This E-Dawn marked the end of a ten year campaign. The fate of the characters is definitely influenced a bit by Suikoden and the 108 Stars of Destiny credits I think.
E-Dawn Volume 8: August 2004 Edition
E-Dawn Volume 8: August 2004 Edition
Veltom - Borrum 1518 TH Newsletter.
Final Battle Recap
Spoiler
Alert: This journal contains spoilers for the “Wanderer’s Rest: Fallen
Leaves”, which I used with heavy modifications for this scenario.
Fallen Leaves
Veltom 15th 1518 TH (Reprinted from E-Dawn
Volume 7)
We finally returned home to
Bartertown and Throal, but there would be no rest, as we were taking the
Earthdawn north with us to the Blood Wood, where Evok had told us the Great
Hunter awaited us and was planning something nasty, deep within the Forest’s
Heart. He, of course, knew what Luke’s reaction would be. So we will gather
those who have been chosen to go with us, Drudge Tarcke, Thyrnn Valori, Toke
Heartfire, Han Olveran, Mona, V’Dor Revanche, Zim Nevah, Elarin, and anyone
else who would freely offer them to fight for our survival. We know in the
Blood Wood that the Blood Elves and Horrors would be waiting for us, but so
would our allies the Great Dragons, the Seekers of the Heart, and the Purifiers
of the Land. And those who are not free, the ally spirits of Ravenna Haven and
Rigate Zanor, forced to fight even after death. And of course, Evok Nor and
Warren. Can we stop the Evil One’s plan to turn the Blood Wood into his own
territory with an army of Bone Dragons and horrors to recreate Barsaive and
then the world in his own twisted image? And what does he plan to do in the
Forest Heart? Will Luke be able to save the Blood Wood after all?
Veltom 16th 1518
We flew to the Blood Wood on the
Earthdawn racing to stop whatever the Great Hunter was planning. The Lasaeli
Darcor, and Avrosandre as well as Fiona Flamehair joined us unexpectedly. Also
Thrynn had hired a ninja mercenary for this battle. Githral Trueshot and Roland
of the Slayers and Toke Heartfire decided to jump into the fray as well. Evok’s
brother Mestoph Nor being here meant we’d be taking on Wormskulls again, ugh. A
powerful mix of Great Dragons joined us. The Red Dragon Female Blazeheart who
we had helped in our first adventures, Mountshadow, whose drake Rosper had
helped us hunt down and capture Hefera and save Aardelea, Icewing, who had eaten
Hefera and had use deliver his bones to General Nikar Carcini of the Theran
Behemoth, as well as had his three drakes Tellanion, Arondry, and Rathann, all
but one of his brood, and his pattern item saved by Drudge, Earthroot, whose
Pale One servants of House Ch’elann had been saved by us, Alamaise probably
thinking of vengeance on the Blood Elves, Vestrivan for some unknown reason,
Vasdenjas, ostensibly to watch his brother’s back, as well as Aban and Usun. I
had a feeling a lot of the dragons were here for political reasons within their
own circles. Perhaps Verjigorm’s plan from the Book of Scales was truly
terrifying enough for such a mighty band of Great Dragons to come together and
put their lives on the line, rather than be wiped out individually by what was
coming. The Earthdawn surrounded by so many powerful dragons, it must’ve
been a fearsome sight from the ground.
When we arrived at the Blood Wood, we saw the
beginnings of one of the bloodiest battles of our age, watching the Purifiers
of the Land, Seekers of the Heart, and House Syrtis converge into the Blood
Wood upon seeing Han Olveran’s signal arrow. They would be distracting the main
forces of the Blood Elves. We were attempting to close into the Forest’s Heart,
when a multitude of Bone Dragons came to intercept us. Vasdenjas said to us,”
Go onward, I’ll stop them here.” His last words, as we streamed into the Forest
Heart, Vasdenjas was killed by the Bone Dragons that he intercepted.
