Earthdawn Survival Guide

Earthdawn Survival Guide

By Josh H & Dan BLeisureGames
Download on the App Store

Earthdawn Survival Guide episodes

  • EDSG Episode 64 - Passions: Floranuus and Upandal

    * Part Three of Passions and Questors

    * Floranuus: Passion of Revelry, Energy, Motion, and Victory.

    * The thrill of speed or exhilaration, anything that makes you “feel alive”.

    * Strong association with the element of fire.

    * Shares some ideas of classical or mythological sun gods driving across the sky.

    * Powers include increased stamina, turn depression into exhilaration with a thought.

    * The antithesis of depression and lethargy.

    * Not great planners, drive to get up and go, DO something.

    * Essay highlight: Tying Floranuus to aspects of other Passions.

    * Floranuus and their aspects in the setting.

    * Questors of Floranuus: Generally happy, optimistic.

    * Strong association with windlings, Air Sailors, and Boatmen.

    * Overview of Devotions available to Questors of Floranuus.

    * Lots of upbeat social and movement related abilities.

    * Upandal: Passion of Construction, Building, and Planning.

    * Associated with order in the sense of following a plan.

    * Symbols include the hammer, compass, forge, blueprints.

    * Hephaestus or other smith or craftsman deities.

    * More practical than Astendar when it comes to crafting or artistic expression.

    * Powers include making tools quickly, fortify structures, make bridges and towers.

    * Essay highlight: Two questors debating the Passion’s ideals.

    * Not just physical engineering: Civil and cultural engineering.

    * Upandal and their ideals in the setting.

    * Overview of Devotions available to Questors of Upandal.

    * Many extended action and group project management powers.

    * Strong association with dwarfs, Weaponsmiths, and enchanters.


    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

    52 min
  • EDSG Episode 63 - Email and Death's Sea

    * Most of the recorded streams from FreedoniaCon are available on the FASA Games YouTube Channel.

    * Email from Riley: Ways of handling magician spell acquisition.

    * Josh reveals Virag has 44 spells in her grimoire and talks spell scarcity.

    * Email from Ted: True Ephemeral Bolt and how its secondary effect interacts with other tests.

    * Email from Lee: Interpretations of Robin Hood and the Sheriff of Nottingham as Disciplines and followers of Passions.

    * Nethermancers not Necromancers; lack of animate/control undead spells in the core book.

    * Email from Brian: Guidelines for spell design – effects to be careful with.

    * Geographic overview: Death’s Sea

    * According to legend, the Passions imprisoned Death beneath the sea, turning it into molten rock.

    * The Keys of Death cult

    * Reasons for characters to visit Death’s Sea: True Fire, unusual components from creatures native to the area, interesting and dangerous terrain.

    * Possible kaers or abandoned strongholds.

    * Area surrounding Death’s Sea: Twilight Peaks.

    * Dead Man’s Gullet and the Scarlet Sea.

    * Southernmost reaches of Death’s Sea are water.

    * Mist Swamps: The Great Dragon Aban and the Castle of Assassins of the Hand of Corruption

    * The Badlands.

    * Unusual and exotic location for adventures to be set.


    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

    51 min
  • EDSG Episode 62 - Passions: Chorrolis and Raggok

    * Passions Part Two

    * Chorrolis: Passion of Wealth, Trade, Envy, and Desire

    * Overlap of aspects and how that is expressed in different Passions.

    * Even the Passions that aren’t Mad can have toxic or destructive expressions.

    * Trade and exchange; Throal’s cultural dissemination as an expression of Chorrolis’s ideals.

    * Symbols and powers of Chorrolis.

    * Ways to show devotion to Chorrolis.

    * Not just about raw wealth; trade as a cultural good.

    * Review of Devotions available to questors of Chorrolis.

    * Player character questors of Chorrolis.

    * No strongly aligned Disciplines; Weaponsmiths, Air Sailors, and Boatmen could be peripherally related.

    * Theme or story ideas relating to Chorrolis.

    * First Edition Adventure: Desire Box in Parlainth Adventures

    * Raggok: Mad Passion of Vengeance, Bitterness, and Jealousy.

