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Earthdawn: The Veil of Prometheus (Interest Check)

Tenshi

Supernova
Joined
Jan 30, 2010
Location
In the Moonwood, chasing unicorns.
Setting Information:

The Horrors.

Before the ice age, they came to our world at the height of a time of magic. They tainted our spells, destroyed our empires, devoured our children, violated our graves, drove us into hiding in deep underground Caers, then burrowed after us relentlessly throughout the centuries of our long hiding. Human fear and suffering is their meat and drink.

Two hundred years ago a miracle happened. As we huddled in the darkest corners of the earth, living in eternal terror of that which might come for us from generation to generation, the world's magic began to dwindle. It was ever so slight, but our arcane tools measured it and the wise knew what it meant.

The Horrors were loosing their grip on the world. The mightiest of them were loosing the strength to manifest and slipping back to their distant hell.

It was time to take back the world.

It was time to fight.
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In a vast, black chamber, light emerged from the pure water poured into a great, gilded stone cauldron. Red and gold scales shimmered in the arcane glow, revealing the head and taloned forearms of a truly massive dragon. It's arms danced over the cauldron, weaving and tugging at varicolored ethereal threads.

Where are you, Thalog?

Images formed and dissolved in the cauldron, some the dragon lingered on for a time. Others he dismissed quickly and moved to the next. Sometimes, he simply peered at an image while lost in his own thoughts.

What are you looking for?

A mixed band of dwarves, orcs, and humans descended a small stone chimney. They carried small, luminous crystals to light their way throuhg a chamber so tight, even the dwarves could ooch down it with back against one wall, feet against the other, should their footholds run out. A single, dragonfly-winged windling girl followed them, carrying a final light.

Ublix'arath'mar still lives in that Caer, Thalog. You're sending those freelancers to their deaths.
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A great hose raced across a grassy plane. It's hooves fell like thunder, and the horses behind it were a storm on a clear day. Orcs road atop them, fierce and proud and free, but vicious and vengeful. The man on the lead horse was half again as tall and twice as broadin the shoulder as any of his followers. Though clad in black plate with a full, horned helm, he could only be a troll.


Mars. You style yourself a god or war. You gather armies at Thalog's command and throw them away with the same ease.

A loan dwarf—seemingly an assitant librarian from his garb—stole quietly through a vast library. Masque. You've been searching the Library of Throal for almost a year now.

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A buxom redhead in little more than a black leather corset and boots strode with determination through a deep pit where hundreds of orcs—chained and collared—chipped at the bedrock while the sun beat down on their whip scarred back.


Siff. You always did know how to motivate people. What's so important about this quarry that one of your profane skill has been set to overseeing it.

The wyrm gave a frustrated rumble and changed the image once more. Smoke rose from the chimney of a riverboat sliding down the serpent river towards Throal. Tskrang sang a cheerful drinking tune as they polished up the boat. An old, green scaled woman in a black cloak draped with fetishes leaned quietly on her staff as she watched from a doorway to the aft. The centuries have been kind to you, Arindalise.

The ancient tskrang smiles softly and replied in a whisper, “I've done much, Nightrazor. There is much still to do, but that does not fall to me.”

The dragon smiled softly, Enjoy these years, Rindi. You've done much to make the world green again. These youths you're teaching. Are they prepared?

“Not yet, old wyrm. Not quite yet.”
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* * *​

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 Horrors--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 unnatural onslaught the people hid in great underground city-fortresses called Caer's for centuries. As magic began to recede, many of the Horrors fled, and the surviving caers opened so that the descendants of the original refugees could recolonize the ravaged world above.

Two 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 unnatural 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, independent peoples of Barisaive. Hard working, and disciplined, strong and resilient, they excel in both craftsmanship and scholarship.

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 bittersweet recollection of what they have lost.

Orcs, fierce and driven by that one thing that gets under their skin, are a short lived warrior race whose 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 skies of Barisaive in crystal-raider ships, but in other parts of the land 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 mammalian name givers as to their own people.

