Following of a Path 27Of the Different Paths 28Of Elven Rituals 30

Of the Elven Arts and Crafts 33Of Diverse Elven Arts 34A Discourse on Crafts 36

On the unique Beauty of the Elven Language 37

On the Telling of Stories and Legends 38Where the Elves of Barsaive Dwell 40

Of Elven Settlements 41Of Elves and Other Name-Givers 41

Of True Elves and Blood Elves 43Game Information 43

AN ESSAy ON HuMANS 45On Being a Human in Barsaive 45On the Common Beginning of All Name-Givers 45

On the Versatile Nature of Humans 46On the General Nature and Ways of Humans 47

On the Physical Nature of Humans 47On Marriage and Child-Rearing 48On Human Spiritual and Other Beliefs 48

On the Places Where Humans Dwell 50On Human Architecture 51

On Diverse and unique Human Cultures 51

Of the Cathan People 51A Discourse on the Dinganni 53On the Strange Origins of the Galeb-Klek 55Of the Outlaw Riders of the Scorched Plain 56On the Strange History of the Scavian People 57On the Evils That Befell the Vorst 59

Game Information 61

ON THAT CuRIOuS RACE kNOWN AS OBSIDIMEN 63A First Encounter With an Obsidiman 64

On the Nature of Obsidimen 65On Appearance and Physical Nature 65On Feelings and Behavior Among Obsidimen 66

On the Reason for venturing Into the World 68On the Obsidiman Way of Life 69

An Obsidiman Myth of Creation 69On the Brotherhood as Family 69On the Significance of the Liferock 70On Birth and Coming of Age 72On the Time Known as the Dreaming 74On the Final Return to the Liferock 75

On Obsidiman Culture and Myths 76Concerning the Valley of the Elders and the Council of Four 77On Artistic Endeavor 78On Obsidiman Craft 79On Meaningful Adornments 81

On the Wondrous Complexities of Obsidiman Language 82

On How the Perception of Time Shapes the Spoken Word 82On the Structure of the Obsidiman Tongue 82A Discourse on Writing Among the Obsidimen 83

On Dealings With the World and Its Residents 85

On Obsidimen and the Disciplines 87On Obsidimen and Thera 88On Obsidimen and the Passions 88

On Diverse Customs Among Obsidimen 89

Regarding the Custom of the Sending 89Observations on Gatherings 89On Customs Common to Obsidimen in Towns and Cities 90

Game Information 91

REvELATIONS ON THE NATuRE OF ORkS 93On Prizing Freedom Above All 94On Living and Dying Well 94On Seizing Life and Shaking It 95

On Rebellion and Change 96On the Three Ways of Orks 96

On the Burning Heart of Gahad 97On Orks and the Passions 98On Ork Ways and Customs 100

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On Arts Among Orks 100On Ork Craftsmanship 100On Styles of Dress 100On Weapons and Armor 101On Ork Architecture 101On Mannerly Behavior Among Orks 101On Customs of Love, Marriage and Family 101On the Ways of Men and Women 102On How Orks View Other Races 102On Food and Drink Dear to Orks 103

Game Information 103

ON THE REMARkABLE NATuRE AND WAyS OF TROLLS 104A Word on Generalizations 104On the Dual Nature of Trolls 105

On the Many Meanings of Honor 105On Spirituality Among Trolls 106

The Society of Trolls 107On the Ways of Highland Trolls 107On Lowland Trolls 111

On the various Rituals of Life 112On the Ordeal of Birth 113On Names and Naming 113On the Age of Passage and its Rites 114On Marriage Customs 115On the Troll Acceptance of Death 116

On Diverse Aspects of Troll Culture 116On Tales and Heroes 116On the Creation of Art 119On Craftsmanship Among Trolls 120

On Matters of Manners and Social Custom 122

On Finding Privacy Within 122On the Significance of Horns 123On Greetings and Partings 123On the Curious Custom of Boasting 123On Trolls’ Views of Other Races 124

Game Information 126

A BRIEF TREATISE ON THE T’SkRANG 127On the Nature of the T’skrang 127On the T’skrang of the Serpent River 129

Of the Importance of the Niall 129On the Honor of Being the Lahala 129Of the Miracle of New Life 129On Growing Up T’skrang 130

