Earthdawn - 1st Edition - Legends of Earthdawn - Volume One
Earthdawn - 1st Edition - Legends of Earthdawn - Volume One
rASA C9Rf9RATI9N
C9NTrNTS <tr CRrDITS
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INTRODUCTION 4 CREDITS
THE LEGENDS 6 Writing
The Passion's Dance 6 Allen Varney & Don Webb
Robin D. L.1WS
The Bloody Coin 8
Angel Leigh McCoy
The Bravery of Nelsen Long~Ears 10
Teeuwynn Woodruff
How Thystonius Gave Us His Spear 12 Steve Kenson
Baby, Baby, Annoiled in Sand 14 Nicole Lindroos Frein
Valvidius, King of Thieves 16 $.1m Witt
The Shackled Feet of Friendship 18 Rich Warren
The Questor and the Magician 20 Andrew lucas
Ciarra Shy-Ru 22 Fraser Cain
Parliament of Mermaids 24
T'selas Vriimon and the Vyrkanogen 26 Additional Writing
The King Who Ruled the Passions 28 Diane Piron..(;elman
The Way of the Beasts 30
Development
The Grass Bridge 32 louis j. Prosperi
Astendar's Devotion 34 Diane Piron..(;elman
Lyllaria's Mirror 36
The Dance of Korrenda 38 Editori.J1 Staff
The Fire Pool 40 &nior Editor
Lisa.r's Wondrous Pack of Tales 42 Donna Ippolito
The Nameless Lad 44 Mmragillg Editor
The Lost Dream of Wyrm Wood 46 Sharon Turner Mulvihill
How Lor'jak Bonetusk Found His Passion 48 Associa/e Editors
DIane Piron..(;elman
The Love of Tonlan and Enard 50
Rob Cruz
Justice of Horrors 52
The Hearl of Heroes 54 Art & Production
The Horror Storm 56 Art Diredor/projtCt Manager
The Brightest Star in the Sky 58 jim Nelson
The Pipes of Wrongness 60 Cover Ar/
New Sun in a New Sky 62 Janet Aulisio Dannheiser
The Book of Scales 64 Design, Loyall/ & ProducllOlI
GAME INFORMATION 66 jim Nelson
Using the Legends 67 Intmor mus/ration
Adventure Framework joel Biske
68
Kent Burles
Awarding Adventure Points 69 Elizabeth Danforth
Specific Adventure Ideas 69 jeff Laubenstein
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SUBJrCT GUIDr
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The categories in this subject Th.e Qu~/or and 1M MuglC/Q'I L/soIr'! V\blldroll5 Pi/de of Tilles
guide highlighllhc primary ele- Legentlary Name-givers Race of Origin {Troll)
Magical Treasure L...egendary Name-givers
ments of each legend. Race of
MaglC<ll Treasure
Origin refers to the race that most Ciaml Shy-Ru
commonly tells the story. R.Jce of Ongm (DwarO The Nllmtlns LmI
Legendary Name-g,,·ers Race of Ongm (Human)
CATEGORIES Magical Treasure Legendary Name-gi\'ers
Race of Origin H~~ H~~
Legendary Name-gJVcrs
Magical Treasure Pllrl"'li'tIl of Mtmr;:juls The lost Drt'IInI of ~ Wood
H~~ R.Jce of Origm (T'skra.ng) Race of Origin (Elf)
Creatures Creatures Place (Wyrrn/Blood Wood)
Passions Place (Serpent River)
Disaphne How /..llr'jIlk &mdusk Found HIS Pllssion
Place rSi'1os Vmm()lt lind t~ Vrybllwgtn Race of Origm (Troll)
R.Jce of Origin (rskrang) Legendary Name-givers
LECE OS Creatures PassIOns (Carlen)
Tht PasslOI1's Donet
Race of Origin (!-Iuman) Tht: Kmg IVIw RulM II" PII$5IOIIS The l.ovr ofTonl1nl lind E",wl
Passions (Jasp~) R.Jce of OTigm (Any) Race of Origin (Any)
Place (Sen'OS Jungle) Passions (All) Legendary Name-givers
Place (Thamos)
TIrt Bloody Com IlIstu:e of Horrors
Rm;,c of Origin (Troll) Tht Wtly of the &aSIS Race of Origin (Any)
Magical Tl'l'asuTl;! Race of Or;gin (Any) Horrors
Horrors Discipline (Beastmaster)
• TIre / karl of Heroes