Infiltrating into the Forest Heart,
and getting the Earthdawn into position for people to drop in or climb
down was difficult, but Vaare was a good captain and maneuvered well. Many of
us who did not have Windcatcher or Gliding Stride were teleported down by Evok
Nor and Warren.
It was after our landing that we
seen the Great Hunter, finishing a ritual spell with the help of two bloatforms
and two wormskulls, straight from the Book of Scales. We also seen a vast army
of Blood Elves trying to come and stop the horror from achieving his goals,
lead by Queen Alachia, with our enemy Lorelai Deathheart, and our friend turned
spy, Willow Guilley. The traitorous Alamaise landed and blew fire on the Blood
Elf contingent, killing most of them, including Queen Alachia, Preystia Tales,
Orlando and Kethos Escalanas. After that with the ritual completed, the Great
Hunter renamed the Blood Wood, as Verjigorm’s Woods. With that, the Blood Elves
turned into savage beasts, and vines grew out of their flesh looking as tentacles,
similar to the look of Evok’s Bloodweave armor. It was then the Dark One took
control of all the Blood Elves of the forest. Except one, Evok Nor. Evok Nor
screamed out,” I will never serve you Verjigorm!”
Evok Nor choose to sacrifice
himself with Deathstrike rather than come under the Dark One’s control. Evok
Nor spent his life energy striking out with a fury, the fury of a man who had
been tormented and tortured by horrors and mad passions for two years, a former
hero turned into a shadow of his former self. And then, hitting the Great
Hunter’s astral form, he used the life energy of the souls he had stolen with
his cursed Bloodweave armor. His final action, his Deathstrike, obliterated
half of the horror in one blow.
After this, his armor separated
from him, and combined with Warren. Warren felt its power coursing through his
veins, and laughed openly. It was then that Vestrivan surprised us all, and
Un-Named the Forest. This move of desperation, would prove fatal for most of
the blood elves, still on fire from the power of Alamaise’s Dragon Breath, and
were treated to a worse shock, as the wood elementals that had been bound to
them ripped away, hurting Name-Giver and wood elemental alike. Throughout the
wood, elf and animal cried out in pain. The bloodweave armor disengaged from
Warren. Annoyed he teleported away.
The battle was fierce, as we fought
on with our individual battles. Drudge with the Bone Common Dragon fighting
with Dragon’s Bane, IceWing fighting the Great Hunter directly, Alamaise
burning the forest, blood elf, and bone dragons alike, Darcor’s body popping
and broken into a pile by a Wormskull’s Bone Shatter, Toke falling to a Black
Dragon Breath attack, and miraculously surviving through the Death Cheat Charm
Luke gave him. Luke, Rakcuth, Daggoth, Han, killing Alamaise for his treachery
in killing the Blood Elves we of the Seekers of the Heart and Purifiers of the
Land were trying to save, and me killing Lorelai Deathheart, the one who turned
Willow against us. IceWing nearly dying to the Great Hunter, and only saved by
Drudge’s cover of the Dark one’s last blow meant to finish IceWing off, and
Earthroot’s protection magic. And then it got worse; Bone Dragons flew in from
all corners, it all looked lost.
But Monus Byre somehow made it to
the Forest Heart, and flung the fifty Acorns of Oak Heart that Luke had
painstakingly collected for two years at the Blackened Tree, renaming the place
the Heart Wood. The Forest Heart grew back, and the wood and its creatures
would heal. This would stop all the Blood Elves from dying during their
transformation back into elves, but it was too late for Queen Alachia, Preystia
Tales, Orlando and Kethos Escalanas, or Willow Guilley.
And then we were betrayed again,
Vestrivan Un-Naming Dragon’s Bane and flying off. Drudge, helpless and near
unconsciousness by Icewing. Rakcuth and Daggoth rushed up to aid him. We then
fought on, killing the wormskulls and bone dragons, and nearly all the
bloatforms, when the Great Hunter fell to a ton of attacks by Aban and Usun.
