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* Email from Anthony: Introducing Earthdawn at a one-shot game night.
* Horrors in Depth: Artificer
* Not flesh and blood; metallic, covered with wheels, levers, and pulleys.
* “Steampunk” Horror.
* Background: Elemental spirit summoned by dragons in the previous age and it was corrupted.
* Uses Forge Trap power to convert tunnels and caverns into metallic mazes filled with deathtraps.
* Provides an Earthdawn-flavored reason for the classic “trap filled labyrinth” trope.
* Presence can be felt without it being a focus; converts an area but doesn’t really hunt victims.
* Inspiration: Grimtooth’s Traps
* Baits its converted mazes with riches and artifacts it has scavenged to draw people in.
* Limited additional powers; just elemental immunities.
* Primarily astral entity; difficult to get to it to destroy it.
* Can provide an “alien” aesthetic, magitech in a way not usually present in Earthdawn.
* Can help get around the need for “realistic” spaces you normally need for kaer design.
* Straightforward in its own way, but still unique and interesting.
* Ysrthgrathe
* Essay supposedly written by someone possessed by the Horror itself.
* Josh’s favorite entry, likely written by Caroline Spector.
* Horror that features in the Immortals trilogy (Scars, Little Treasures, Worlds Without End)
* Stereotypical suite of Horror powers and abilities.
* Doesn’t have a mechanical gimmick, is iconic because of his personality and approach.
* Vampire lord, supervillain, suave serial killer.
* “Horror of Toxic Masculinity”
* Likely to use methods that make its victim feel helpless and isolate them.
* Very “human” in its evil, strongly relatable to real-world experiences; abusive, gaslighting.
* Targets individuals, especially powerful ones, patiently works to break them.
* Has a personal touch; not an impersonal force of nature like Ristul or Verjigorm.
* Often uses illusion to charm and manipulate people. Infernal, offering deals and bargains.
* Using Ysrthgrathe in a story arc or campaign.
* Being careful not to trigger post-traumatic stress or the like in your players.
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
4.8
1616 ratings
* Email from Anthony: Introducing Earthdawn at a one-shot game night.
* Horrors in Depth: Artificer
* Not flesh and blood; metallic, covered with wheels, levers, and pulleys.
* “Steampunk” Horror.
* Background: Elemental spirit summoned by dragons in the previous age and it was corrupted.
* Uses Forge Trap power to convert tunnels and caverns into metallic mazes filled with deathtraps.
* Provides an Earthdawn-flavored reason for the classic “trap filled labyrinth” trope.
* Presence can be felt without it being a focus; converts an area but doesn’t really hunt victims.
* Inspiration: Grimtooth’s Traps
* Baits its converted mazes with riches and artifacts it has scavenged to draw people in.
* Limited additional powers; just elemental immunities.
* Primarily astral entity; difficult to get to it to destroy it.
* Can provide an “alien” aesthetic, magitech in a way not usually present in Earthdawn.
* Can help get around the need for “realistic” spaces you normally need for kaer design.
* Straightforward in its own way, but still unique and interesting.
* Ysrthgrathe
* Essay supposedly written by someone possessed by the Horror itself.
* Josh’s favorite entry, likely written by Caroline Spector.
* Horror that features in the Immortals trilogy (Scars, Little Treasures, Worlds Without End)
* Stereotypical suite of Horror powers and abilities.
* Doesn’t have a mechanical gimmick, is iconic because of his personality and approach.
* Vampire lord, supervillain, suave serial killer.
* “Horror of Toxic Masculinity”
* Likely to use methods that make its victim feel helpless and isolate them.
* Very “human” in its evil, strongly relatable to real-world experiences; abusive, gaslighting.
* Targets individuals, especially powerful ones, patiently works to break them.
* Has a personal touch; not an impersonal force of nature like Ristul or Verjigorm.
* Often uses illusion to charm and manipulate people. Infernal, offering deals and bargains.
* Using Ysrthgrathe in a story arc or campaign.
* Being careful not to trigger post-traumatic stress or the like in your players.
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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