Tht BnlVl'ry of N<'!St'1l /.tillS-Ears Tile Grllss Bridge Ra«' of Origin (Any)
Race of Origin (Ork) Race of Or;g;n (Human) Magical Treasure
Legendary Narnt"givers Horrors
Magical Treasun! Passions Uaspree) Tire I/orror Siorm
Rare of Origin (Any)
Haw Tilysionills Gavr lis I/Is Speir Ashmdll"s Devolil!t1 Magical Treasure
Rllre of Origin (Ork) Race of Origin (Any) I-[orrors
MagICal Treasul'l' Passions (Astcndar) Place (TIsoara)
Passions (Thyslonius)
Lyllaria's Mirror Thf nrig/rlO'St Star in tile Sky
Baby, BIlby. Allom/elf ill Slmd Race of Origin (I·luman) Race of Origin (Any)
Race of Ongin (T'skrang) Magical Treasure !'lace (Thera)
HOTTOI"ll Horrors
TIl(' p,/1t'S of Wrongness
Va/vir/ius, KillS ofThll.'lJri The IJlmer of Korrrnflil Race of Origin (Any)
legendary Name-gh'ers Race of Origin {ElO Magical Treasure
MagIcal Treasure legendary Name-givers Horrors
Passions (Vl"Stnall Discipline (Troubadour)
D1soplme {ThleO Place (Thera) Nrw Sun III Ihe Sky
Place (Kr.llas) Race of Ongin (T'shimg)
The Fire Pool MagIcal Treasure
T1lf'ShallckJ Ftrt of Frlffldsl"p Race of Origin (Any)
Race of Origin (T"skrnng) Place (Mounlams) The &do of SrnIl'S
Magical Treasure Race of Ongm (Any)
Plact," (Thera) Magical Treasure
Horrors
""g~
3
4
INTR9DUCTI9N
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L egends unite the people of Barsai,ve with their past and point the way toward their
future. Inspired by legends, the heroes of Barsaive fight to reclaim their world from the
devastation of the Scourge and to free it from the remaining Horrors. These heroes, in
tum, spawn the legends that will inspire Barsaive's future generations.
Legends of Earthdawn, Volume I, presents thirty of Bars.:live's legends recounted in the
fann of stories, songs and poems told or sung by troubadours and storytellers. The legends
give players and gamemasters insight into the cultures and history of Barsaive, and can add
ahnosphere to any Earthdawn adventure or campaign.
Most importantly, these stories provide a rich source of adventure ideas. The second half
of the book, titled Game Information, provides suggestions for incorporating legends of
Earthdawn in adventures and campaigns. These suggestions, however, merely scratch the
surface of the countless possibilities these stories present. You, the gamemaster, determine the
truth behind each legend and you decide how much or little of a legend to use and how to
introduce it in your game.
5
TME PASSI9N'S DANCE
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F
ourteen generations past. before the gilb devoured the world and forced us under the earth, my fore-
mother saw strangers come to the Sen,os Jungle. The strangers were beloved of Jaspree. whom we call
the God of the Tree. They came to build a home among the wild things. whom they called sisters and
brothers, and the God blessed them, helping them to raise a great temple. This temple grew like a great
tree from the heart of the jungle, and all the living things of the land, water and sky found a haven there. Pleased
with his servants, the God of the Tree gave them the power to raise green life from barren carth, ilS well as many
other gifts. Soon the people came from the lands all around the Servos. seeking the blessings of Jaspree's beloved
and bringing gifts to them.
