Heroes of the Fourth World old project
Posted: Tue Aug 21, 2018 1:54 pm
I was going through my old Earthdawn stuff and found this old project of mine, I think at the time I was trying to create an alternative, Theran- centred setting for the game. I thought I'd share.
Earthdawn
Heroes of the Fourth World
New Setting. New Heroes. New Dawn
The year is 1380 TE. Three centuries have passed since the ending of the Scourge and the Name-giver races of the Fourth Age have finally reclaimed their world. The Theran Empire, vast beyond imagination, has brought the light of civilization to each of its many Provinces, whilst large independent powers like Barsaive and the Elven Kingdoms flourish under their own dominion. The Horrors are largely gone from the world, defeated by the legendary adepts of old, but discontent and discord still threaten the peace.
The last Emperor of Thera was assassinated decades ago inside his own throne room, many sighting the mystical wrath of Jaron’s Sphinx, but many more suspecting the machinations of the Great Dragons. For the last 30 years, no Emperor has sat upon the throne of Thera and civil war amongst those who would take power is spilling over into the Provinces as warlords and nobles stake their claim. Worse yet, the Monuments of Messias, the colossal orichalcum pillars that have locked the magic level of the world into a stable cycle for centuries are beginning to crack and crumble. Their deterioration sends waves of magical cataclysm out into the Provinces and beyond, causing all manner of sorcerous phenomenon to manifest in the world, and doomsayers all across the Empire are proclaiming an end to Thera is nigh.
Into this time of chaos come the Heroes of the Fourth World, be they Adepts of the Disciplines, Questors of the Passions or the Valiant; Namegivers skilled in the non-magical arts of war and survival. These new heroes must use their combined might and magic to stabilize the world and prevent civilization from collapsing, whilst combating new and terrible threats brought about by the magical destruction of the Cataclysm.
• Global Setting: Although in decline, the Empire still spans most of the known world; from Indrisia to Brycenia to the distant colonies of Aznan and Araucania. Choose a home Province for your Hero, but be prepared to journey across the length and breadth of the mighty Theran Empire.
• Three Core Character Types: Adept, Questor & Valiant. Choose to follow a Discipline, dedicate yourself to one of the Passions or do things the old fashioned way; with nothing but grit and determination to see you through!
• Core & Provincial Name-giver Races: Choose from Dwarf, Elf, Jackalmen, Leafer, Ork, Troll and many more!
• Updated History: Role-play as a Hero of the 4th World during a time of turmoil and crisis for the Theran Empire. Three centuries of Theran dominance has shaped the histories of millions of Namegivers across the world.
• Expanded Lands: Explore the Provinces of the Empire along with powerful independent powers like Barsaive and the Elven Kingdoms. Will you hail from war-torn Barsaive where the Great Dragons rule or recently annexed Creana – the land of Pharons?
Adept, Questor or Valiant?
Broadly speaking these categories of Character type can be defined as followed: Adepts draw magic from the world’s pattern by strictly adhering to a world view and ethical system determined by one of the 15 Disciplines. Their devotion to their Discipline grants them the use of magical Talents, the ability to tap into Karma and weave magical Threads to items, people and places.
Questors devote themselves the worship and reverence of one of the Passions and seek to emulate their chosen deity in thought and deed. Usually this means of the so-called ‘Nine Passions’ most commonly venerated in Thera and the Elven Kingdoms, but many of the Provinces are home to their own pantheons of Passions. Questors draw upon unique abilities Endowments provided by the link they share with their chosen Passion.
Lastly, Skilled are ordinary Name-givers who happen to be very good at what they have chosen to pursue. Without magical enhancement from a Discipline or Passion, the Skilled may not be capable of performing supernatural feats but this also makes them immune to many of the negative effects of the Cataclysm and invisible to the creatures that feed off of magic. The Skilled usually make use of various Blood Magic abilities to enhance themselves but many simply devote themselves to fulfilling a Profession and its associated Skills.
In summary:
• An Adept follows a Discipline and draws magic in the shape of Talents, Karma and the ability to power Thread Items from their devotion to their chosen Discipline’s worldview.
• A Questor choses a Passion to worship and whose virtues they wish to emulate and spread across the world. They gain powerful Bestowments that are unique to the Passion in question.
• The Valiant are ordinary people who are extraordinarily good at their chosen Profession. They come with Skill sets and begin play with Skills at much higher proficiency that Adepts or Questors. The only magic available to them is the universal powers of Blood Magic and common enchanted items. The Valiant are a highly versatile Character type and posses the greatest level of freedom and customization in Earthdawn. Their lack of magical Talents and Bestowments is a blessing and a curse as the creatures created by the Cataclysm hunger greatly for the flesh of those who command such power.
