Earthdawn Survival Guide

Earthdawn Survival Guide

By Josh H & Dan BLeisureGames
Download on the App Store

Earthdawn Survival Guide episodes

  • EDSG Episode 197 - The Escalanas Ranelle

    * Great Ranelles of the Blood Wood: The Escalanas

    * Quick update on social media and the like.

    * Kindness from a fan on the FASA Games Discord.

    * Tradtionally provides the most Warders to the Rose Throne.

    * Current head Kethos was one of the main architect of the Ritual of Thorns.

    * The "magic" ranelle, but like other ranelles they do other stuff.

    * Based in the western regions of the Wood.

    * Traces their origins back to the Western Kingdoms.

    * Established the Queen's Warders under Queen Failla.

    * Warders developed a lot of the magic to control and interact with the Wood.

    * Their sanctuary based in the heart of the Wood.

    * Escalanas are covertly meeting with the Denairastas.

    * Kethos seeks to end/reverse the Ritual of Thorns in defiance of Alachia.

    * Hoping to redeem himself before he dies.

    * No longer welcome in court; loyal, but more to elvendom than Alachia specifically.

    * Some discussion of possible consequences of ending the ritual.

    * Orlando Escalanas: Current consortis.

    * The pair staged a falling-out to cover Orlando working as a spymaster for Kethos.

    * Adventure hooks or campaign arcs using the Escalanas.

    * Seekers of the Heart and the acorns of Oak Heart.

    * Eletheria: The ghost of the western forest.

    * Vanished from the citadel early in the Scourge.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Find and follow Josh: https://linktr.ee/LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    38 min
  • No show Nov 22

    Sorry friends and fans, due to technical difficulties, there's no new episode the week of November 22. For those in the US, hope you have a good Thanksgiving holiday and we'll talk to you next week.

    2 min
  • EDSG Episode 196 - Kaers

    * Kaers

    * Significance of kaers in the game and setting.

    * Common (and most dangerous) destination for adventurers.

    * Mists of Betrayal, Terror in the Skies, Ardanyan's Revenge.

    * Not a lot of concrete examples in later published material.

    * Appearances in novels and fiction.

    * What is a kaer?

    * Purpose to keep people inside alive.

    * Why are you going and what might you find?

    * Kaers vs citadels.

    * Traps and defenses. Could be turned off by residents to safely emerge.

    * Traps are apt to be nasty and deadly.

    * Other features of entry and approach tunnels.

    * The kaer as a community like surface towns and villages.

    * Don't necessarily need to map every inch of the kaer.

    * How the residents and conditions might shape the environment.

    * A kaer is not a D&D-style dungeon of 10-foot corridors.

    * Need space for people to live for generations.

    * Entry tunnels should allow room for livestock and goods to be taken inside.

    * Concealing the entrance as an additional layer of protection.

    * Obvious kaers are likely to have already been found and explored.

    * Where kaers were built and why.

    * Basic Theran design. Large central chamber with offshoots for various services.

    * Mosaics or other fixed decorations as a source of lore or knowledge.

    * Living quarters; tiny homes, apartments, dorm suites.

    * Main thing about kaer design is there likely would be no wasted space.

    * Growth or expansion during the Scourge.

    * Wards and protections of the kaer interior.

    * Oxygen and air filtration.

    * Crops and greenery; rooftop gardens.

    * Resource use and waste disposal/recycling (including the dead).

    * Water - wells, water spirits, connections to elemental plane.

    * Animals and livestock; diet variety (or lack thereof)

    * More about crops and food plants.

    * Five likely states for a kaer.

    * Unopened and inhabited.

    * Open and empty.

    * Collapsed and not used.

    * Failed by Horror breach.

    * Failed by other disaster (starvation, disease, collapse)

    * Adventurer groups and kaers.

    * How do you get in and what do you find there?

    * GM should think of the story of the kaer.

    * Who lived there and what happened to them?

    * Cultural drift (or lack thereof).

    * Sidebar about Urupa development.

    * How much of a role will the kaer play?

    * Exceptions to expectations and what that can do.

    * Magic can solve a lot of problems!

    * Returning to water source and its importance.

    * What do you find inside? Treasure, artwork, lore?