As word of the great temple spread farther away from our jungle, those whose hearts were tainted began 10
whisper about the wondrous gifts il contained. What were these gifts? Gold and silver? Rich jewels? Precious things
made by Name-givers' hands? And as these evil voices whispered and wondered, tales of great riches hidden at the
temple were told again and again and again.
In time, such tales reached the ears of Barlok the Cruel, headman of a fierce tribe of arks that we call the
lrontusks. The more Barlok heard of Jaspree's temple, the more he desired the wealth he believed it held. The
Passion Chorrolis entered Barlok's heart and soul, inflaming his desire until Barlok led his people into the jungle 10
claim Jaspree's treasures for his own.
Barlok and his people fell upon the lemple like a storm. deslroying everything they touched as a hurricane
uproots and shatters even the mightiest lrees. The kind strangers called upon all the powers of Ihe God of the Tree,
but greedy Chorrolis gave heart to the destroyers and they triumphed over Jaspree's servants. When the battie-
madness left the arks, not one part of the great temple still stood. The peaceful home of the god's beloved was a
ruin of blood and trampled earth. shrouded with smoke and carrion-eating birds. No living creature moved within
Ihe bounds of the temple, save for the last survivor among Jaspree's slaughlered faithful.
•
As Barlok walked among Ihe ruins in search of gold and je\-\,els, Ihe last of Jaspree's beloved struggled 10 rise
from the blood-so.1.ked earth. Even as her life bled from her wounds, she called upon Ihe Cod of the Tree with the
last of her strenglh. 'This curse Ilay upon you," she said to Barlok. "You came in search of riches, though we had
none that you could take. Your search will never end; you will seek endlessly through the jungle for a prize you
willllcver find. From now unlillhe day you die, you will not leave this place." As thc last word left her mouth, she
fel1 to the earlh and died. And Sarlok laughed, for he believed in sharper weapons than words. But he did not laugh
for long.
Though he searched all day and night for the riches of the temple, Sarlok the Cruel found nothing. Crumbling.
he led his followers oul of Ihe depths of the Servos Jungle, only to find himself wandering down a path that had not
been there before. Barlok turned another way, but he and his men soon lost their way again. Everywhere, strange
trails appeared before them, and all the paths they traveled down vanished behind them. The trees sccmed to shift
and move, the leaves overhead hid the sky so they could not see Ihe sun nor the stars. No matter which way the
destroyers went, they found themselves still in the jungle's dark heart. At the bidding of the slain questor's curse,
even the gentlest jungle beasts became fierce and vicious. And Ihe God of the Tree sent driving rain to drown the
orks III misery and hardened the earth so they would find no rest.
My foremother told me that Ihe killers of Jaspree's servants died within the jungle of injury, starvation, and at
each other's hands. From the days of my foremother, who saw these things happen, to this telling of the tale, we
ha\'e called the ruined temple the Passion's Dance, because the jungle dances around the ruins to bewilder those
who wander too dose. The trees move and paths disappear, dancing the dance of confusion to keep strange folk
away from the sacred ground where Jaspree's beloved died.
7
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TNt BL99DY C91N
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C
enturies ago, as the Long Night drew close to Barsaive, the troUs of the village of Chkrak made
ready 10 enter their beT. They built i1: well and filled it with every needful thing, and only one worry
troubled them: what to do with the silver pieces that belonged to every family. After many nights of
talking around the Gathering Fire, the people and the elders agreed to put all the silver together and
keep it in one place. to safeguard it for each family's descendants when the Long Night finally ended.
When the people of Chkrak emerged from the kaer hundreds of years later, they could all talk of nothing
except the claiming of cach family's silver. Some wanted the silver given out immediately; others wanted to
rebuild the village ilod their lives before taking back their coin. After much often quarrelsome discussion, the elders
declared that they would give out the silver after a week of celebration giving thanks to the Passions for deliverance
from the Scourge.