On the Complexities of village Life 131Of the T’slahyin 133On Life on the Great River 133

On the Aropagoi 134On unique Items of Trade 135

Fish of Unsurpassed Delicacy 135Spices of Great Diversity 136Rope of Incomparable Strength 136Basketry of Exceeding Cunning 136Fine Instruments of Writing 136Music of Joy and Profit 137Pottery of Beauty and Use 137Art of Elemental Nature 137

On the T’skrang Love for Art 137On the T’skrang Beyond the Serpent River 138

On Those T’skrang Known as the Pale Ones 138Of the T’skrang Who Fly 140Of the T’skrang Who Live in the Jungle 141

On the T’skrang Love for Language 143On Customs Peculiar to the T’skrang 143

Of Living in Harmony With a Tail 143Of the Ways and Honors of Naming 144On the Reasons for Mating 144

Of the T’skrang Rituals at Death 145A Discourse on the Subject of Haropas 146On the T’skrang and the Passions 148

On the T’skrang Reverence for the Old Ways 148

Game Information 149

A TALE OF WINDLINGS 151On the Nature of Windlings 151On Windling Appearance and Anatomy 152

On the Unique Nature of Windling Sight 153Of Birth and Growth 153On How Flight Makes a Windling 153

On the Ideals Dearest to Windlings 154Of the Value of Change 154Of the Windling Love of Freedom 154On Living a Life of Feeling 154

Of Diverse Windling Customs 154On Coming of Age 154Of Mating and Family Life 155On Language and Windling Humor 156On Other Windling Revels 157On the Custom of Windling Vengeance 157Of Windling Clans and Nobles 157

On Diverse Windling Arts and Crafts 158

Of Windling Dwellings 159Of the Crafting of Weapons and Armor 159Of the Working of Metal Into Jewelry 159Of the Art of Tattooing 160Of Windling Garb 160Of the Art of Windling Dance 160

On the unique Beauties of Windling Music 160

On the Making of Windling Wine 161On the Nature of Windling Trade 161

On Windling Spiritual Beliefs 161Of Windling Beliefs About Death 162

On the Manner of Windlings Toward Other Name-Giver Races 162

On the Windling View of Dwarfs 163On the Windling View of Elves 163On the Windling View of Humans 163On the Windling View of Obsidimen 164On the Windling View of Orks 164On the Windling View of Trolls 164On the Windling View of T’skrang 165How Windlings View the Theran Empire 165

Game Information 166

ON THE BOATMAN’S JOuRNEy 168On a Purpose Most Fine 168A Brief Complaint Regarding the Sky 168On Duty 169On the Shedding of Fear 169On Piracy 170Game Information 170T’skrang Boatman 173

THE CALL OF THE HORROR STALkER 174On Answering the Call 174On the Nature of Training 175On the use of Tools 175On Our Place in Society 175On the Dangers of Stalking 176Of the Fight against Fear 176Game Information 176vorst Horror Stalker 180

SHAPING yOuR OWN PATH: THE JOuRNEyMAN 181On The Limitations of Tradition 181On Individuality 181On The Sharing of knowledge 182Of Our Bond with Other Races 182Game Information 183Human Journeyman 186

ON THE REBELLIOuS RAGE OF THE LIBERATOR 187On Hope’s Champion 187On the Spark of Rebellion 188On Lochost’s Children 188Game Information 189Ork Liberator 192

ON THE DEDICATION OF THE MESSENGER 193On the Becoming and the vow 193On Oneness of Mind and Heart 193On the Centrality of the Missive 194On the Reliability of Other Name-givers 194On Trust 195On the Overcoming and the Finding 195Game Information 195Elf Messenger 198

ON THE SEvERANCE OF THE OuTCAST WARRIOR 199On the Severance 199On Life in Exile 200On The Path of the Outcast 200On Training 200Game Information 201Troll Outcast Warrior 204

ON THE CLEANSING PATH OF THE PuRIFIER 205On the Truth of the Earth 205On Our Role in the World 205On the Need for Balance 206Regarding the Blood Wood 206On Purifiers and the Passions 206Game Information 207Obsidiman Purifier 209

ON THE SHAMAN’S JOuRNEy 210On Our Ways 210On Our Role in the Tribe 210On Becoming a Shaman 211On the Journey 211On the Harvest of Magic 212Game Information 213Nature Spirits 216Cathan Shaman 219