    * In some respects, the easiest, most direct of the Mad Passions.

    * Strongly associated with undead and corruption.

    * Symbols and markers of Raggok.

    * Pop culture references: Cask of Amontillado, Count of Monte Cristo.

    * Review of Devotions available to questors of Raggok.

    * Reasons for access to Durability.

    * Another pop culture references: Wormtongue from Lord of the Rings.

    * Approaches and motivations for a questor of Raggok as an antagonist.

    * Before they went Mad: Rashomon and how those ideals might be twisted in a Raggok-fueled antagonist.

    * Scrooge’s bitterness and misandry and Raggok.

    * Expressing devotion toward Raggok; witting and unwitting.

    * Pop culture reference: Chronicle (film), Jack the Ripper

    * Player character devotees of Raggok: Safety Tools like the X-Card, Lines and Veils, etc.


    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 3 min
  • EDSG Episode 61 - Spell Acquisition

    * Into the Weeds: Spell Acquisition

    * Historical Retrospective: First Edition

    * Start with PER Step in spell points.

    * No free or granted spells after creation.

    * Spells must be acquired through training with mentors, finding in kaers, or looting from dead enemy magicians.

    * No codified cost in silver, no Legend Point cost.

    * Second Edition

    * Starting spells based on WIL Step (possibly to diversify important Attributes at creation for magicians).

    * On Circle Advancement, 2 times Circle in spell points for free new spells.

    * Introduced a Legend Point cost for spells, 100 LP times Spell Circle.

    * Codified silver piece cost for purchasing spells.

    * Discussion of reason for some ED2 rules changes for spells.

    * Earthdawn Classic

    * Returned to starting spells based on PER Step.

    * One free spell of new Circle on Circle advancement up to Fifth Circle.

    * Legend Point and silver cost are shifted to Optional Rules, changed some values in those options.

    * Third Edition

    * No changes from Earthdawn Classic

    * Fourth Edition

    * Removed free spells on Circle advancement, Legend Point cost is now standard rule.

    * Josh discusses the concerns with spell LP cost hindering character advancement.

    * GM Advice: Where does a magician learn new spells?

    * Discipline mentors and trainers, whether as part of Circle advancement or not.

    * Recovering grimoires from ruins, kaers, or defeated opponents.

    * The GM should provide spells as rewards for magicians the same way they provide rewards or loot for other Disciplines.

    * Suggestions for learning about NPC magicians to approach for tutoring.

    * Common spells might be available in library collections.

    * Sidebar about magician guilds and their role in the Earthdawn setting.

    * Josh waxes admiringly about magicians.

    * Spell creation rules. First Edition had detailed spell creation rules, no plans for that detailed a process in Fourth Edition.

    * Porting or updating spells from earlier editions to ED4; look to similar spells and set up effects and extra threads based on published material.

    * Spells don’t always have to cost silver; that is a rough guideline for simple “buying” spell knowledge.

    * Keep track of mentors and GMCs for future connections and plot development.

    * GMC magician mentors traveling along with their PC students.

    * FreedoniaCon panels and seminars have started appearing on the FASA Games YouTube Channel. Looking at what might start being done on the FASA Games Twitch.


    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

    50 min
  • EDSG Episode 60 - Live from Freedonia Con

    * Episode Sixty LIVE from Freedonia Con 2021

    * Brief look at show stats

    * Email from Dustin: Thanks for the Astral Sight episode!

    * Email from Nanander: Impressions provided by astral sight?

    * Visibility of patterns through materials?

    * Pattern centerpoints; space the pattern takes up “inside” an item.

    * Names and ED4 philosophy addressing them.

    * Email from Lee: Fiction suggestions for astral sight inspiration.

    * Katherine Kerr’s Deverry Cycle, David Gemmell’s Drenai Series, Raymond Feist’s Riftwar Series

    * Email from Aaron: Thoughts on astral space and patterns.

    * Email from Riley: Introducing Passions to new players.

    * Email from Brian: Followers who aren’t questors displaying their devotion.

