Earthdawn

House rules and rulings This contains the house rules that I have made and includes some rulings made by Lou Prosperi (the ED line developer for Fasa).

The Seven of Kaer Sevenhome

Introduction

The characters all started out as young members of Kaer Sevenhome who were were just about to go through the ceremony that would officially make them adults. Part of the ceremony was a test where they are left in a chamber where they go through a series of magical tests. Unbeknownst to them, a Horror named Dreamkiller invaded the kaer. He took control of the kaer and then began playing with the characters in their test. They fought their way out of the magical trap and fled from the kaer.

After adventuring for several years, they found the items that they would need to defeat the Horror and returned to Sevenhome. After a long fight they defeated the Horror and freed the kaer from its clutches. The campaign ended with most of the characters helping to build Sevenhome under the open sky.

A brief history of Kaer Sevenhome.

The Characters

Laniel: Laniel was the default leader of the group. When they were at a loss, Laniel would give them direction. Laniel was a restless soul, always looking for some way to improve himself. In his quest for perfection, he was a warrior, a magician, and a weaponmaster. He has finally found peace in Terina, a merchant from Travar. He is spending his time helping Sevenhome rebuild by establishing trade routes to the town.

Sleestack: A flashy swordsmaster with a difficult past. He has managed to find some solace in the flashing blades of his Discipline. He always kept the group from getting complacent by his constant warnings of danger. He left Sevenhome after defeating Dreamkiller on a quest to become the greatest swordmaster in the world.

Marl: Marl was both the long range damage dealer and healer of the group. He was the magic item collector. He managed to have threads tied to more of the magic items than anyone else. Marl had a string of bad luck with his items starting with a firebreathing chimera and ending with getting captured by the Hand of Corruption. He is helping Sevenhome to rebuild.

Tiek: Tiek, like many of her folk, was the flighty one. She did have a mighty temper, but managed to keep that part of her subdued most of the time. She was always looking for something new and entertaining. She formed a quick bonk with Sleestack. This led to them wandering off and getting into endless amounts of trouble.

Skraat: The other T'Skrang of the group, Skraat was often overshadowed by his more exuberant fellow. Towards the end of he finally found his niche in the group. Skraat had a deep love for knowledge and money. When he wasn't looking for one, he was looking for the other.

Sophie: Sophie was one of the few Obsidimen that looked female. She was a very gentle namegiver until something riled her. She seperated early from the group, but rejoined them in time to finish of Dreamkiller.

Tamujin: Tamujin joined the group briefly, but left them to find his fortune in Parlainth. He also rejoined them in time to defeat Dreamkiller.

The characters "special items".
NPCs and other secret stuff from my campaign. 

For Love of Mother

After defeating Dreamkiller, the Seven from Kaer Sevenhome broke into groups. Laniel splits his time between Sevenhome and Travar. Sophie and Tamujin stayed at Sevenhome to help the town rebuild. The other four left to see more of the world. They met new companions and had some new adventures. Cervantes and Rhonda had strange dreams about a creature called Mother. Then the group started getting attacked by pure-white Name Givers. They figured out that these creatures were controlled by Mother and went to Parlainth, where Mother had her lair. While in Haven, Skraat managed to re-Name the Blades of Cara Fahd and Betrayer destroyed the party before fleeing into the ruins.

The Characters

Sleestack
Marl Shato
Tiek
Skraat
Cervantes de Leon A young sky raider who hated trolls. His greatest desire was to get an airship of his own and attack the troll sky raiders.
Rhonda A young troubador who discovered early on that adventuring was not the life for her. She left the pary and went back to normal life in Travar.
Cue A young cavalryman had a strong survival sense. He managed to flee from most dangerous situations until the battle with Betrayer.

The characters "special items".
NPCs and other secret stuff from my campaign. 

Birth of an Orkish Nation

As the name implies, the next campaign is going to deal with the re-founding of Cara Fahd. The PCs are going to start as non-adept orks who will eventually become major players in the new nation. They are the remains of the decimated tribe Goldensword.

Characters

Blag - A sarcastic, city loving ork, Blag follows the path of the Thief.
Crux - This ork is the leader of the group and follows the path of the Illusionist.
Grimlock - He split from the rest of his group and has disappeared. His role in this tale is not complete however.
Grunt - The muscle of the group, this ork follows the path of the Warrior. He is also the runt of the group.
Orcus - This ork has decided to follow the path of the Nethermancer.
Orca - This ork is a vegetarian that follows the path of the Beastmaster.

Patterns of Cara Fahd

This is a one-shot adventure to wrap up a storyline from an earlier adventure.  Here is the page for this one-shot


A Mother's Love

Coming back from death; Sleestack, Skraat and Cervantes find the world much changed.  In the hinterlands of Barsaive, they find that at least one thing has not.  

Here is the page for this one-shot.


The New Heroes

Legends rise and fall.  There is always room for new heroes to make their legend.  Sometimes they are fated to meet those who have already become legendary.  This is a short campaign to bring some new characters up to a point where they can adventure with Sleestack, Skraat and Cervantes.  You might recognize one of their names, even if he is completely different from his last incarnation.

Here is the page for this mini-campaign.


Openers and the Closers

This is a campaign I'm playing in instead of running.  All the characters are part of a pilgrimage to a closed kaer that occurs once every ten years and ten days.  There is some sort of ceremony where the two groups, the openers and the closers, determine whether or not the kaer stays shut for another ten years and ten days.

Dorgath Stonecarvers journal
Dorgath's Ceremony


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This file was last modified: 04-April-23
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