ON THE CALL OF THE SONGSMITH 220On the Call of Beauty 220On our Different Forms 220On the Common Soul 221Songsmiths of the Past 222Songsmiths of the Present 222Game Information 222Elf Songsmith 225

ON THE RHyTHM OF THE TAILDANCER 226On the Joy of Being Born With a Tail 226On Mockeries of the Tail 226On the Trauma of Tail Separation 226In Search of a Partner 227On the Deathwings 227On Fighting with the Tail 228On Haropas and the Taildancer 228

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Game Information 228k’stulaami Taildancer 231

TO GO AND SEE FOR yOuRSELF: THE TRAvELED SCHOLAR 232On the Importance of Patrons 232On the Joys of Traveling 233On Seeking the Truth 233On The Dark Side of Academia 234In Conclusion 235Game Information 235Dwarf Traveled Scholar 238

ON THE SERIOuSNESS OF THE WIND-DANCER 239Recording History, After a Fashion 239On the Language of Flight 240On Our Ever-changing Ways 240On Rites and Traditions 241Game Information 241Windling Wind-dancer 243

OF THE WINDMASTER’S WITS 244Hit and Fly 244Of Dancing on Air 244On Fear, Frustration and Deception 245On Minds Fighting 246Game Information 246Windling Windmaster 248

ON THE NATuRE OF THE WINDSCOuT 249Where the Scout is Wrong 249Where We Are Better 249Of knowing your Strengths 250Watching with your Eyes Closed 251Game Information 251Windling Windscout 253

ON THE WOODSMAN’S ROOTS 254On Hunting 254On Our Origin 254On Responsibility 255On Choosing your Own Path 255On Guardians 256Game Information 256Elf Woodsman 259

NEW TALENTS 260Talent Descriptions 260

Armored Fetish 260Bear Mark 260Bird Song 260Body Control 261Buzz 261Cast Net 261Clay Skin 262Conversation 262Create Fetish 262Diplomacy 262Direction Sense 263Dive Attack 263Earth Bond 263Engaging Dance 263Enhanced Fetish 264Escape Divination 264Etiquette 264Evaluate 264False Shackles 264Fast Grab 264Free Mind 264Freedom Search 265Gliding 265Heal Slave 265Heart of Freedom 266Hoard Blows 266Impossible Hide 266

Mind Armor 267Mind Blade 267Missile Path 267Morphism 267Performance 268Pilot Boat 268Power Mask 268Prison Call 268Research 268Scent Identifier 269Search 269Sense Danger 269Shackle Shrug 269Shared Fetish 269Shout of Justice 269Spell Fetish 270Suppress Influence 270Swimming 270Tail Dance 270Unshakable Air 270Wilderness Survival 270Wind Dance 271Woodspeak 271Woodwalk 271

NEW TALENT kNACkS 272Talent knack Descriptions 272

Assault 272Avocation 272Bluff Attack 272Body Armor 273Brandmark Servant 273Break Lock 273Collective Beating 273Cover 274Dive 274Dragging Parry 274Endure Heat 274Enhance Item 274Fake Thought 274Fast Talk 274Fetish Stacking 275Hiking 275History Skit 275Hoard Spells 275Hold Position 276Incite Monologue 276Lasting Performance 276Lay of the Land 276Locate Horror 276Mind Reading 276Mystic Mind Armor 276Plant Tongues 276Redirect 277Safe Footing 277Scorn 277Secret Language 277Sleight of Hand 277Snagging Tail 277Swinging in the Rigging 277Tail Sweep 278Threatening Aura 278Unarmed Cast Net 278Wind Shout 278Wood Wings 278Wound Check 278

NEW SkILLS 279Skill Descriptions 279

Buzz 279Cast Net 279Dive Attack 279Gliding 279Search 279Shout of Justice 280Tail Dance 280Wind Dance 280

NEW GOODS AND SERvICES 281Armor 281

Bone Mail 281Skeleton 281Skora Mail 281Stone Disk 281Stone Net 281Thundra Skin 282Trim Wood 282Wood Tile 282

Blood Charms 282Bind Will 282Crystal Spikes 283Potion Charms 283

Common Magic Items 283Clingor Rope 283Dry Bag 284Ground Boots 284Light Bag 284Scarless Pitons 284Theft-Proof Pouch 284