    * Kaer-focused game ideas.

    * Other sources and inspiration.

    * Civic planning and civil engineering.

    * Don't put more work into your kaer design than you must!

    * City of Ember

    * The Expanse

    * Silo

    * Ultimately limited only by your imagination.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 9 min
  • EDSG Episode 195 - The Daevenar Ranelle

    * The Daevenar Ranelle

    * Some comments on Blood Wood games.

    * Renowned as the finest artists and craftfolk in the Wood.

    * Significant presence in Court, but not an obvious politics player.

    * Likely a notable influence on elven culture.

    * Possibly behind the campaign against Shosara.

    * Importance of art and culture during the Scourge and Ritual of Thorns.

    * Loyalty to throne and ability to shape public opinion.

    * Strong negative feelings about the Therans.

    * Belive the thorns have elevated the Blood Elves.

    * Strong antipathy with the Carithasca and source of conflict.

    * Returning to the weakness of Blood Wood as a notable setting in typical games.

    * Ranelle's main home is near the Court.

    * Persons of note.

    * Tarin Daevenar: Current leader of the ranelle.

    * Embodiment of Blood Elf snobbery and superiority.

    * Baltana Daevenar: Exolasher and court bodyguard.

    * Supporter of and spy for the Seekers of the Heart.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    32 min
  • EDSG Episode 194 - Mailbag!

    * Diving into the mailbag!

    * Email from Leamon: GMs with players who know more about the setting.

    * Fighting large groups of low-powered opponents.

    * Questions for Greg Gorden?

    * Email from Brad: Stories about player character death.

    * Handling replacements for a dead PC?

    * Plans to reintroduce Lightbearers as a path?

    * Email from Scott: More stories about character death.

    * Player buy-in and expectations with Paranoia as a framework.

    * Suggestions for running Earthdawn at conventions.

    * Pre-generated characters? Races? Disciplines? Circle?

    * Descriptions or maps of kaers? Starting in a kaer?

    * Published adventures for convention settings?

    * Other advice for convention play?


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    54 min
  • EDSG Episode 193 - The Carithasca Ranelle

    * Great Ranelles of the Blood Wood: Carithasca

    * A ranelle is similar to a noble house or clan; extended family.

    * Mainly based in the Southern Fringe, focused on trade.

    * While each ranelle is best known for a particular thing, they don’t do just that thing.

    * The ranelle’s background and how they got to where they are.

    * The ranelle’s biggest advantage is the network they have built over time.

    * Alachia and using royal patents to pit houses against each other.

    * Kaer Eidolon as the only trade point with the outside world.

    * Carithasca’s goals and motives.

    * Opinions of other ranelles, and some inspirations for the house.

    * Legends and history.

    * Persons of note.

    * Ethenia, matriarch and possible immortal; close relationship with Alachia.

    * Some thoughts about immortal elves and their role in the Elven Court.

    * Haeleon, senior Carithasca consortis.

    * Captain Trellius, sailor and frequent visitor to Eidolon.

    * Trellius appears in Heavy Metal Queen from Legends of Barsaive.

    * Additional thoughts and wrap-up.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    29 min
  • EDSG Episode 192 - Exploring and Surviving Underground Environments

    * Email from David: Love for the show and for Earthdawn

    * Reminder from Josh about the Earthdawn West Marches community.

    * Email from Bryan: Stories about player character death.

    * Josh shares a party wipe story from an old D&D game.

    * Exploring and surviving underground environments.

    * Careless folk get themselves killed in the depths.

    * Four things to worry about when caving.

    * Bad air: Stale air or other things that affect breathing.

    * Try to use magical light sources – torches or lanterns can use

    up oxygen.

    * Toxic or poisonous gases.

    * Underground fires can burn for a long time.

    * Many visual references for underground environments.

    * Cave-ins and collapses.

    * Elemental spirits as a useful resource when caving.

    * Other useful character skills and abilities that may help.

    * Underground water: streams, rivers, and lakes.

    * Flooding hazards.

    * Additional resource: Dungeoneer’s Survival Guide from

    AD&D.

    * Fire threats: Magma and hot springs.

    * Sample underground hazard traps in the Earthdawn Survival

    Guide book.