The mighty, androgynous obsidimen, the only namegiver people born of a liferock and not a woman, are nonetheless long lived, wise, and extremely 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 different from normal skills save that we learn them faster and easier. Others are truly supernatural feats. Some disciplines cast spells, Elementalists, Illusionists, Nethermaners, Shamans, and Wizards. Meanwhile Beastmasters bond with animals and master unarmed combat, Air Sailors 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 don’t underestimate the panache filled Swordmasters. Weaponsmiths not only forge weapons, but enchant and wield them. Scouts, Troubadors, and Theives all bring powerful magic to bear in the Discipline they practice.

There are other disciplines, some more esoteric, or even specific to a single name giver race. Tskrang Boatmen, Obsidamen Purifiers, and Windling Wind Masters all bring power to their trades.
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Okay, that was a wall of text! I hope it was a worthwhile read.

if anyone is still with me, i would like to run Earthdawn on this site. I'm flexible about what plot. The one I gave a teaser for above--one version of The Veil of Prometheus--involves a young woman--an elementalist and perhaps more--who is the reincarnation of a great heroine of the second world and thus might inherit special artifacts and responsibility from her. That plot, however, is not for a solo game. The maidens friends and companions share an equal part in the story.

As for erotic content, i'm flexible. while I often favor maidens being molested when defeated by their foes--and generally favor maidens--I'd like to hear what kinds of erotica the interested players would like to see.

If you're not familiar with Eartdawn (the third edition) I'm more than happy to help you with the rules and with character creation.
 
Interested, though my experience with Earthdawn is characters that too easily taken down. I don’t know how to make a survivable character. At least one that can take a hit and be able to do anything else. I don’t want to play a tank, and everything else I have tried has been one rounded. Can you help me find a way around this?
 
sure thing. There's lots of defense options in earthdawn. Taents like Avoid Blow and Parrry give you a chance to negate hits. Durability gives you extra hit points (comes available at 2nd circle.)

Yay! Group is appearing!
 
This seems very interesting to me, though I've never heard of Earthdawn. Though I will admit that the obsidimen are very interesting to me. While not erotic, I do find races made of stone to always be interesting to play.
 
Welcoe MAgic Banana. It'll be great to have you!

Is participating in a skype or discord chat to facilitate dice rolls and stuff an option for you? It's not required.

I haven't done many obsidimen lately because i've mostly done ERP and they're androgynous, but let me get you some info. they're realy awsesome. (STrong, tough, long lived, patient.)


Obsidimen
Listen to the rocks of the earth. Those around you want to hurry, for they listen to the waters of their blood and the fire of their hearts. You are hewn from living rock. Listen to the rocks of the earth. The call of those around you is the call of the volcano. The fire of other hearts burns hot enough to melt your world around you. Listen to the rocks of the earth.
—Saying from The Liferock, dwarf translation


Obsidimen are a race whose very tissue is stone-like in appearance. Obsidimen are sexless, though they often adopt a gender; they are born of their Liferocks, large stone formations inhabited by powerful elemental earth spirits, and usually found in Barsaive’s wild areas, especially in mountainous regions. Obsidimen from the same Liferock call themselves a brotherhood and usually resemble each other and the Liferock in both coloration and texture of skin, as well as in spirit. Regularly, they travel home to meet with their Brotherhood and merge with the Liferock in communion.

While many who meet their first obsidiman assume he is made of stone, obsidimen are creatures of flesh and blood like any other, although they are quite resilient to the effects of weather and injury. They tend to be slow when approaching mundane matters, and the hastiness of some other races unsettles them, as they prefer to take their time and make careful decisions. Though when angered–which only regularly happens if someone insults their Liferock or threatens innocent life–the strong obsidimen are a terror to behold.

Obsidimen are tall, reaching an average height of 7 feet 3 inches. Seen from a distance they seem squat, because their massive average weight of 900 pounds offsets their height. Their craggy skin and bodily tissue incorporate the properties of stone, and the most common coloration is black or gray. The skin of a few obsidimen shows veins of semi-precious stone, such as tourmaline. Obsidimen are mostly hairless and have internal ears completely covered by a thin layer of skin. Their blood, unlike that of most Namegiver races, is a bluish gray.

