*A little angel about the size of a beer stine appears in a swirl of plum blossoms, perched atop a keg of mountain dew.*
Come on in and have a schooner, folks, I'm hoping to get some dialouge going.
I've had a back burner ambition for a long time to learn and run Earthdawn. Now that their third edition is out (and better than ever before) and that my other games are on a roll and under control, i'd say the iron is hot, so it's time to strike.
I don't want this to be a completly sexualy dominated game (much less completly non com dominated game) but i do like to have good fun with it on a fairly regular basis.
The topic of this thread, then, is who is intrested, and what shall i base my Craft: Story check around?
The themes I have in my head right now are Theran Sex Slave Traders and the Horrors as Tentacle Monsters.
* * *
For those of you not so familiar with Earthdawn, it is a tropical time before Earth's last ice age and the mana levels of the world are just receding from their highest point in the great cycles of magical energy. During the highest point of magic, the Horror's half formed beings of madness and suffering ripped their way out of the Astral Plane and rampaged across the face of the fourth world. To survive the unatural onslaught the people hid in great underground city-fortresses called Caer's for centuries. As magic began to recede, many of the horrers fled, and the surviving caers opened so that the descendents of the original refugees could recolinize the ravaged world above.
A hundred years later, it is a time of high adventure. The Namegiver Races of the World have established civilizations once more, but the wild places are still filled with many an unatural thing twisted by the horrors, not to mention some horrors themselves who have yet to leave.
* * *
Dwarves are the cornerstone of civilization amongst the proud, indipendent people's of Barisaive.
Humans, a race neither numerous nor mighty, have a gift for versatility and adaptability that grants them comfortable niche's with most of Barisaive's people.
If human's fit in, the tiny, winged Windlings are eternal seekers of change and experience.
The ever beauteous elves have such a love of the forest that their queen chose to scourge herself and her court with a thorns growing out of her skin so that the Horror's would leave them be besides to sup upon the ambient pain. Those who did not choose that way have traded their pride for a bitersweet recolection of what they have lost.
Orcs, fierce and driven by that one thing that gets under their skin, are a short lived warrior race who'se passionate nature teaches them to grab life by the throat and shake!
Trolls, tall, mighty, and honorable (with a great pair of horns on their heads) raid the skys of barisaive in crystal-raider ships, but in other parts of barisaive have other cultures.
'Tskrang, swashbuckling river folk, crested and scaled with long, clever tails, but don't let the lack of hair fool you, they are passionate in making love to the mamalian name givers as to their own people.
The migthy, androgynous obsidimen, the only namegiver people born of a liferock and not a woman, are nonetheless long lived, wise, and extremly powerful.
* * *
While we all know what makes a hero, in Earthdawn the heroes we will be playing are capable as well responsible.
What makes us capable? Why magic, of course. While normal people work laboriously to learn mundane skills, we Adepts follow a magical Discipline. The Talents in that Discipline are the key to our power. Some of them are no difrent from normal skills save that we learn them faster and easier. Others are truly supernatural feats. Some disciplines cast spells, Elementalists, Illusionists, Nethermaners, and Wizards. Meenwhille Beastmasters bond with animals and master unarmed combat, Air Salors and Sky Raiders learn their adventuring trades on the ships that sail the skies, not the seas or rivers. Archers, Cavalrymen, and Warriors form the backbone of the fighting classes, but dont' underestemate the panache filled Swordmasters. Weaponsmiths not only forge weapons, but enchant and wield them. Scouts, Troubadors, and Theives all bring powerful magics to bear in the Discipline they practice.