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* Secret Societies: Naaman’s Hand
* Living Legend Cult
* First appeared in Barsaive Boxed Set
* Devoted to the pre-Scourge hero Naaman Y’ross
* Multiple cults, conflicting beliefs about his fate
* Overview of mentions in the published works.
* History of Naaman’s Hand as presented in Secret Societies
* Some background spoilers
* Weird magical theorizing
* Example of early seed being brought back later.
* Not presented as a setting-shaking group.
* Ideas for using the cult in adventures and campaigns.
* Live Q&A from FreedoniaCon!
* Questions from LouP: Talent Pattern and Attribute Pattern talents in Fourth Edition?
* Why only one talent option per Discipline Circle?
* Questions from Svenn: Status of Magic: Deeper Secrets?
* Spell design rules and updating older spells?
* How large is Deeper Secrets going to be?
* Looking at third party material (Codex Arcanum)?
* Contest for fan content as part of new book?
* English publication of German Kaers book?
* Status of Grand Bazaar?
* Questions from Joel: Favorite bit of Earthdawn lore?
* Where would you start a Barsaivian campaign (running or playing)?
* Where would you set a non-Barsaivian campaign?
* What areas in Barsaive not yet developed would you like to explore?
* Thoughts on other Great Dragons relations to Barsaive?
* Plans for Fekara?
* Morgan working up a non-caster thing?
* Questions from Chad: Duration of spells and damage?
* Questions from K Scott: Expanding elemental planes or other netherworlds?
* Question from Lee B: Status of House Syrtis and the Prophetess?
* Status of Vivane and southwest Barsaive?
* House K’tenshin? Iopos?
* Cara Fahd and Landis?
* Future of the Legends of Barsaive?
* Questions from Lee A: Thanks to the EDSG for our work!
* Strategies for regularly using Surprise Strike in combat?
* What if the Thief delays their entry into combat?
* Damage potential for Thief Discipline?
* Can you use Great Leap every round to trigger Down Strike?
* Changes to racial Karma in fourth (and third) edition?
* Would changing the karma die back to first edition rules break the game?
* Do the Legends of Barsaive adventures require any special background or setup?
* Cross-Discipline talent synergies are an intentional design choice to encourage cooperation within a group.
* Question from Josh: Why is his cat clawing his leg?
* Thank you everyone for your questions and feedback!
* The live show from FreedoniaCon will be in the feed next week!
* Secret Societies: The Fellowship of Night
* Order of Nethermancers
* Quick sidebar about Virag and whether she would be interested in the Fellowship.
* History of the Fellowship
* Based in the Delaris Mountains
* A Horror corrupted a Liferock, it was killed by a Nethermancer banished from Landis.
* The Fellowhip tapped into the Liferock’s magic to survive the Scourge.
* Loosely associated with the Skyseeker trollmoot.
* Dedicated to the study of astral space and the netherworlds.
* Thera has interest in the Fellowship because of their connection with the Liferock, and how they might use that on Ayodhya.
* Note: This is less of a concern in the fourth edition timeline.
* Possible consequences of the Fellowship’s use of the Liferock.
* Black Guard: Reanimated former members of the Liferock.
* Membership includes Journeyman-tier and better Nethermancers.
* Group True pattern, each member also bonded with a Black Guard.
* Lifeshard: Magical item owned by each member of the Fellowship.
* Discussion of the Fellowship as a possible Path.
* The Chain of Skulls – the collected magical knowledge of the Fellowship
* It has been stolen, and the Fellowship wants it back.
* Many people would be interested in finding it, either for the knowledge it contains or to leverage favors from the Fellowship.
* No updated information in ED4 about what is currently up with the Fellowship.
* Adventure and campaign hooks involving the Fellowship.
* Current goals of the Fellowship’s current Grand Master.
* Warden and Master Tier Archer
* Reminder: EDSG Live at FreedoniaCon Sunday February 20
* Warden Discipline Ability: Blood Bound Bow
* Recap of Archer Discipline themes.
* Warden Discipline Talents: Blind Fire, Spirit Strike, Eagle Eye, Missile Lock
* Warden Tier Talent Options
* New talents: Chameleon, Critical Hit, Defensive Posture, Ethereal Weapon, Matrix Sight
* Master Tier Discipline Ability: Perfect Shot
* Master Discipline Talents: Influence Missile, Snapshot, Multi-Shot
* Master Tier Talent Options
* New Talents: Relentless Recovery, Second Chance, Soul Aegis, Venom, Vital Strike, Vital Ward
* Wind Bow is now a Missile Weapons Knack at Rank 8.
* Josh’s Master Tier analysis and talent choices.
* Reminder: Get us your questions for the live show!
Find and Follow:
* Email from Nanander: Origin of the Name of the Gauntlet Discipline.
* Bonus accidental etymology lesson!
* Live Earthdawn Survival Guide Podcast on February 20!
* Secret Societies: The Crownbreakers
* Cult of the Mad Passion Raggok
* Small organization devoted to overthrowing any kind of authority.
* Infiltrate communities and sow discord against its leaders.
* Long term goal of undermining Throal and its authority by causing strife in its mountain communities.
* No official fourth edition info but could have a role in present-day Barsaive.
* Led by a high-rank questor Endaren Oakhaft.
* Generational cult; very clear villains and antagonists.
* Other agents of the cult.
* Potential goals and activities of the Crownbreakers in the current timeline.
* Another Raggok cult: The Hive of Ashes and Crarites.
* Using the Crownbreakers in other parts of Barsaive, or as inspiration for similar cults.
* The Wizard: Warden and Master tiers.
* Review of themes and core concepts.
