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* 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:
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Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
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Earthdawn West Marches:
* 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:
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
* 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:
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
* 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:
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
* 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:
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
* 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:
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 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:
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
* 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:
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
* 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:
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
* 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:
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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