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The peculiarity of things that happened after the last ice age, but before the bronze age collapse.
The peculiarity of things that happened after the last ice age, but before the bronze age collapse.


Earthdawn is a mythic fantasy setting defined by high magic, long memory, and the struggle to reclaim a wounded world. Set in the Fourth World, thousands of years before the cyberpunk future of Shadowrun, Earthdawn begins in the aftermath of an apocalyptic magical event called the '''Scourge'''—a time when beings known as '''Horrors''' crossed from astral space into the physical world, devouring life, sanity, and Pattern itself.
Earthdawn is a mythic fantasy setting defined by high magic, long memory, and the struggle to reclaim a wounded world. Set in the Fourth World, thousands of years before the cyberpunk future of Shadowrun, Earthdawn begins in the aftermath of an apocalyptic magical event called the [[The Scourge|Scourge]]—a time when beings crossed from the realms of nightmare into the physical world, devouring life, sanity, and Pattern itself.


== The Metaplot at a Glance ==
== The Metaplot at a Glance ==
Magic in Earthdawn rises and falls in cycles. At its peak, it becomes strong enough to attract [[Horrors]], malevolent astral entities that consume reality and emotion alike. Knowing this, the people of [[Barsaive]]—a culturally rich and diverse province in the former [[The Theran Empire|Theran Empire]]—sealed themselves in underground magical shelters called [[Kaer|kaers]]. Generations later, the magic has ebbed and the Horrors have mostly retreated.
Magic in Earthdawn rises and falls in cycles. At its peak, it becomes strong enough to attract [[Horrors]], malevolent astral entities that consume reality and emotion alike. Knowing this, the people of [[Barsaive]]—a culturally rich and diverse province in the former [[The Theran Empire|Theran Empire]]—sealed themselves in underground magical shelters called [[Kaer|kaers]]. Generations later, the magic has ebbed and the Horrors have mostly retreated.


At the beginning of the Earthdawn story, the kaers opened. The world was wild and the '''Theran Empire''' claimed its rightful domains. The people of Barsaive pushed back—hard. Heroes rose to explore, protect, and reclaim the world from both external enemies and internal scars.
At the beginning of the Earthdawn story, the kaers opened. The world was wild and the Theran Empire came to claim its rightful domains. The people of Barsaive pushed back—hard. Heroes rose to explore, protect, and reclaim the world from both external enemies and internal scars.


The central story of Earthdawn is one of what you make of it: one rich in culture, courage, ruins, artifacts, and identity.
Later, the Earthdawn, a skyship, sailed from Throal. A war of independence was fought over several years, and the great city of [[Skypoint]] fell.  


== The Namegiver Races ==
== The Fourth World Setting ==
The stories of Earthdawn play out in a mythical para-history of the Stone Age in the lands we know as Europe and the mediterranean basin, particularly modern day Ukraine.  Barsaive, as it was called then, is a vibrant frontier with a diverse range of fantasy races and nations. Once a dominion of the southern Theran Empire, and maybe even its origin, the region endeavours to define its own indepenendence.
 
== The Namegiver Races in the Primary Setting ==
In Earthdawn, the sentient peoples of the world are known as [[Namegivers]]—because the act of [[Naming]] carries magical significance. Each race has its own traditions, philosophies, and metaphysical identity:
In Earthdawn, the sentient peoples of the world are known as [[Namegivers]]—because the act of [[Naming]] carries magical significance. Each race has its own traditions, philosophies, and metaphysical identity:


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* [[Obsidimen]]: Stone-bodied beings connected to ancient Liferocks, slow but spiritually grounded.
* [[Obsidimen]]: Stone-bodied beings connected to ancient Liferocks, slow but spiritually grounded.


