top of page

Earthdawn

I created content for Earthdawn 4, a 4-page character sheet (in English) as well as a game aid: a presentation of Earthdawn, Barsaive, the Scourge and the different disciplines.

Earthdawn - Presentation of the Game

Earthdawn is a unique medieval fantasy role-playing game set in the distant past of the world of Shadowrun. Using the geography of real Earth, it offers an immersive setting rich in history and magic.

World and Geography
Barsaive and Thera: Earthdawn takes place primarily in the Barsaive region, which corresponds geographically to Ukraine. The Theran Empire, a dominant power, is based on the island of Thera, modeled after the Mediterranean island of Santorini. Barsaive, once a free province, now finds itself under constant threat from the Theran Empire.

Characters and Disciplines
Adepts: Players embody adepts, exceptional individuals trained to master magic according to a specific discipline. Adepts are distinguished by their talents, which are specialized magical skills.
Levels and Circles: Adepts progress in levels, called Circles, ranging from 1 to 15. Levels are divided into four categories: Novices (1-4), Journeymen (5-8), Guardians (9-12), and Masters (13-15). Novices are common, Companions are powerful and uncommon, Guardians are rare and very powerful, and Masters are extremely rare and legendary.
Disciplines: There are 15 disciplines, each with their unique talents and abilities:
   Air Sailor: Bold sailors and air warriors.
   Archer: Masters of archery.
   Beastmaster: Animal controllers and friends.
   Cavalryman: Riders and mounted fighters.
   Elementalist: Masters of the natural elements, they can summon elementals.
   Illusionist: Experts in illusions and deception.
   Nethermancer: Specialists in spirit and death magic, they can summon spirits.
   Scout: Scouts and explorers.
   Sky Raider: Sky Pirate Warriors (Essentially Trolls).
   Swordmaster: Experts in sword fighting.
   Thief: Masters of stealth and theft.
   Troubadour: Charismatic bards and storytellers.
   Warrior: Elite fighters.
   Weaponsmith: Combatant blacksmiths and skilled craftsmen.
   Wizard: Versatile and erudite magicians.

Game System
Step System: Earthdawn uses a system of "steps" to determine which dice to roll. A step generally represents an ability level added to a skill or talent level. Each step corresponds to a specific combination of dice. For example, a step 6 is 1d10, a step 12 is 2d10, and a step 20 is 1d20 + 1d10 + 1d6.
Skills and Talents: All characters have skills, but Adepts also have magical talents, which are easier to increase than ordinary skills. Adept talents require less training to improve and are inherently magical.
Learning and Training: Improving skills and talents requires specific training. Raising a talent requires 8 hours of training, while increasing a skill takes one week per learning level.

Magic and Horrors
The Scourge: A major catastrophe caused by an excessive increase in magic, bringing the astral plane closer to the physical world and allowing the invasion of Horrors, evil supernatural creatures. The Scourge was foreseen by certain wise men who founded a school and then an Empire.
Rites of Protection: The Theran Empire developed magical rituals to protect these shelters, called Rites of Passage and Protection.
Duration of the Scourge: The Scourge lasted for approximately 500 years, during which the inhabitants took refuge in kaers and citadels. Adventures often begin after the release of the Scourge, when survivors begin to explore the world.

Magic Items
Magical Presence: Magic is everywhere, with many magical items ranging from potions and blood charms to utility items like self-cleaning clothing or self-filling canteens.
Thread Items: Powerful magical items that can be linked to followers. These items have ranks, like talents, and require an investment in experience to unlock the benefits. Some are made by magicians, others are created spontaneously in the presence of heroic acts and are called legendary items.

Races and Society
Playable Races (in order of population size):
   Dwarves: Majority in Barsaive.
   Orks: Numerous and strong.
   Humans: Varied and adaptable.
   T'Skrangs: Lizardmen living near waterways.
   Elves: Forest dwellers, fine and refined.
   Trolls: Large, horned, living near mountains.
   Obsidiman: Heavy, slow men of stone, bound to the earth.
   Windlings: Small, agile flying beings.
Social Structures: Races often had to mix in kaers to survive the Scourge, although some maintained separate shelters.
Strangers and crafts: the belief that Horrors and the people cursed by them are incapable of creating anything led before, during and after the Scourge to the desire of all communities to develop crafts for all, so that all Name-givers know a craft and are able to create something with their hands.
The Power of the Name: Naming something has magical value in Earthdawn, powerful magical creatures and items are all named, changing a name for an adept could mean the loss of their discipline.

Themes and Adventures
Exploration and Combat: Adventures often involve exploring the wilderness left behind during the Blight, fighting dangerous creatures, and remaining Horrors.
Politics and Commerce: Players also navigate political and commercial intrigues, seeking to rally citadels like the dwarven kingdom of Throal or the city of Travar.
The Theran Empire: Represents a constant threat with its authoritarian and slavery ambitions, seeking to subjugate Barsaive.

Passions and Religion
Passions: Quasi-divine entities that inspire quaestors to perform acts in their name. Unlike traditional gods, there is no organized clergy or proselytizing. The quaestors take care of holy places and chapels.

Groups and Communities
Groups of Adepts: Adepts form close-knit groups, often magically reinforced, who act together for common causes. These groups are essential to the dynamics of the game, providing synergy and increased collective power.

In summary, Earthdawn offers a rich and immersive gaming experience, with omnipresent magic, political intrigue, and epic adventures in a post-apocalyptic world under reconstruction. Players embody adepts with extraordinary abilities, evolving in a world where magic and Horrors profoundly influence daily life and the destinies of people.
 

Earthdawn - Presentation of the World (Game Aid)

Here is an 8-page game aid for Earthdawn with a brief history of the World and an overview of Therans, Horrors, Scourge, Adept Magic and Disciplines, based on the game's rulebooks (in French). Click the PDF icon to open the document. (8 pages, 147KB)

Earthdawn - Character Sheet

I created a 4-page character sheet for Earthdawn 4 (in English).

Click the PDF icon to open the document. (4 pages, 180 KB)

bottom of page