The final bloatform was then killed somehow and the Great Hunter seemingly
absorbed his strength, getting up and fighting on. We continued to attack him,
and finally defeated him, or so we thought.
The Dark One refused to die,
instead he decided to spite us all, by sacrificing his remaining life energy to
do a final dying curse on the world, cut off the physical plane from astral
space, to destroy the world created by his rebellious spawn Nightslayer, by
cutting it off from the magic that sustained it.
It was then that Zim stepped
forward, clutching the Heart of the Passions, it glowing with a pure white
light. Zim said,” I summon the Passions by right of defeating their thirteen
trials as a group. Stop Verjigorm’s curse.” He fell to the ground head first,
dead, and the Heart of the Passions exploded into a rainbow of colors. V’Dor
ran to him screaming out,” Zim! Zim! Nooooo!” and the burly Vorst exploded into
a burst of uncharacteristic tears. As the legend had went, defeating the
thirteen trials of the Passions, the Mad Passons were restored to sanity, but
it also released Death into the world. Death stopped the sacrifice magic of the
Great Hunter, and the twelve Passions forced him back into astral space, where
they would contain his spirit. They left the world, and the powers of the
Questors began to fail. Meanwhile Death took his scythe through Drudge and
Thrynn, taking half their souls saying onto them,” You have taunted me many
times; I have half your souls. When next you die I shall claim the rest.” And
with that Death left.
We surveyed a scene of bloody
conflict, with friends and allies as well as enemies and traitors dead, and a
battle that was so costly to us all. Meanwhile, the House Syrtis butchers cut
down elf after elf, wounded by the transformation. They have made an enemy of
Shosara and all elves throughout the world this day.
Drudge and his fellows left by
dragon back for Bartertown, I wish them luck, and will return to Bartertown
someday, but my job here in the Heart Wood isn’t done yet.
--Excerpt from the Journal of Lilandra Silvertongue, elf
Troubadour and mapmaker of Shosara.
FATE OF THE CHARACTERS
By no means is this a full list of all PCs
and NPCs, most NPCs on the list adventured with the character's at least once.
PCs (Player) below. Note that since my last campaign builds upon older
campaigns, two of the PCs listed are my own in Roam Tannin and Crag Hack. The
events described happen in the next eight months, following the final battle.
The next campaign will start on Doddul 1 1518 TH.
Drudge Tarcke (Shawn): Elected to the
Bartertown Council and continues to rebuild and protect Bartertown.
Thorin Mageblade: Elected to Bartertown
Council as Treasurer.
Rahl Mageblade: Becomes Head of the Slayer's
Intelligence Service.
Vusal and Stahd Majir: The brothers become
Cracar's Lieutenants.
Mark Swiftsabre and Githral Trueshot
(Dan): Become Co-Heads of the Slayer's Archer Division.
Pavellis T'Vale: Becomes innkeeper of the Slayer's
Slumber.
Cracar Bouldersmasher (Ted): Becomes
Head of the Bartertown Army.
Roland Atkinson (Ziggy): Becomes Head
of the Bartertown Navy.
Garrok (Ted): Becomes Head of the
Slayer's Cavalry Division.
Keth Swiftblade (Eric): Works in the
Slayer Intelligence Service.
Juravis Soulsight: Returns to House Ch'elann
after a long journey, retires.
Elarin (Eric): Returns to House
V’strimon, and becomes Captain of the Warship White Gulls.
Darcor (Dan): Killed in the Final
Battle
Avrosandre al'Rhygus (Julie): Becomes
Head of the Bartertown Main Library. Becomes Swordmaster to Honor Darcor's
sacrifice.
Fiona Flamehair: Marries Luke Branford, then
the pair leave Lasael for further adventure.
Luke Branford: Marries Fiona Flamehair and
becomes Prince of Lasael, then leaves Lasael with her for further adventure.