    * Email from Vincent: Handling the modifier for Steps 1 and 2?

    * Armor penalties reducing Initiative to 0?

    * Rules variant for armor on Morgan’s blog.

    * Discussion of comments and questions from the live audience chat.

    * Bookshelves, Unarmed Combat, Audiobooks, Passions appearing to characters, Harbingers


    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

    55 min
  • EDSG Episode 59 - Passions and Questors: Astendar and Jaspree

    * Part one of our series on Passions and Questors

    * Reminder: FreedoniaCon February 19-21

    * The Passions

    * Earthdawn’s version of deities.

    * Questors can work together, but no large-scale formal religious organization.

    * Passions represent ideals of Namegiver society.

    * True nature is unclear.

    * Astendar: Passion of love, art, music, creative arts and inspiration.

    * Vaguely analogous to Aphrodite, Cupid, Apollo, the Muses.

    * Strongly associated with Troubadours, Swordmasters.

    * Devotees can be seen as frivolous, flighty, overly romantic.

    * Astendar can entrance with music, inspire love, restore youth.

    * Sidetrack general discussion of questors.

    * Population of questors and adept questors.

    * The role of questors in society; connection between the mundane and spiritual.

    * Introducing or using Astendar in adventures or plot arcs.

    * Best suited to social/political scenarios and obstacles.

    * More than love stories—artistic and creative challenges.

    * Passions don’t necessarily play favorites; Followers and questors of the same Passion can come into conflict.

    * Questors of Astendar in depth

    * Brief overview of questor powers and progression.

    * Devotion Points and acts of devotion to replenish them.

    * Overview of devotions available to Questors of Astendar.

    * Brief discussion of non-adept Questor player characters

    * Jaspree: Passion of growth, care of the land, and love of the wilderness.

    * Analogous to Gaea, Demeter, Pan, harvest deities.

    * Not just “nature” but proper stewardship of the land.

    * Strong association with Beastmaster, Shaman, and Cavalryman Disciplines.

    * Gardener, famer, herdsman.

    * Jaspree in adventures and story arcs.

    * Followers of a “positive” or not-Mad Passion as antagonists.

    * Overview of devotions available to Questors of Jaspree.

    * Final thoughts on using Passions in your game.


    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 4 min
  • EDSG Episode 58 - Emails and Blood Wood

    * Email Questions and Blood Wood

    * Email from Matthew: Steps Desktop Version

    * Email from Brandon: Comments and question on Forge Weapon

    * Why was Ukraine chosen as the setting for Barsaive?

    * Josh discovers ED4 doesn’t have Improve Blade/Weapon

    * Anonymous Email: Upcoming episode on the Passions?

    * Favorite adventures for new groups?

    * Managing crunchiness of the Step Dice? Rules lite options?

    * Blood Wood

    * It is a fascinating and unique setting but can be difficult for a standard campaign to interact with.

    * The “Cavalryman” of the setting; games with it can often end up revolving around the Wood.

    * Not to be taken lightly. Creepy, and everything screams “Go away!”

    * Geographic survey of the Wood

    * Eidolon: Fortress at the confluence of the Serpent and Mothingale Rivers.

    * Joint venture between Blood Wood and House Syrtis to forestall Ishkarat aggression.

    * Trenevar is the “market town” on the Mothingale, most accessible location in the Wood.

    * Low population density, only about 60k elves in 600 square miles.

    * Pop culture references: Mirkwood and the Old Forest from Lord of the Rings. “Stanley Kubrick’s The Shining on the Forest Moon of Endor.”

    * The Southern Fringe: More populated and cultivated than other regions.

    * The Western Border: More isolated, heavy magical defenses protecting the border from Iopos and their allies the Firescale moot.

    * Northern Reaches: Most sparsely populated, not quite as heavily patrolled because of how far it is from Barsaive.

    * May be easiest to sneak in this way, though it would take a long time to get there.

    * Goro’imri: The settlement of dissidents and outsiders.

    * Grove of Thorns: Blood Wood’s War College

    * Elf Queen’s Palace and the Ranelles

    * Josh can’t help but talk about Alachia.

