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Run By Paul Austin
(Note - At present this game is not being run. But it will start up again soon)
Earthdawn: A Brief History
Thousands of years ago there existed an age of magic and high adventure, the age of Earthdawn. The power of magic flowed freely through the world, and people could draw on magic to perform both wondrous feats and everyday tasks.
But the dawn of magic also brought Horrors to earth, creatures from the depths of astral space that devoured all life in their paths. For four centuries, the people of earth hid from the Horrors that devastated their land during the time that came to be called the Scourge.
Now, the people of Barsaive have re-emerged from their sealed kaers and citadels to reclaim their world from the remaining Horrors and the oppressive Theran Empire. From all across Barsaive, bold heroes arise to explore the world, search for magical treasure and slay the Horrors that still exist. Magicians spin the magical energies of the universe into powerful spells, and adepts use the magic to enhance their natural talents. Armed with magic, courage, skill and daring, Barsaive's heroes strive to heal the world of the scars left by the Scourge and to build their own legends.
Earthdawn: The Age of Legend
After centuries of hiding beneath the earth, humanity has ventured out into the sunlight to reclaim the world. Trolls, Dwarfs, Elves, Orks, and humans live side by side with exotic races: the lizard-like T'skrang, the small, winged Windings, and the earthen Obisidimen. Creatures both magical and mundane dwell once more in the forests and jungles. Arcane energies offer power to those willing to learn the ways of magic.
Once, long a go, the land grew lush and green. Thriving forests sheltered plants and animals, and people grew and prospered off the land's bounty. Then the Horrors came, and drowned the world in darkness.
The world's flow of magic rose, and at its height dread creatures from the darkest depths of astral space crossed into our world, leaving suffering and destruction in their wake. The world's inhabitants named these fell creatures the Horrors. They laid our world waste in a terrible time now known as the Scourge. The lush forests died. Bustling towns vanished. Beautiful grasslands and majestic mountains became blasted, barren terrain, home to the Horrors’ twisted mockery of life.
The Horrors lusted to destroy all life, but they did not succeed. Before their coming, the magicians of the Theran Empire warned the world, and the people of the Earth took shelter under it. They built fantastic underground cities called kaers and citadels; their children and their children's children grew up within these earthen enclaves, never seeing the light of the sun. For four hundred years the Horrors roamed the land, devouring all they touched while the people hid in terror, until the slow ebb of the world's magic forced these loathsome creatures to retreat to the astral pit that spawned them. The Horrors departed before the magicians and wise men had believed they would; the way people emerged slowly from their kaers, facing the world half in hope that the Scourge had truly ended and half in fear that the Horrors lingered. Though most of the Horrors left this world, many remain, inflicting cruel anguish and suffering on other living creatures. As humanity struggles to remake the shattered world, they must combat the remaining Horrors who seek to prolong the destruction and despair of the Scourge.
Now heroes travel the land, rediscovering its lost legends and exploring its changed face. For the world has changed, almost beyond recognition. Many people died during the Scourge; the Horrors breached some kaers and citadels and destroyed their inhabitants. Other kaers remain sealed, from unknowable disaster or simple fear; their contents await discovery by bold explorers. Should they find any folk still living within, these brave adventurers may lead such fear-darkened souls out to live again in the light.
The dwarven kingdom of Throal lies at the centre of the province of Barsaive, the largest inhabited province in the known world. The dwarfs seek to united Barsaive's far-flung cities and people under one crown and one banner, the better to repel the advances of the Theran Empire that ruled Barsaive before the scourge.
The Therans returned to the province shortly after the Scourge ended, seeking to bend it again to their yoke, but the people of Barsaive rejected the Therans'iron rule and rallied behind the dwarfs of Throal. Beaten for the moment, the Therans gather strength and wait to strike again. As Barsaive's heroes search for lost treasures and battle fantastic creatures, they must also fight the Therans, who plot to rob Barsaive of its newfound freedom and make its people pawns of their vast Empire.
In the Age of Legend, heroes band together to fight the Horrors and reclaim the wounded world for those born in it. As they explore the altered land, searching for legendary cities and treasures, they become the legends that will light the coming days. As with those who went before them, tales of their deeds will live forever in men's hearts. From many paths, the heroes come to join in common cause. Those who seek honor and glory come from many Disciplines, and battle evil to redeem the world with a multitude of gifts. A band of heroes may include an Illusionist, a spellcaster who combines deception and reality to confuse those around him; a Swordmaster, one trained in the art of fighting with bladed weapons; or a Beastmaster, able to train and command the beasts of the earth and sky. The world holds countless heroes, but all share one trait: a willingness to fight to reclaim the world from that which threatens it. Through noble deeds and sacrifice, the heroes of the world will forge its future.
This is the setting of Earthdawn. The people of Barsaive must fight to reclaim their world from the last vestiges of the Scourge and protect themselves from the flying armada of the Theran Empire, which waits to re-conquer the land that it once ruled.
New! Party Items New!
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