Lilandra Silvertongue: Assists in the
Shosaran offensive into the Heart Wood in its early days. Retires to her inn, The
Wandering Wayfarer in Bartertown.
Han Olveran: Marries Monus Byre, fights for
Shosara in the Heart Wood.
Monus Byre: Her life long dream fulfilled,
marries Han Olveran and devotes her life to restoring the Heart Wood to its
former beauty. Renames Seekers of the Heart, the Protectors of the Heart.
Rakcuth and Daggoth: The leaders of
Purifiers of the Land continue to heal the Heart Wood with their followers.
Hunter (Eugene): With Jaspree's
leaving, becomes caretaker of Jaspree's Temple and the Seeds of Life.
Thyrnn Valori (Robert): Helps rebuild
his House's Capital at the Shattered Towers.
Olan Ironbow (Jason): Beard scalped
by Moschtug's Fists of Fahd, dies.
Magnus Lee (Shawn): Becomes advisor
to Shivalahala T’kambras.
J'a'anes or "J" (Ted): His
Bodyguard contract complete, retires to the Servos Jungle.
Orwen (Robert): Retires to the Servos
Jungle along with his zoak.
Rthda Bladeforger (Jason): Retires to
his smithy in Bartertown, the Black Ash.
Shaq Fou-Lu (Ted): Works as Rthda's
Apprentice.
V'Dor Revanche: Returns to Scytha to lead
his Grim Legion into the depths of the ancient dwarf kingdom.
Zim Nevah: Sacrifices himself to save the
world in the Final Battle.
Rivendell Lavarider (Shawn Pitman): Turned
to Stone by a Gorgon in the depths of Scytha.
Oulin (Dan): Slain by quickrazors
during the Horror Stalker exodus to Crusader's Rest.
Willow Guilley (Heather): Killed in
the Final Battle during transformation.
Lorelai Deathheart: Killed by Lilandra
Silvertongue in the Final Battle.
Queen Alachia, Preystia Tales, Orlando and
Kethos Escalanas: Killed by Alamaise in the Final Battle.
Toke Heartfire (Ted): Renounces yet
another clan in the Slayers, then buys two drakkars, and creates his own clan
of Sky Raiders, the Metal Hammers.
Ouniem Thaul Nokou (Eric): Goes to
the Cliff City on a mission, disappears.
Mestoph Nor: Continues to hunt Wormskulls.
Evok Nor (Eugene): Sacrifices himself
with a Deathstrike in the Final Battle.
Mephit Nor (Eugene) and Roam Tannin
(Steven): Leave Bartertown in search of further adventure and wealth.
Crag Hack (Steven): Killed in the
Theran invasion of Bartertown
Can in the Jaw (Joshua): Killed by
Mad Off during Shrieker power struggle
Puck (Jason): Killed by Ropers.
Jim (Jason): Killed when the Therans
destroyed Mount Horrorsbane.
Ela Pono: Becomes Chief Librarian of Cara
Fahd.
Vanyk Auldsinger: Apprentice Librarian of
Ela Pono.
Moltaa and followers: Continues their
crusade against the horrors and constructs surrounding Travar.
Dram Grimrock: Keeps the Horror Storm sealed
and lives a life of luxury in Lasael.
Clang (Kevin): Returns to the Eye of
Throal organization.
Rigate Zanor (Kevin) /Ravenna Haven
(Joshua): Summoned to fight in the Final Battle, they return to the nether
realms. V’Dor killed Rigate when he
attempted to make a deal with Nemesis and perform a dark ritual. The Theran
human Archer Affern of the Elite killed Ravenna.
Rosper: Always serving his master
Mountainshadow.
Aircore (Dan): Joins the Slayer
Intelligence Service.
Corak "the Gatherer": Creates his
own magic/identification shop in Bartertown called Astral Aracana
(Actual spelling).
Prince Vilken Runwood the Third (Joshua):
Dies in battle with the Frost Giant Ymir attempting to reclaim his
kingship.