Beikadt, a young trull impatient for a life of adventure, disagn..'ed. He wanted his family's silver immediately.
He had waited all his life to hold a fortune in his hands and did not want that glorious moment delayed for any
reason. As all the other villagers made ready for the PaSSion-feast, 8eikadt went to the chief elder and spoke his
mind. The chief elder sharply refused Beikadt's demand, and the young Iroll stormed off in a seething rage.
To the \'illage's misfortune, a Horror lurked nearby, watching and waiting for the right moment to attack the
people. Seeing Beikadt walk off in anger, the Horror disguised itself as one of Beikadt's fellow village~nother
young troll, Named Terrin-and followed him. The Horror fed Beikadt's anger, claiming that he had overheard
some of the elders saying they would not give out the silver at the end of the feast. Instead, they would keep it all in
its safe place, supposedly for the good of the village. The elders were stalling, it said, looking for a way to keep all
the silver for themselves. But why should they h.3ve it all? Why shouldn't Bcikadt have it? He deserved it! Wasn't
he the only troll in the whole village with any sense? All night, the disguised. Horror whispered these lies in
Beikadt's ears until the Horror's evil influence and his own anger drove Beikadt insane. As the first rays of dawn
turned the black sky gray, Beikadt proposed to the Horror that'th.ey steal the silver and split it between them. When
the Horror eagerly agreed, Beikadt crept back to the village and silently killed every one of his people as they slept.
Covered in gore, Beikadt moved through the kaer as if in a trance. He could think only of the silver and the
wondrous new life of adventure that he and Terrill would share. Terrin was waiting for him outside the chamber
where the silver was kept, and the two of them smiled at each other as if they had done a hero's deed. Then Beikadt
Mid the words to open the chamber's magical seals. With a rush of air and it puff of dust, the door opened just
enough to let the two of them walk inside.
Silver coins lay everywhere, covered with dust. The trolls had also put other treasures in the chamb<'.r for
Solfekeeping, induding a beautiful silver mirror. Beikadt saw himself in it, and came out of his trance. His face was
spattered with blood, and his eyes gleamed with the light of madness. At the sight of what sat on a heap of silver
behind him, Beikadt's eyes nearly sprang from his head. With a hungry grin, Terrill'S Skill peeled back to reveal the
Horror beneath. As Bcikadt reeled with the knowledge of the evil he had done, the Horror watched him and laughed.
The Horror's laughter roused the one troll left alive, a strong young warrior Named Eyebright. Despite the pain
of a terrible gut wound, Eyebright struggled to the doonvay of the treasure room and saw the Horror within.
Eyebright summoned all his strength and began to push the door shut. The effort turned the world black around
him and made the blood flow faster from his wound, but he did not falter. 8eikadt screamed and turned to stop
him, but 100 late. Eyebright slammed the door shut and gasped out the words to seal the treasure room with
Beikadt, the Horror, and all the silver inside---save a single coin that had rolled out onto the floor of the kaer.
As Eyebright listened to Beikadt's despairing screams. he clutched the coin in one bloody hand. In the depths
of his anguish for his slaughtered kin. Eyebright amed the piece of silver the Bloody Coin. From that day to this,
the coin oozes small drops of blood whenever it is touched by those who have had dealings with Horrors.
9
TMr BRAVrRY 9t NrLSrN L9NG-rARS
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E
very ark child can recite the bands of Herok's Lnncers. First came Herok's Pride, led by Herok
Shatterbone the First; next came Susana's Scorchers, led by Herok's sister, SUS-loa; third came Kandor's
Heroes, led by Herok's brother, Kandor; and last came Nelsen's Falcons, led by Nelsen Long-Ears.
