EARTHDAWN 3RD EDITION NAMEGIVERS OF BARSAIVE PDF

The series will cover various descriptions of interesting places, new magical weapons, creatures, Earthdawn legends, disciplines and much more, to use in your game. There will be several volumes of the Lost Treasures. I am revising the original files and texts to create articles and PDFs for Earthdawn fans to use it in their game. Please keep in mind that the documents are based on Earthdawn 3rd Edition rules! So where to start?

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The series will cover various descriptions of interesting places, new magical weapons, creatures, Earthdawn legends, disciplines and much more, to use in your game. There will be several volumes of the Lost Treasures. I am revising the original files and texts to create articles and PDFs for Earthdawn fans to use it in their game. Please keep in mind that the documents are based on Earthdawn 3rd Edition rules! So where to start? Ah of course: Lost Treasure of the Codex Vol.

I This location is created for adventurers visiting Haven, the corner of Parlainth held and protected by Namegivers. Although it is meant for Havenites, you, as a GM may wish to use them elsewhere.

Places like this should be available all over Barsaive where civilization is found. Some simple adjustment in Names and Gamemaster Characters will do the trick. The Spire of Thaumaturgy This relative newly erected building lies just outside of Haven bordering the dark, lush jungles surrounding Parlainth. The Spire was build due to popular demand several years after the founding of Haven.

The building is a large, squat dome with a broad, spiraling tower in the middle. The tower extends some 12 feet in the air and is topped off with several smaller spires laid out in a haphazardly fashion. Surrounding the building is a 2 feet thick, 5 feet tall wall, completely covered with runes and protective wards. Inside the wall several small herbal gardens seem to flourish unchecked and present and array of exotic flowers and smells.

The complex is of obvious dwarven design with the occasional statue of Upandal, Passion of construction. Astrally, the building is an impregnable fortress, protected by a host of spirits and enchantments, designed to ward off both horrors and thieves. Due to the numerous adventurers exploring the Parlainth ruins, the services of spellcasting adepts were in high demand, if not for their magical knowledge and expertise then for the training of younger adepts into higher circles.

Seeing an excellent business opportunity the dwarf Illusionist Dassor Miragus "The Illustrious Phantasmagoria" conveyed with his friends and Torgak, founded the arcane school and Named it The Spire of Thaumaturgy. Along with Dassor two other magicians co-founded the school and continue to run it. In order to use the facilities of the Spire visitors are required to pay a membership fee of silvers.

After this time a renewal fee of the same amount is demanded. This service can be one of several tasks, depending on the needs and whims of the spellcasters. Investigation, protection and exploration are the chief assignments amongst these jobs. The Spire of Thaumaturgy, or the Wizards Tower as it is commonly called is run by three magicians of considerable repute, they concentrate on their specific branch of the mystic arts and the protection of Haven.

Dassor, the eccentric dwarf Illusionist is the one who deals with outsiders and newcomers the most. He also makes sure that the Spire remains unaffiliated with any other organization. See the individual descriptions of these magicians below. Using the Spire of Thaumaturgy in your games The Spire can be a source to many adventures; depending on your approach you can use it as a base of operations, an encounter sparking new adventures or as a side plot. The three mages that own the Spire can be very potent allies and rewarding employers; on the other hand they can be dangerous and cunning adversaries as well.

Individual descriptions of the magicians also state possible adventure hooks. In addition to the description provided here you might want to include extra secrets and affiliations. Usually this cooperation is only temporary and the magicians will never willingly work with truly evil organizations like The Hand of Corruption and the Keys of Death they could be tricked into working together tough.

Due to the nature of the Spire, adventures involving this location should always have a magic theme. Here are some ideas as an example. Astral Travel: Astral travel can be quite dangerous, especially near the corrupted region of Parlainth. Frequently, would be astral travelers hire magic wielding adepts as bodyguards when exploring astral space.

Membership: Like described above, membership requires payment of silvers. In addition to this costs specialized services like circle advancement, spell research or schooling, in depth magic identification and divination will probably implore the characters involved to run some errant or another for one of the proprietors of the Spire of Thaumaturgy.

In these cases outside assistance by other Namegivers is employed. On the other hand, various shady characters and organizations crave the possession of some of the knowledge or artifacts held at the Spire.

Breaking into the building should produce both a challenging and interesting adventure. Security: Despite the constant attention to protecting the Spire of Thaumaturgy both physical as astral there is the occasional security breach.

Adventures concerning this possibility could involve tracking down astral beings that haunt the Spire, banishment of malicious spirits, defending the spires occupant from marauding horrors or their constructs and the like. Other adventures could focus on protecting a specific item, person or grimoire and the recovery of stolen goods.

He has a huge squared nose, long sleeveless multicolored robes, curled slippers and ample shiny jewelry. Although he is a striking figure he is somewhat introvert, preferring to keep to his own business. He rarely leaves the Spire and has a tendency to mutter to himself when he does. Apart from exploring the magical arts of illusion Dassor is also the connoisseur on ancient writings. He renders translation services but these are extremely costly, in most cases Dassor is quick to let potential customers run some "errands" for him as payment.

These errands can range from finding and retrieving texts or books from Parlainth to acting as a messenger service or private caravan for the transport of books or to buy some rare book somewhere. Dassor does not deal in information, ever. Characters seeking knowledge may want to pay the fee for examining the library at the Spire of Thaumaturgy or, more likely are brushed off and told to visit Vardeghul.

The Illusionist considers himself a good friend of Vardeghul. Quotes: "You see: the difference between reality and fiction often lies just beyond the reach of most Name-Givers perception, it takes a great deal of seasoned schooling to overcome this obstacle. I doubt you will ever learn. Of course there are always methods and means for me to do it free of charge.

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List of Earthdawn books

Earthdawn Herbs and Plants of Barsaive. Earthdawn Namegivers of Barsaive. Barsaive boxed set. Namegivers of Barsaive. MGP; Nations of Barsaive

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EARTHDAWN NAMEGIVERS OF BARSAIVE PDF

For example, two six-sided dice will on average yield a result of 7, [5] thus the step number 8 means that 2d6 will be rolled. The primary setting of Earthdawn is Barsaive, a former province of the Theran Empire. Earthdawn stands out from other tabletop RPGs with a unique approach to skill tests. This page was last edited on 18 Septemberat The last big section of the book is the Goods and Services section covering armor, weapons, blood charms, potions, etc.

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Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.

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