Jack "The Ace" (Joshua): The
famed gambler continues to search for new risks and new spells to create.
Spawn (Eric): Killed by the Velos
cannibals in the Servos Jungle.
Zanbar (Eric): Killed by Theran k’stulaami
griffin riders in Kratas
Jeffro "The Reckless": Killed in
collapse of Mount Horrorsbane into Throal.
Jasper: Becomes the head of Jeffro's caravan
company as per the instructions in Jeffro's will.
Shadow: Disappears on a mission for the
Slayers.
Falcor (Joshua): Killed by Blood Elf
spies in Syrtis.
Omasu /Jedaiyen Westhrall: Killed in the
Battle for House T'kambras.
Zam/Zem/Zom/Zum: Brothers of Zim. Human
Horror Stalkers killed during the adventure "Shattered Pattern"
Lakcaj (Joshua): Killed by Thrynn and
Falchion for Rthda for 50 sp each.
Crypt (Kevin): Killed by Blood Elves
in Daiche ambush.
Myth "the Riddler" (Joshua):
Killed by the Tamers.
Falchion (Kevin): Killed by a Theran
War Griffin in an ambush.
Zibna (Joshua): Killed by a charge
from a Theran k'stulaami griffin riders in the same ambush as above.
Gertrude Hatespitter: Fights brutal blood
feud to regain control of the Hatespitters clan. Purges all resistance, then
starts competing with Zarass Icethought to find the old Cara Fahd Capital.
Farram Forseti: Continues to wander the land
righting wrongs and injustices.
Hasheed (Eric): Killed by Astral
Lampreys after being turned to Spirit form by Kaxilreth's Trap.
Locke (Eric): Killed by Verjigorm’s
Thought Worm for refusing to obey.
Link (Eric): Absorbed by a Bone
Dragon (Common).
Alex (Ted): Bit in half by Arachne, a
Half-Human Female, Half Spider Construct created by HATE.
Zartarmek (Jason): Sacrificed himself
to give life to the Ropers.
Kazar “Two-Copper” (Kevin): Killed
during the battle versus the Legion of Damnation.
CAMPAIGN SURVIVORS: EXTENDED CHARACTER BIOS OF THE TWO PCS WHO MADE IT FROM START TO FINISH
Thyrnn Valori: In game time: Gahmil
1513 TH-Raquas 1518 TH. Started as T'skrang Warrior Circle 1, at beginning of
my first campaign, one of two PCs to actually survive the first campaign along
with Olan Ironbow. Since he was still alive Robert requested to play him in
this campaign, which he survived to the end. The character was started out as a
nobleman of House Carcini of Thera, but had become fed up of slavery and joined
the Vivane Resistance, when he touched the Throwing Axe of HATE in his greed;
he was tormented and tortured by that horror. Thyrnn had no memory of the next
two years, in which HATE performed vile experiments on his body and mind,
turning him into a pawn in a scheme to destroy House T’kambras, by altering his
crest and memories. The horror would eventually succeed in destroying the House
almost utterly when Omasu was betrayed by an Obsidiman Warrior who had been
given the Throwing Axe of HATE by Thrynn, and sold out the locations of the
House T’kambras Navy to House K'tenshin.
When the party defeated HATE, Thyrnn was forced to fight off the
Unnaturally Alive corpse of the Obsidiman Warrior he had betrayed. His major
goals after this was redemption by resurrecting House T’kambras through its
Shivalahala and rebuilding his destroyed House. After Verjigorm's defeat by the
passions, half his soul (Carcini) was taken by Death and Death warned him that he
would take the rest at a later time. Thyrnn Valori ended the campaign as a
Warrior 11/Horror Stalker 10.