Earthdawn
Heroes of the Fourth World
New Setting. New Heroes. New Dawn
The year is 1380 TE. Three centuries have passed since the ending of the Scourge and the Name-giver races of the Fourth Age have finally reclaimed their world. The Theran Empire, vast beyond imagination, has brought the light of civilization to each of its many Provinces, whilst large independent powers like Barsaive and the Elven Kingdoms flourish under their own dominion. The Horrors are largely gone from the world, defeated by the legendary adepts of old, but discontent and discord still threaten the peace.
The last Emperor of Thera was assassinated decades ago inside his own throne room, many sighting the mystical wrath of Jaron’s Sphinx, but many more suspecting the machinations of the Great Dragons. For the last 30 years, no Emperor has sat upon the throne of Thera and civil war amongst those who would take power is spilling over into the Provinces as warlords and nobles stake their claim. Worse yet, the Monuments of Messias, the colossal orichalcum pillars that have locked the magic level of the world into a stable cycle for centuries are beginning to crack and crumble. Their deterioration sends waves of magical cataclysm out into the Provinces and beyond, causing all manner of sorcerous phenomenon to manifest in the world, and doomsayers all across the Empire are proclaiming an end to Thera is nigh.
Into this time of chaos come the Heroes of the Fourth World, be they Adepts of the Disciplines, Questors of the Passions or the Valiant; Namegivers skilled in the non-magical arts of war and survival. These new heroes must use their combined might and magic to stabilize the world and prevent civilization from collapsing, whilst combating new and terrible threats brought about by the magical destruction of the Cataclysm.
• Global Setting: Although in decline, the Empire still spans most of the known world; from Indrisia to Brycenia to the distant colonies of Aznan and Araucania. Choose a home Province for your Hero, but be prepared to journey across the length and breadth of the mighty Theran Empire.
• Three Core Character Types: Adept, Questor & Valiant. Choose to follow a Discipline, dedicate yourself to one of the Passions or do things the old fashioned way; with nothing but grit and determination to see you through!
• Core & Provincial Name-giver Races: Choose from Dwarf, Elf, Jackalmen, Leafer, Ork, Troll and many more!
• Updated History: Role-play as a Hero of the 4th World during a time of turmoil and crisis for the Theran Empire. Three centuries of Theran dominance has shaped the histories of millions of Namegivers across the world.
• Expanded Lands: Explore the Provinces of the Empire along with powerful independent powers like Barsaive and the Elven Kingdoms. Will you hail from war-torn Barsaive where the Great Dragons rule or recently annexed Creana – the land of Pharons?
Adept, Questor or Valiant?
Broadly speaking these categories of Character type can be defined as followed: Adepts draw magic from the world’s pattern by strictly adhering to a world view and ethical system determined by one of the 15 Disciplines. Their devotion to their Discipline grants them the use of magical Talents, the ability to tap into Karma and weave magical Threads to items, people and places.
Questors devote themselves the worship and reverence of one of the Passions and seek to emulate their chosen deity in thought and deed. Usually this means of the so-called ‘Nine Passions’ most commonly venerated in Thera and the Elven Kingdoms, but many of the Provinces are home to their own pantheons of Passions. Questors draw upon unique abilities Endowments provided by the link they share with their chosen Passion.
Lastly, Skilled are ordinary Name-givers who happen to be very good at what they have chosen to pursue. Without magical enhancement from a Discipline or Passion, the Skilled may not be capable of performing supernatural feats but this also makes them immune to many of the negative effects of the Cataclysm and invisible to the creatures that feed off of magic. The Skilled usually make use of various Blood Magic abilities to enhance themselves but many simply devote themselves to fulfilling a Profession and its associated Skills.
In summary:
• An Adept follows a Discipline and draws magic in the shape of Talents, Karma and the ability to power Thread Items from their devotion to their chosen Discipline’s worldview.
• A Questor choses a Passion to worship and whose virtues they wish to emulate and spread across the world. They gain powerful Bestowments that are unique to the Passion in question.
• The Valiant are ordinary people who are extraordinarily good at their chosen Profession. They come with Skill sets and begin play with Skills at much higher proficiency that Adepts or Questors. The only magic available to them is the universal powers of Blood Magic and common enchanted items. The Valiant are a highly versatile Character type and posses the greatest level of freedom and customization in Earthdawn. Their lack of magical Talents and Bestowments is a blessing and a curse as the creatures created by the Cataclysm hunger greatly for the flesh of those who command such power.