== The Nations of Barsaive ==
== The Nations and Peoples of Barsaive ==


* '''Throal''': A sprawling underground dwarven kingdom, and Barsaive’s intellectual and political center. Its Great Library is the setting’s lore anchor.
* '''Throal''': A sprawling underground dwarven kingdom, and Barsaive’s intellectual and political center. Its Great Library is the setting’s lore anchor.
* '''Blood Wood''': Once the Wyrm Wood, now cursed. Its elf-queen turned her people into pain-fueled immortals to survive the Scourge.
* '''Blood Wood''': Once the Wyrm Wood, now cursed. Its elf-queen turned her people into pain-fueled immortals to survive the Scourge.
* '''Cara Fahd''': The resurrected ork nation, built on freedom, fire, and memory.
* '''Cara Fahd''': The resurrected ork nation, built on freedom, fire, and memory.
* '''Serpent River''': A network of river trade dominated by the '''t’skrang aropagoi'''—powerful family-nations who sail the lifeblood of the province.
* '''The Aropagoi of the Serpent River''': A network of river trade dominated by powerful family-nations of T'skrang who sail the lifeblood of the river.
* '''The Crystal Raiders''': Skyborne troll clans who raid by airship and hold ancient grudges.
* '''The Crystal Raiders''': Skyborne troll clans who raid by airship and hold ancient grudges.
* '''Iopos''': A secretive, controlling city-state ruled by the Denairastas family. Magical, dangerous, and planning something big.
* '''Iopos''': A secretive, controlling city-state ruled by the Denairastas family. Magical, dangerous, and planning something big.

Revision as of 04:16, 15 April 2025

The peculiarity of things that happened after the last ice age, but before the bronze age collapse.

Earthdawn is a mythic fantasy setting defined by high magic, long memory, and the struggle to reclaim a wounded world. Set in the Fourth World, thousands of years before the cyberpunk future of Shadowrun, Earthdawn begins in the aftermath of an apocalyptic magical event called the Scourge—a time when beings crossed from the realms of nightmare into the physical world, devouring life, sanity, and Pattern itself.

The Metaplot at a Glance

Magic in Earthdawn rises and falls in cycles. At its peak, it becomes strong enough to attract Horrors, malevolent astral entities that consume reality and emotion alike. Knowing this, the people of Barsaive—a culturally rich and diverse province in the former Theran Empire—sealed themselves in underground magical shelters called kaers. Generations later, the magic has ebbed and the Horrors have mostly retreated.

At the beginning of the Earthdawn story, the kaers opened. The world was wild and the Theran Empire came to claim its rightful domains. The people of Barsaive pushed back—hard. Heroes rose to explore, protect, and reclaim the world from both external enemies and internal scars.

Later, the Earthdawn, a skyship, sailed from Throal. A war of independence was fought over several years, and the great city of Skypoint fell.

The Fourth World Setting

The stories of Earthdawn play out in a mythical para-history of the Stone Age in the lands we know as Europe and the mediterranean basin, particularly modern day Ukraine. Barsaive, as it was called then, is a vibrant frontier with a diverse range of fantasy races and nations. Once a dominion of the southern Theran Empire, and maybe even its origin, the region endeavours to define its own indepenendence.

The Namegiver Races in the Primary Setting

In Earthdawn, the sentient peoples of the world are known as Namegivers—because the act of Naming carries magical significance. Each race has its own traditions, philosophies, and metaphysical identity:

  • Humans: Adaptable and ambitious, both flawed and fearless.
  • Dwarfs: The dominant political force in Barsaive, builders of Throal, the kingdom at the setting’s heart.
  • Elves: Both noble and tragic—especially the corrupted Blood Elves of the Wyrm Wood.
  • Orks: Proud, passionate, and often misunderstood. Their culture values freedom and intensity.
  • Trolls: Highland warriors who fly airships and follow codes of honor.
  • T’skrang: Lizard-like river-faring dramatists with a gift for flair and family.
  • Windlings: Tiny winged tricksters with sharp minds and strong hearts.
  • Obsidimen: Stone-bodied beings connected to ancient Liferocks, slow but spiritually grounded.

The Nations and Peoples of Barsaive

  • Throal: A sprawling underground dwarven kingdom, and Barsaive’s intellectual and political center. Its Great Library is the setting’s lore anchor.
  • Blood Wood: Once the Wyrm Wood, now cursed. Its elf-queen turned her people into pain-fueled immortals to survive the Scourge.
  • Cara Fahd: The resurrected ork nation, built on freedom, fire, and memory.
  • The Aropagoi of the Serpent River: A network of river trade dominated by powerful family-nations of T'skrang who sail the lifeblood of the river.
  • The Crystal Raiders: Skyborne troll clans who raid by airship and hold ancient grudges.
  • Iopos: A secretive, controlling city-state ruled by the Denairastas family. Magical, dangerous, and planning something big.