Nelsen Long-Ears was a foundling.. senllo Herok's mother by the Passion Carlen, who takes pity
on the weak. And weak poor Nelsen surely was. When Herok's mother found him on the shores of lake
Ban, he was naked and bawling.. frightened of everything that moved. He was thin and p..l1e, with no flesh on his
little bones to speak of and not even the stubs of tusks thai might grow into something respectable. He had a long.
narrow, ugly face, and long, narrow ugly cars. Still, Herok's mother had a kind heart, and she took the shivering
b.lby home to raise as her own child.
elsen's foster mother fed him well, but he never grew as big and strong as ,my of her other children. He grew
taller and put a little meat on his bones, but remained far 100 thin for a proper ark. And he stayed just as ugly as he
had ever been and as fearful of everything around him. He had more of one thing, however, than his foster brothers
10
Legellds of EarthdawlI • The Bravery of Nelsell umg-Ears
and sisler: intelligence. All of them were bright enough. but Nelsen was the cleverest of all. Herok's mother loved
her strange, small, weak, awkward, clever foundling. In fact, Nelsen soon became his mother's favorite.
When Herok Shatterbone (the first of that Name) came of age, the Therans (excuse me while I spit> had just
returned to Bars..live, and the dwarfs of Throal were calling for all Name-givers to fight with them against the
Theran dogs. Herak wanted to fight the Therans, but he knew that the best he could offer was his own sword. And
0111' sword, however bravely wielded, was not much to set against the evil people who had enslaved the orks and
all Bars.live. Herok wanted to do more, but could not think what. So Herok went to Nelsen and asked his advia.',
Now Nelsen was clever, but he was not brave. He hated the Therans as much as anybody, but he did not want to
fight them. He \"anted the Therans to go away, so that he couid spend aU his days quietly at home with his foster
mother. Nelsen thought and thought about how to help Herok, and at last an idea came to him that would not only
help his foster brother, but would let Nelsen stay home as his mother's only comfort. Nelsen Long-Ears suggested
that Herok create a cavalry and Name It Herok's Lancers, with one division each for Herok, their brother Kandor,
and their sister Susano.
Well, Herok liked Nelsen's idea so much that when he talked the tribe into it, he suggested that they add a
fourth division for Nelsen. After all, Nelsen had come up with the idea. If not for him, there would be no ork caval-
ry called Herok's Lan.cers! It seemed only fair to include Nelsen and to give him a chance 10 win honor and glory in
b..lttle. To do anything less would have insulted Herok's foster brother, and that Herok refused to do. So Herok went
about the business uf forming fuur divisions of the Lancers, while the drums of war beat louder and louder.
At last, when everything was ready for the new cavalry to march to Throal and fight the Therans, Herok went
to Nelsen and revealed his wonderful surprise-Nelsen would lead an entire division of Herok's Lancers into
glorious comb..lt! Well, Nelsen was surprised, all right-but he was nowhere near as delighted and grateful as
Herok had thought he would be. Poor Nelsen was terrified. He cringed and cried and claimed he would die of
fright even before he reached the gales of Thro.:tl. But Herok clapped him on the shoulder and said kindly, "We all
feel a little fear before riding out to war. Don't worry, little brother-Thystonius will give you a brave heart."
Then Herok rode off to lead his cavalrymen in maneuvers, leaving Nelsen crying in his tent. Herok's molher
heard Nelsen sobbing and asked him what troubled him. elsen clung to her like a b.lby and cried harder, saying
that he was afraid to go to war. Now Herok's mother was sorry to see her beloved foster son so upset, and she
dearly wished that he could somehow show courage to match his cleverness. She thought for a moment, then said
to Nelsen, "Wait here until I return." • •
Herok's mother wen: to the bird-house, where all the groak birds lived and laid their tasty eggs for the tribe.
She picked up the largest one with the most brilliant purple-black feathers, and plucked a single feather from its
back. Then she took the feather to Nelsen and said, "I have a gift for you, my son. This feather is a magical treasure;
whoever holds it can come to no hann on the battlefield. In lhe years before the Scourge, my forebears wore this
featller into combat, and they all died of old age, snug and warm in their own Ix>ds. I was S<1Villg this treasure for
Herok because he is my eldest child, but because you are my favorite son, I will give it to you."