Obsidimen mature over the first century of their life, which they spend attached to their Liferocks. During this time, the obsidiman communes with the elemental spirit of his Liferock and the other obsidimen attached to it in a state called the Dreaming. After this learning period, he is given his Name, and is free to travel the land as he wishes. Obsidimen will return to their Liferocks from time to time to share their experiences with their Brotherhoods. As they age, obsidimen spend more and more time attached to their Liferocks; they may spend decades showing no sign of being aware of their surroundings, then emerge again in a time of crisis. The average obsidiman has a lifespan of approximately nine hundred years, but many of an obsidiman’s later centuries will be spent attached to his Liferock.

Game Information
Starting Attribute Values:
DEX 8, STR 18, TOU 13, PER 9, WIL 10, CHA 9
Movement Rate: 5 Karma Modifier: 3

Racial Abilities
Obsidimen possess the following racial abilities:
Increased Wound Threshold:
Add +3 to the Wound Threshold of obsidimen to represent this race’s inherent resistance to damage from their stone-like skin.
Natural Armor: Obsidimen have very tough skin, which serves them as armor. Obsidiman skin has a Physical Armor Rating of 3. Obsidimen can only wear other types of living armor, which add their protection to the character’s Natural Armor. (See Armor and Shields, p. 254; types of armor considered “living” are indicated as such in the armor’s description.)

Look at the starting attribute modifiers and compare those to D&D. It's the same. Human average abilty score is ten. (The characters add to their base stats using a point buy.)

So a truly average obsidian would seem to a human to be a bit slow and ponderous, but not acutaly clumsy. Phenomenally strong, very tough, just a little bit oblivious, and kind of socially awkward.
 
I also hadn't heard of Earthdawn before, but it sounds pretty cool! Have room for one more, Tenshi?

At first glance the trolls, tskrang, and windlings all look interesting to me. And so many of those disciplines sound appealing! I might have to pick up the book and dig into it. :)
 
Would love to have you Silverbird. Those are all great races. :)

Tigara is also signing up to play wiith us. She hasn't gotten cleared for the full sight yet, so i expect to hear from her tomorow.

If the reborn heroine concept is all right with everyone, then who would like to play the Firebringer?

She should be a comely elementaist--probablly elf or human, maybe dwarf. She might dabble in melee skills, too, such as by multi-disciplining with swordmistress or by using human Versatility talent to learn Melee Weapons and Parry.
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By the way, MAgic Banana. One of the less common disciplines in Namegivers of Barisaive could be especially thematic for this story. it's obsidiman specific. The discipine is called the Purifier. They specialize in removing the effects of the Horrors from the world--specifically the way they bight the land and astra apce. They're also extremely effective unarmed fighters. :)
 
Oh my god the Obsidimen are basically just rocky Pillarmen. Sign me the hell up for playing as one of them. Also, purifier sounds like an interesting discipline, so I'd be fine with playing as one of them. I will, however, need help making a character as well.

I am also cool with using a discord server for dice rolls.
 
Sure, that'll be great all around.

I'm on a pie break half way home. Hoping to do some of this in the morning. :)
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I made it home. good morning everyone. Where shall we begin?

I guess I need to make us some more boards.
 
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Excelent!

With 7 players and one GM this is a perfect sized group, with just a little padding for turnover. (Good thing there's so many disciplies in EArthdawn!)

EmyStorm: Elven Elementalist (The Firebringer)
Ilven: Wizard
Magic Banana: Obsidiman Purifier.

and I think Havoc is looking at maybe a windling beastmistress?
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We're now making Tigara an elven archer. :)
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OOC:
(Earthdawn: The Veil of Prometheus) OOC

Cast Thread:
(Earthdawn) The Veil of Prometheus (Cast Thread)
 
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Rolling up a Troll Weaponsmith. Come to me for all your damage-buffing needs*!

* Might take me a couple of weeks worth of attempts to roll high enough if you've got a good weapon already, though.
 
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