Drudge Tarcke: In game time: Mawag
1516 TH-Raquas 1518 TH. Started as T'skrang Swordmaster Circle 1, at beginning
of the campaign, one of two PCs to actually survive the entire six-year
campaign. The character was designed around a dual personality, one being a
dashing Swordmaster of House V’strimon, the other a dastardly Boatman Pirate
possibly of House Hengyoke with name Kanak. Certain events would cause the
character to have amnesia and become Kanak. When he angered the horror HATE in
the campaign by attempting to destroy his Flydrop Cloak, HATE learned the spell
Shatter Pattern as well as several other Nethermancer spells, and then returned
to Barsaive for his revenge. As a side effect of pattern damage, the alternate
personality came out. When he the party fought and defeated HATE, he was killed
by the horror and resurrected by the Passion Mynbruje, and Kanak was sealed,
and his knowledge removed to everyone except Drudge who was forced to remember
the tragedies he committed as Kanak at all times. His major goals during the
Barsaive-Theran War were saving House V’strimon. After the war he decided to
rebuild Bartertown and create a base for his Slayers in case war with Thera or
House K'tenshin was ever resumed. After Verjigorm's defeat by the passions,
half his soul (Kanak) was taken by Death and Death warned him that he would
take the rest at a later time. Ended Campaign as Swordmaster 11/ Warrior 9/
Horror Stalker 6
Rumors
The Black Cloud at the Abyss of
Aras Nehem is growing.
The Death Sea has cooled and become
the Black Sea. Thus the Scarlet Sea is the only lava lake now. Elemental Fire
Kernal costs have doubled already.
A large parade of undead rolled
into House Syrtis on the Old Theran Road and tried to negotiate a trade
agreement with the Shivalahala. The t’skrang chased them out of town
with rocks. They met similar derision at House V’strimon’s the Floating City,
at Bartertown, House Syrtis’ newly rebuilt Shattered Towers, Daiche, Kratas,
Cara Fahd, Landis, etc. They eventually ended up in the destroyed undead city
of Vivane. The only Trade contract they currently have is with Haven’s Torgak.
The Blood Wood is now called the
Heart Wood. Three groups vie for control. Iopos, Shosara, and Syrtis. Iopos and
Syrtis have been overextended, as the surviving former Blood Elves now turned
Elves support the Shosarans fully. Shosara will control the region within half
a year.
With Death lose on the world, and
the Passions gone, Healing Items are becoming harder to come by. Also most
Revival Magic is less effective. I’ve heard the time to use a Last Chance Salve
and Last Chance Spell before complete death is reduced drastically. Also from
Veltom 16th-Veltom 19th, no revivals were possibly at
all. Most surprisingly, Death Cheat Charms and Lifecheck still work.
The Passions are somewhere in
astral space it seems. If so, Ristul could potentially corrupt all of them.
Think of it, 12 Mad Passions loose on the world! As it is, Nightwist spotting
is getting more frequent.
f the Passions were to return,
their battle with Death would be legendary.
Supposedly, not all Questors have
lost their powers. The most powerful believers still retain their abilities.
There are rumors of a secret Horror
cult called the Ristular that worship Ristul.
Aban is actively seeking a Keys of
Death base in the Mist Swamps.
I can’t believe the Therans haven’t
broken their truce agreement yet. Here’s the silver I owe you.
Supposedly the Therans are
reconstructing a new Naval Tower to replace Sky Point southeast of Lankgarden.
Lankgarden has become the new provincial capital of Theran controlled Landis
and the regions formerly of Vivane Province.
Moltaa is up for election in Travar
for Magistrate. She choose Arrkhard Gahh as her champion in the Founding. The Troll’s screams of “Thystonius commands
thy death” before battle during his Battle Shout are unnerving to opponents…
and audiences. The fact that a war hammer of epic proportions has replaced his
right arm and unknown design and Moltaa’s own gruesome appearance, mean that
many are rooting against her. Strangely though, many of the others of Travar
actively support her as a Magistrate.
