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The heroes of today are the legends of tomorrow.
--King Valurus III of Throal
We live in an Age of Legend.
After centuries of hiding beneath the earth, humanity has ventured out into
the sunlight to reclaim the world. Trolls, dwarfs, elves, orks, and humans
live side by side with exotic races: the lizard-like t'skrang, the small,
winged windlings, and the earthen obisidimen. Creatures both magical and
mundane dwell once more in the forests and jungles. Arcane energies offer
power to those willing to learn the ways of magic.
Once, long ago, the land grew lush and green. Thriving forests sheltered
plants and animals, and people grew and prospered off the land's bounty.
Then the Horrors came, and drowned the world in darkness.
The world's flow of magic rose, and at its height dread creatures from the
darkest depths of astral space crossed into our world, leaving suffering
and destruction in their wake. The world's inhabitants named these fell
creatures the Horrors. They laid our world waste in a terrible time now
known as the Scourge. The lush forests died. Bustling towns vanished. Beautiful
grasslands and majestic mountains became blasted, barren terrain, home to
the Horrors' twisted mockery of life.
The Horrors lusted to destroy all life, but they did not succeed. Before
their coming, the magicians of the Theran Empire warned the world, and the
people of the Earth took shelter under it. They built fantastic underground
cities called kaers and citadels; their children and their children's children
grew up within these earthen enclaves, never seeing the light of the sun.
For four hundred years the Horrors roamed the land, devouring all they touched
while the people hid in terror, until the slow ebb of the world's magic
forced these loathsome creatures to retreat to the astral pit that spawned
them. The Horrors departed before the magicians and wise men had believed
they would; the wary people emerged slowly from their kaers, facing the
world half in hope that the Scourge had truly ended and half in fear that
the Horrors lingered. Though most of the Horrors left this world, many remain,
inflicting cruel anguish and suffering on other living creatures. As humanity
struggles to remake the shattered world, they must combat the remaining
Horrors who seek to prolong the destruction and despair of the Scourge.
Now heroes travel the land, rediscovering its lost legends and exploring
its changed face. For the world has changed, almost beyond recognition.
Many people died during the Scourge; the Horrors breached some kaers and
citadels and destroyed their inhabitants. Other kaers remain sealed, from
unknowable disaster or simple fear; their contents await discovery by bold
explorers. Should they find any folk still living within, these brave adventurers
may lead such fear-darkened souls out to live again in the light.
The dwarven kingdom of Throal lies at the center of the province of Barsaive,
the largest inhabited province in the known world. The dwarfs seek to unite
Barsaive's farflung cities and people under one crown and one banner, the
better to repel the advances of the Theran Empire that ruled Barsaive before
the Scourge. The Therans returned to the province shortly after the Scourge
ended, seeking to bend it again to their yoke, but the people of Barsaive
rejected the Therans' iron rule and rallied behind the dwarfs of Throal.
Beaten for the moment, the Therans gather strength and wait to strike again.
As Barsaive's heroes search for lost treasures and battle fantastic creatures,
they must also fight the Therans, who plot to rob Barsaive of its newfound
freedom and make its people pawns of their vast Empire.
In the Age of Legend, heroes band together to fight the Horrors and reclaim
the wounded world for those born in it. As they explore the altered land,
searching for legendary cities and treasures, they become the legends that
will light the coming days. As with those who went before them, tales of
their deeds will live forever in men's hearts. From many paths, the heroes
come to join in common cause. Those who seek honor and glory come from many
Disciplines, and battle evil to redeem the world with a multitude of gifts.
A band of heroes may include an Illusionist, a spellcaster who combines
deception and reality to confuse those around him; a Swordmaster, one trained
in the art of fighting with bladed weapons; or a Beastmaster, able to train
and command the beasts of the earth and sky. The world holds countless heroes,
but all share one trait: a willingness to fight to reclaim the world from
that which threatens it. Through noble deeds and sacrifice, the heroes of
the world will forge its future.
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trademark of FASA Corporation.
Copyright © 1997 FASA Corporation. All rights reserved. |