* Ninth Circle Discipline Ability: Matrix Split
* New Discipline talents: Eidetic Memory, Glyph of Unweaving, Glyph of Shielding, Concise Casting.
* Circle Eleven Karma Ability.
* Review of Warden tier talent options.
* Thirteenth Circle Discipline Ability: Mystic Triangle
* New Discipline talents: Glyph of Attunement, Glyph of Reversal, Spliced Weave.
* Review of Master tier talent options.
* Josh’s Master tier talent picks and high Circle analysis.
* Looking back at the Wizard progression in third edition.
Find and Follow:
* Email from Aaron: Another Outcast pop culture reference.
* Email from Ted: Access to enchanting for the Shaman Discipline?
* Email from Chad: Apologies for forgetting Dan. Question about Discipline talents versus Talent Options in the “All Talents to Advance” rule.
* Secret Societies of Barsaive
* Updates or changes to information in the book as of the current timeline.
* A bit of development history and where Secret Societies fits in to events in Barsaive.
* Essays are in-character as various reports and intelligence from Theran agents.
* The Songbirds: Alachia’s espionage and intelligence network.
* Headed up by Vistrosh, the “exiled” blood elf in Kratas and head of Brocher’s Brood.
* Nobody knows Vistrosh’s role in the organization.
* Major focus of the Songbirds at the time of the book’s release is on Aardela and her connection with the dragons.
* Interested in information or events that would be of interest to the Alachia’s Court.
* Especially notable: Politics and machinations among the elven Wyrm Wood diaspora, especially Shosara, Sereatha, and the Seekers of the Heart.
* Vistrosh’s potential involvement or role in the new situation in Kratas.
* Other Songbird hooks: Therans, Holders of Trust/Denairastas, House Ishkarat.
* How Vistrosh sends information through the network.
* Overview of Vistrosh’s game statistics from the Third Edition Kratas book.
* Songbird agent blood oath, possibility of the agents following a dedicated Path.
* Adventure hooks from the original book.
* Using the Songbirds in adventures or campaigns.
* Warden and Master tier Air Sailor.
* Go back to Episode 9 from Jan 22, 2020 for the Novice and Journeyman tiers and more commentary.
* Brief recap of the themes and ideas.
* More development work on the higher Circles than lower ones.
* Warden tier abilities, bonuses, and Discipline talents.
* Focus on talents in the Companion.
* Warden talent options.
* Master tier abilities, bonuses, and Discipline talents.
* Master talent options.
* Discussion of talent choices based on style.
* Happy New Year!
* Email from Ted: Outcast pop culture reference.
* Enchanting
* Disclaimer about optional status of enchanting rules.
* Problems and hazards of enchanting rules and systems.
* Goals of enchanting rules in fourth edition.
* Primary methods of enchanting.
* Alchemy skill: blood charms, common magic items, and consumables.
* Role of alchemical enchanting in the setting.
* Talent Knack enchanting: Living Armor, Spell Matrix Items, and Thread Items.
* Knacks can allow an adept to make alchemical items.
* Enchanting Process
* Step One: Obtain the enchanting pattern.
* The recipe or formula used to create a magical item.
* Every formula has a rank that represents the complexity of the process and sets the minimum ability level required to make the item.
* Multiple enchanting patterns can (and do) exist for each item.
* This variety can be used to add color to the world, clues, or other story aspects based on the item’s origin.
* Learned like learning a spell, but no associated Legend Point cost.
* Once learned, can make the item as often as time and materials allow.
* Enchanting patterns can be learned from other enchanters, found in a forgotten kaer or as another reward, or made from scratch.
* Obtaining the pattern should not be difficult unless dealing with potent or rare items.
* Step Two: Gather the Materials.
* Best source for adventure hooks and story content.
* Generic alchemical materials and reagents of a value based on the item being made.
* Expensive, special, or rare materials (e.g., magic creature parts, living crystal, orichalcum, True elements).
* Left flexible for the GM to justify ingredients based on story needs, and the artisanal nature of enchanting.
* Skills and talents that can be used to find ingredients.
* Downtime gathering versus adventure based.
* True elements
* Step Three: Perform the Enchantment
* Relevant skill or talent test against the EDN of the item.
* High results can create additional doses or reduce time of the process.
* Working as a group.
* Living armor and shields follow the process of crafting in the Player’s Guide.
* Designing your own items.
* The more different design aspects you use, the easier the EDN, but the harder it is to create the custom formula in the first place.
* Reiterating tying the enchanting process into adventures and story arcs.
* Questions? Send them in!
* Paths in Depth: The Outcast
* Development background for the path.
* Originally the “Outcast Warrior” racial Discipline for trolls.
* Very tied into highland troll concepts of honor as presented in the original Denizens of Earthdawn.
* Path leans into the idea of an individual sacrificing something in the name of honor and gaining magical power in return.
* Unlike other paths, no greater organization or structure. Intensely personal.
* Review of three aspects of troll honor.
* Comparison to Asimov’s Laws of Robotics.
* Ka’tosh – a category of honor Outcasts hold that is considered higher than the other aspects.
* Starting as an Outcast versus having it develop during a campaign.
* Doesn’t necessarily warp the narrative the way some paths do.
* Very heavy on the story and role-play.
* Discussion of the essay and opposing points of view.
* Pop culture references.
* Josh disputes Dan’s focus on redemption rather than sacrifice.
* Becoming an Outcast.
* Discipline affinities.
* Passions and Questors.
* Possibility of becoming eligible for the Path before Circle 5.
* Ordeals and Advancement.
* Outcast Half-Magic.
* Path bonuses.
* Path talents; new talent: Rite of Khopesh.
* Honor points.
* Outcast Path Knacks.
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