These people believe that Moltaa as Magistrate would serve as a great
protector of Travar against the Horrors. The tales of the Abyss growing towards
Urupa has unnerved many, and they seek comfort in strange ways. Moltaa’s own group includes 4 powerful
members including Dayla Red Roses, a powerful elf Beastmaster who left for the
Heart Wood one day, the troll Sky Raider Arrkhard Gahh, Lo-Arr Brand, wielder
of Derita’s Silk-Tailed Wailer and human Warrior/Horror Stalker, and the famed
ork Warrior/Horror Stalker, gambler Gzoog Chainbreaker. Thus with the potential
for three strong champions loyal to her, many of the people root fervently for
Moltaa. Sork Sorjinka used to be with the group as well, but she joined the
Cara Fahd fledging cavalry corps during the building of the new nation of Cara
Fahd. All other members of Moltaa’s band are either dead or missing. Moltaa’s
wealth also means she can afford to field a ton of adepts to defend Travar. I’m
undecided about her as of yet though, something about the whole situation seems
wrong to me…
House T’kambras has rebuilt the
Shattered Towers. They have entered into agreements with Daiche, Kratas, and
Menkintown for mutual protection and trade. Jorvin Torgin and his ork and human
followers rule Kratas now, after Vistrosh’s death. The remaining blood elves
turned into elves left for the Heart Wood mad with wood longing. Jorvin
Torgin’s group is now called simply the One True Eye.
Elves all around Barsaive are
making the trip to the Heart Wood, either to fight for freedom, or to satisfy
the wood longing which has reached extreme levels of discomfort for the elves
who resist its effects.
Shivalahala Syrtis has lost
her powers of prophesy for some unknown reason.
ON THE TRAVELED SCHOLAR DISCIPLINE
Of
all the racial Disciplines, this one is by far the worst. Philosophically, the
Discipline path is very similar to a combination of the Mapmaker and Sage
Specialist Troubadour together focusing on travel to learn. Of course, FASA
then created a fusion of Wizard/Weaponsmith/Troubadour talents to create this
Discipline. I don’t have a problem with the Wizard/Troubadour part; the
Weaponsmith part just seems to have no basis at all though. Basically it seems
like an excuse to get Avoid Blow, Steel Thought and Weapon History into the
discipline. Worse, the final five circles are filled with literally the worst
talents at higher circles than usual (Sixth Circle Avoid Blow?!), including
illogical talents like Lifesight and Memorize Image. They get perhaps the worst Discipline ability
at Eight Circle, Fast Reading, which is just useless considering they have the
Book Memory Talent already. Taking out most of the illogical talents though,
and we get less than Eight Circles worth of Talents, as I found out when I
spent a few hours trying to redesign the Discipline. The truth is that it needs
redesigned since Multi-Tongue has been redesigned completely, and Book Recall
is gone.
So
what can be done to fix the Discipline? My proposal is that we create a true
Wizard-Troubadour hybrid. The discipline
basically combines the sage and mapmaker approaches to learning. In this
Discipline redesign it would also combine the experience and learning
techniques of the Wizard specialists to eventually pick up enough knowledge to
use Wizard spells. What follows is a Discipline redesign based on this
principle. I want to know all readers opinions on this, as it is a drastic
difference from the basic Traveled Scholar, but I think it’ll be more playable.
Important
Attributes: Perception, Willpower, Charisma
Race: Dwarf
only
Karma Ritual: As
per normal, except that it changes to using magical writings at Fourth Circle
and higher.
FIRST CIRCLE
Background
Skills: Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research
skills become Rank 1.
Karma: Karma
on Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research Tests.
Traveled Scholar
Karma Ritual
First Impression
Mapmaking (D)
Melee Weapons
Read and Write
Language (D)
Read and Write
Magic (D)
SECOND CIRCLE
Traveled Scholar
Durability (5/4)
Evidence Analysis
Speak Language (D)
THIRD CIRCLE
Background
Skills: Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research
skills become Rank 2.