    * Additional concerns with underground fires.

    * Dangerous creatures.

    * Often hunt by scent or sound, and sound can carry long

    distances underground.

    * Horrors and constructs.

    * Classic Earthdawn adventures with strong underground themes.

     

    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    43 min
  • EDSG Episode 191 - Player Character Death

    * Player character death.

    * Reminder: Tastes and desires on what a player wants from a game can vary!

    * Most problems arise from a difference in expectations between the players and GM.

    * Story about Josh’s friend Doug and his approach to his characters.

    * Players who strongly identify with their characters can dislike having their story “cut short”.

    * A brief sidebar about gamemasters fudging dice results.

    * Leaving the “training wheels on” – how long before death becomes a legitimate stake?

    * “Sliders” – the degree to which PC death can come into play.

    * Setting a policy on handling player character death.

    * Is death permanent? How easy is it to come back?

    * Revisit the policy to see if it needs to change as the campaign progresses.

    * Table tale from Josh about Bearclaw the Journeyman and a player choosing death for their character.

    * Table tale from Dan about a character death and how it shaped the game.

    * Critical Role Campaign 2 and how a character death shaped character growth and future story.

    * In-game acknowledgement of the character death.

    * Does removing taking death off the table remove any tension or stakes to the game?

    * Finding other options to threaten characters without death; deus ex machina.

    * If a character can come back, what does it cost? How might it change them?

    * Another table tale from Dan about a fight against the “big bad”.

    * Earthdawn’s “lethality curve” and how that shifts as powers come online.

    * Email from Leamon (part 1): Petty GM on a power trip.

    * Game tone and setting conceit example: Paranoia.

    * Character as pawn or game-piece. “Character funnels”.

    * The Traveler RPG and characters dying before the game even started.

    * Email from Leamon (part 2): Connection to a character affecting feelings about the game.

    * Player grief and emotional bleed.

    * Bringing in a new character, how to create them, and other consequences.

    * Email from Leamon (part 3): Bringing a character/archetype back for more exploration.

    * Player introspection and self-discovery resulting from character death.

     

    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    58 min
  • EDSG Episode 190 - Exploring and Surviving the Wastes

    * Surviving and Exploring the Wastes.

    * Another example of an area devastated by the Scourge, similar in that way to the Badlands.

    * Of note in earlier material mainly because of its effect on

    western Barsaive.

    * Also an area with a significant number of lost and corrupted

    kaers.

    * Not as easy to get imagery to draw inspiration about the Wastes.

    * Jerris is most likely location to launch expeditions into the region.

    * Terrain and environment.

    * Some discussion of the perpetual ash.

    * Magical side effects of the area’s corruption.

    * Denizens of the Wastes.

    * Sidebar about avoiding easy tropes about deformity and evil.

    * Mysteries of the Wastes as a campaign hook.

    * Quick summary of some mechanics in the original Earthdawn Survival Guide

     

    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    36 min
  • EDSG Episode 189 - Exploring and Surviving Death's Sea and the Mist Swamps

    * Surviving the inhsopitable: Death’s Sea and the Mist Swamps

    * Death’s Sea

    * Invest in protection from heat and bring plenty of water.

    * No walking! Airship access only.

    * Only solid ground are klenkas, temporary islands of cooled

    lava.

    * Bring foods that can survive the hot, dry conditions.

    * Lots of fire-adjacent wildlife to make life difficult.

    * Additional suggestions for supplies to help survive the environment.

    * Reasons to visit Death’s Sea (aside from mining).

    * Mist Swamps

    * Fabled ancient ruins (Yrns Morgath)

    * Difficulty in crossing the terrain.

    * Other reasons to visit the region: rare plants or other magical

    reagents.

    * Supplies to bring and challenges to overcome.

    * Silver lining: Not likely to encounter Horrors and

    Horrorspawn.

    * Past episodes that cover these areas.

    * Death’s Domain and escaping it.

    * Rescuing player characters from Death’s Domain.

     

    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    29 min

About Earthdawn Survival Guide

From the publisher's feed

A semi-official podcast dedicated to the Earthdawn role-playing game, hosted by Dan Boice and Earthdawn developer Josh Harrison.

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