And she put the groak feather in his hand. When the cavalry rode off toward Throal the next day, Nelsen wore
the feather in his helmet. AU dunng the ride to Throal, whenever Nelsen thought of the batlles to come and felt
afraid, he looked at the feather and remembered what his foster mother had lold him.
Well, Herok's Lancers reached lhe gates of Throalless than a day before the Theran.o; attacked. The battle was
bloody and terrible, and many a good Barsaivian lost his life. The first, brutal clash of armies frightened Nelsen so
badly that he could only sit on his thundra beast as if p.1falyzed, too terrified even to move out of harm's way. Two
arrows from a Theran volley flew toward him, and Nelsen closed his eyes and waited for them to pierce him. When
nothing happened, he opened his eyes and saw that the arrows had sunk deep into the ground an inch from his
mount's feet. Then Nelsen believed that his foster mother had truly given him magical protection, and he cast his
fear away like a thre.1dbare cloak. He led a daring charge onlo the field, striking out boldly against every foe in his
path. And lhe warriors of his division followed him, amazed that Nelsen the coward had found a lion's heart at last.
All that day the cavalry fought, none harder or braver than Nelsen Long-&1rs. The soldiers of Bars.1ive died by
the hundreds-but the soldiers of Thera died by the thous.lnds. Through it all, the magic feather waved like a
banner in Nelsen's helmet, and no weapon touched him.
11
M9W TMYST9NIUS GAVr us MIS SrrAR
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L
ong ago, before the Scourge ravaged our land, a fierce war raged across nil of Barsaive. Inspired by greed
and treilchery, it engulfed every city, town and village-including the hamlet of Torbant in the foothills of
the Delaris Mountains. Now the orks of Torban! were farmers and miners; they worked hard and lived
well, bul could not boast of riches or power. They had only the fruits of their labor: sturdy houses, plenti-
ful food, strong and healthy children, and the everyday joys of life. Of such things was their wealth made, and so
they remained untouched by the Orichalcum Wars.
Then one day a band of human soldiers, threescore or better and hardened by constant strife, came to the
village of Torbant and demanded food, supplies, and money. Even worse, they demanded Torbant's children to be
their slaves and Torbant's young women for their entertainment. They swore that unless their demands were met
by morning, they would level the village, taking what they wanted and killing every li~ing thing that remained.
The village elders despaired. To make their children slaves and their women chattel was an evil they could not
face. Yet they could not fight off the well-armed and armored marauders with farming tools and hunting bows. All
night they debated, and after several hours they decided to surrender to the intruders' demands in the hope that
those things would be enough. No sooner had the ciders declared this, than one voice rose against them-the voice
of Kourba, an aging warrior and questor of Thystonius.
Kourba stood before the council, dressed in full armor with an axe in one hand and a sword in the other. "Have
none of you an ork's true heart, that you talk of giving in?" she Solid to the ciders. "Give me a chance to resist our
enemies. Even if I fall, [ will punish their greed before I die. I will make them pay in blood-or at least sell our Lives
for a price dearer than meat and coin. I beg you, let me fight them!" And the elders, hearing her brave words, felt
fear drop away from them for an instant, and in that moment they agreed to let Kourba do what she could.
At dawn, the entire village went with Kourba to the marauders' camp. She bellowed her challenge and rushed
at them. Four men died before they could draw weapons, but all too soon the humans surrounded Kourba. One of
•
them struck a blow that shattered the haft of her axe, and the otpers drew closer, scenting victory. Kourba raised her
sword, prepared to welcome Death if only she could slay her enemies.
As Kourba struck a mighty blow, a second ork leaped into the fray. He stood ten feet tall, dressed in gleaming
red amlOr, and he carried a mighty spear with a tip of the strongest iron. His unexpected charge threw confusion
alld feilr into the marauders, allowing Kourba to slip free from their deildly ring of blades. Back to back, the two
arks fought until their weapons were caked with blood, until their backs and shoulders burned with exhaustion,
until their legs could scarcely hold them uprighl. As the sun crawled from east to west they fought, ceasing only
when no foe remained alive.