Astral Sight (D)
Book Memory (D)
FOURTH CIRCLE
Karma: Karma
on Perception Tests
Spellcasting (D)
Spell Matrix
[Wizardry Matrix]
Thread Weaving
(Wizardry) (D)
FIFTH CIRCLE
Karma: Karma
on Charisma Tests
Background
Skills: Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research
skills become Rank 3.
Spell Matrix
[Wizardry]
Willforce
SIXTH CIRCLE
Social Defense:
+1 Social Defense
Enhanced Matrix
[Wizardry Matrix]
Taunt
SEVENTH CIRCLE
Spell Defense:
+1 Spell Defense
Background
Skills: Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research
skills become Rank 4.
Engaging Banter
Item History
EIGHTH CIRCLE
Physical Defense:
+1 Physical Defense
Haggle
Resist Taunt
NINTH CIRCLE
Background
Skills: Discipline Lore; Traveled Scholar, Racial Lore; Dwarf, and Research
skills become Rank 5.
Karma: Karma
on Willpower and Willforce Tests
Arcane Mutterings
Armored Matrix
[Wizardry Matrix]
Lasting Impression
TENTH CIRCLE
Karma: Karma
on Recovery Tests
Recovery Test:
+1 Recovery Test/day
Encore
Orbiting Spy
Too far of a drift
from the basic Discipline? Actually playable? Write your thoughts on the E-Dawn
Discussion Group!
UNUSUAL RACE/DISCIPLINE COMBINATIONS 5
Troll Elementalist
Advantages: +2 to toughness is great in a discipline
with a low durability. The +4 to strength makes Unshakeable Earth even better.
The +1 to willpower means they’ll have better punch on their spells. Heat sight
is also a great way to find targets for spells.
Disadvantages: -1 perception hurts the efficacy and
accuracy of magicians. Enemies tend to target them because of being worried
about their size and may misjudge them as strong melee opponents. Low karma
step isn’t as important as Spell Defenses invariably are smaller than Physical
Defense at lower Circles.
Attributes (66 Purchase Points)
DEX (11): 5/D8
STR 11+4=(15): 6/D10
TOU 12+2 = (14): 6/D10
PER 17-1 = (16): 7/D12
WIL 16+1 = (17): 7/D12
CHA (11): 5/D8
TOU 12+2 = (14): 6/D10
PER 17-1 = (16): 7/D12
WIL 16+1 = (17): 7/D12
CHA (11): 5/D8
These stats allow for a good character, 3 Recovery Tests/day,
+ Fire Heal at Circle 2. Knockdown is good, and a + 1 on strength gives a Step
7, tiding this character over until they get Unshakeable Earth. + 2 on
willpower will give a Step 8 willpower too, and then the character can up
perception 3 times, to get a Step 8 perception. Since by Circle 7 you can do
this, you’ll end up with a powerful spellcaster by then, with a good strength
and decent toughness as well. Better yet, Elementalists get a lot of spells for
melee or close range, including the elemental sword spells, Earth Staff,
Inflame Self, etc. A troll Elementalist specializing in earth spells would be
an interesting character to play as well.
All in all, a troll magician is an odd choice because the -1
perception and + 1 willpower tend to cancel each other out in most people’s
opinions. Still, consider other choices though, such as the troll Shaman that
is a strong melee attacker/defender as well by Circle 3, and the additional
benefits high strength and toughness give to Nethermancers who rely on Spirit
Grip to do their damage early, and have to close into melee to succeed. No one
suspects a troll Illusionist of course, helping subtle illusions get through.
Troll Wizard is a strange choice, since the discipline’s focus on ranged combat
makes the troll strength and toughness less important. Still, a troll Wizard
with a high willpower can use Dispel Magic more effectively than most besides
elf or jubruq Wizards. Everyone in Earthdawn who plays spellcasters tend
to favor the elf, windling, and human magicians the most. Try a troll magician,
and see if you like it I say.
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