    * The Forest’s Heart: The most dangerous region. The rot at the heart of the apple. Nobody is allowed in.

    * More discussion about Alachia.

    * Hazards and obstacles in the Wood.


    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 57 - Astral Sight

    * Astral Sight and Astral Sensing

    * Questions from Dustin

    * Does a character directly perceiving astral space see native astral entities as imprints or in their full appearance?

    * Does a character using Astral Sight see the imprints of astral entities present in astral space?

    * Tangent into astral perception translating information about magical energy into stimuli the Namegiver can understand. It is not necessarily limited to sight.

    * Astral Sight as a way for visually impaired characters to navigate the world.

    * Can the patterns of purely astral entities be studied in the same way as patterns of physical objects?

    * What does astral sensing perceive when it comes to dual-natured Horrors?

    * Question from K Scott

    * How can you tell a person/place/thing is tainted or corrupted? Can you just astrally perceive the target?

    * Questions from Brian

    * Lifesight and the Shaman spell Lifesense

    * After consultation with Morgan, should behave like the Wizard spell Astral Sense, with the GM requiring new tests when appropriate.

    * Can you use Astral Sight (or Lifesight) separately while the related spell is active?

    * Can the user make a new Astral Sight test when they are aware of a poor initial result?

    * Tangent into Josh’s general approach to astral sight. Providing mood and atmosphere, providing clues or information during an investigation.

    * Describing what astral space and astral imprints look like.

    * Question from Lee: Can Astral Sight provide insight into a subject’s emotional state?

    * Question from Shane: Visual consistency of portraying astral space in published books?

    * Ideas and suggestions for imagery and sensations to use when describing patterns and imprints.


    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 1 min
  • EDSG Episode 56 - Shaman

    * Discipline Review: Shaman

    * Anthropological background on the term

    * Some thoughts on the problematic origins and use of “shaman”

    * Goals of the Fourth Edition rework of the Shaman Discipline

    * The in-character essay

    * Shaman as Earthdawn’s take on the “druid” archetype

    * Karma Ritual

    * Artisan Skills

    * Half-Magic Abilities

    * “Fetishes” as set dressing for spellcasting

    * Novice Tier Discipline Talents and abilities

    * Novice Tier Talent Options

    * Journeyman Tier Discipline Talents and abilities

    * Journeyman Tier Talent Options

    * Warden Tier Discipline Talents and abilities

    * Warden Tier Talent Options

    * Master Discipline Talents and abilities

    * Master Discipline Talent Options


    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
  • EDSG Episode 55 - Airships

    * We will soon be doing an episode focused on Astral Sight and astral perception. Get your questions in!

    * Episode Fifty-Five: Airships

    * Pop Culture References: Firefly, Red Dwarf, Star Trek, Killjoys, Battlestar Galactica, The Orville, Farscape

    * Wooden Airships

    * Airboat: Smallest airship, small capacity, short range. Flying rowboat.

    * Drakkar: “Longship”, scout or patrol vessel. Common among highland troll raiders.

    * Most common vessel that a PC group would have.

    * Owning an airship would have ongoing costs, not just a purchase price.

    * Style and design of airships as a campaign aspect.

    * Galley: Merchant or military vessels. Travels between major population centers.

    * Faster than a traditional caravan, but limited cargo space.

    * Galleon: Largest Barsaivian airship. Limited number. Flagships of naval forces.

    * Stone Airships

    * Vedette: Equivalent to the drakkar. Transport, scouting, elemental mining.

    * Kila: Flying fortress. Display of Theran might. Gunship or carrier equivalent. Primary focus of Theran naval forces.

    * Theran airships in adventures.

    * Behemoth: Flying city. Rare and powerful. When it shows up, things are serious.

    * Behemoths are a campaign-shaping display of Theran power. The “Death Star” of the setting.

    * Refer to supplement Prelude to War for info on the behemoth.

    * Ghost ships: Any kind of airship that has befallen a disaster or problem; can be the focus of an adventure.

    * Ships as characters; drama and story potential of airship crew.


    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

    55 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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