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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 tskrang, 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 lands bounty. Then the Horrors came, and drowned the world in
darkness.
The worlds 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 worlds
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 childrens 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 worlds
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 Barsaives 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 Barsaives 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 mens 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.
Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.
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