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* 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:
Email: [email protected]
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
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.
* 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:
Email: [email protected]
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
* 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:
Email: [email protected]
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
* 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:
Email: [email protected]
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
* 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:
Email: [email protected]
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
* 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
* 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
* Fire threats: Magma and hot springs.
* Sample underground hazard traps in the Earthdawn Survival
* Additional concerns with underground fires.
* Dangerous creatures.
* Often hunt by scent or sound, and sound can carry long
* Horrors and constructs.
* Classic Earthdawn adventures with strong underground themes.
Find and Follow:
Email: [email protected]
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
* 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:
Email: [email protected]
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
* 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
* Also an area with a significant number of lost and corrupted
* 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:
Email: [email protected]
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
* 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
* 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
* Supplies to bring and challenges to overcome.
* Silver lining: Not likely to encounter Horrors and
* Past episodes that cover these areas.
* Death’s Domain and escaping it.
* Rescuing player characters from Death’s Domain.
Find and Follow:
Email: [email protected]
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
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