Messenger Services 284Potions 284

Brew of the Berserkers 284Bug Repellent 285Equilibria 285Fire Water 285Ice Water 285Quicksilver 285

Weapons 285Boatman Nets 285Charge Swords 285Ch’tard Weapons 286Dancing Blades 286Dinganni Talons 286Flowing Blades 286Nailboots 287Scythan Axes 287Servos Blowguns 288Stone Mauls 288Throalic Ornamental Daggers 288Path Staffs 288Troll Weapons 289Vorst Weapons 290Warrior’s Scarves 290Wrist Blades 291

Alternative Materials For Weapons and Armor 291

Favored Materials 291True Specialists 291Crafting Weapons 293Crafting Armor 294

LANGuAGE GLOSSARIES 295Dwarf 295Sperethiel 296Human 297Obsidiman 297Or’zet 297Troll 298T’skrang 299Windling 300

APPENDICES 302

GAMEMASTER CHARACTERS 305

INDEX 333

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IntroductionRules and rubrics may tax the brain, but without such things we’d have no game.

• Rafkallon of Elliv Skralc •

The age of Earthdawn is an era of magic that existed thousands of years ago in our world’s dim past. Magic touched every aspect of the lives of men and women of the Name-giver races: humans, elves, dwarfs, orks, trolls, win-dlings, t’skrang, and obsidimen. However, as the levels of magic rose, so did the dangers in the world. The rise of magic brought the Horrors to Earth, creatures from the depths of astral space that devoured all life in their path. For four centuries, the people of Barsaive hid underground as the Horrors devastated their lands during the dark time that came to be called the Scourge.

Now, the people of Barsaive have emerged from their sealed kaers and citadels, ready to fight for life and freedom against the remaining Horrors and the oppressive Theran Empire. From all across Barsaive, bold heroes step for-ward to champion their land, arming themselves for their daunting task with powerful magical spells and treasures. Through magic, skill, and daring, Barsaive’s heroes strive to heal the world of the scars left by the Scourge. By doing so, they become Barsaive’s living legends.

The Name-Giver’s Compendium provides game-masters and players with a wealth of detail regarding Barsaive’s Name-giver races.

How to Use This BookThe first part of this book offers information on

each race, appearing as excerpts from the Great Library of Throal. These chapters are dedicated to exploring all aspects of one race, offering in-depth descriptions of the Name-givers that complement the information found in the Player’s Compendium. The book’s second part contains fifteen new Disciplines, most of them unique to members of specific races. The new Disciplines appear in the same format as those described in the Player’s Compendium.

Last, but not least, the third part of the book features rules for all the New Talents, New Talent knacks, and exotic equipment created and used by the individual races. A comprehensive Index helps you find things quickly. The

Appendices should prove useful as a quick reference to the new abilities found in this tome.

The Player’s and Gamemaster’s Compendiums are required to use this book. Though the information in this book creates a rich and diverse background for each of the Name-giver races, the game mechanics and general information provided in the aforementioned books define the Earthdawn universe.

Playing the RacesThe stories of the Name-giver races in this book

were written to create a more fully realized game universe for the world of Barsaive and give players more to work with when roleplaying characters of a fictional race. The roleplay-ing hints given in the Player’s Compendium summarize the broadest features of each race, providing a sketch on which to base the beginnings of a character. Because they represent the stereotypical and underlying qualities of each race and their important sub-groups, players should keep these ideas and concepts in mind when roleplaying charac-ters of these races.

It is also true, however, that not all members of a race will act the same. Not all t’skrang, for example, seek haro-pas. Likewise, some windlings desire a comfortable, routine life, rejecting the constant search for change and passion common to their race. A few bored, dispassionate windlings surely exist somewhere in Barsaive! In general, one of the easiest ways to express the ideals and attitudes of a race is to choose specific personality traits to represent them. In the Player’s Compendium, we suggest that players choose personality traits for their characters to reflect the character’s Discipline. This same mechanism can be used to explore the unique aspects of a character’s race.

A player creating a t’skrang character may choose the personality traits of “flamboyant” and

“energetic” to represent jik’harra, while an elf charac-ter might display the traits of “private” and “pensive,” to represent his quiet confidence in his heritage.

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