That night, the people of Torbant held a feast to honor Kourba and the mysterious warrior. The two of them sat
in the place of honor, and the people gave them the choicest morsels of food <lad sang songs of their courage. As the
last of the singing died away, Kourba turned to the giant silting beside her. "lowe you my life," she said. "Tell me
your name, that I may honor you with a toast."
"You have already honored me, my daughter," he answered, his booming voice echoing through the hall. All
fell silent at the sound, and Kourba's heart told her that she looked upon the Passion Thystonius.
"[ could not let such a faithful servant die at the hands of unworthy foes," Thystonius said. "Today you have
shown the world true courage. Your willingness to spend every drop of your blood rather than see a single ork
enslaved has greatly honored me."
Then Thystonius lifted his irOlHipped spear and gave it to Kourba. "This is for you, for your children and
your people. May it always serve those who struggle, even in the face of almost-certain defeal." So saying, the
Passion vanished.
Kourba died from her wounds three days later, but the spear of ThystOllius has never left ark hands.
13
BABY, BABY, AN91NTrD IN SAND
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O
n a beautiful day in late summer, not long after the Great Emergence from the kaers, a t'skrang chaida
and two hatchJings went down to a rocky beach at the edge of the Serpent River to play in the sand.
The sun shone warm and the strong wind from the south whistled along the river, bouncing off the
water onto the beach and sending leaves and bits of dried river plants tumbling along the shore.
The youngest child and her chaida, sheltered from the wind amid a group of boulders on the beach, were
building II sand castle together. They dug down to where the sand felt wet; then they scooped up great handfuls,
piled them on the dry sand and patted the wet earth flat to make the castle's base. Around the edge of the square
of wei sand, the hatchling carefully arranged shells and rocks, making a pallern pleasing to its eye.
All this while, the older child wandered the beach at will. Now the hatchling called to the chaida from out of
sight. The chaida told the youngest one, "Stay here and build our sand castle. I will be right back." Then she went
in search of the older child. The youngest child watched as the chaida disappeared around one of the gigantic rocks.
For a moment, all was silent. Then the child heard a scream, and its hearl caught in its throat. The chaida came back
into sight, stumbling backward away from something, carrying the older child. Chaida and child fell, then struggled
up and staggered toward the river's edge, crying, begging, trying to reach the water. In their wake followed a
Horror, its aspect so fearful that terror drove all the breath from the little t'skrang's body.
The wind blew harder, throwing sa.nd into the little t'skrang's face. The child put an arm over its eyes until the
wind died down. When the hatchling opened its eyes again, it saw that the chaida had fallen to her knees and was
holding the older child behind her. The chaida tried to push the child toward the river, but the older hatchling was
too frightened to leave Ihe chaida's side.
The little t'skrang watched the Horror tear apart and devour them both. It took them a long time to die. Even as
the little hatchling watched in shock, its hands moved of their own accord. Using a shovel and bucket, the hatchling
continued to build the sand castle. And as the hatchling built the castle, it seemed to take on a purpose, a Name.
•
The little t'skrang made the walls straight and solid, stitched a pa.ttern of tiny shells across the ramparts, traced
green lines in the brown sand with piect.'S of water plants. The main tower grew and grew as the child built it
higher and higher, until the castle stood nearly as tan as the hatchling did.
The Horror turned its evil gaze on the youngest child just as the hatchling finished the main tower. The Horror
loomed over the t'skrang, delighting in the child's sweetness and innocence, soon to be defiled. Then the child
looked up at the Horror, anger written across the baby face. The child said one word: /lNo./I In that word was all
the powerful magic of the child's innocent rage. The Horror screamed, and its skin collapsed like an empty husk
as the magic of the sand castle entrapped it.
To this day, the sand castle stands, untouched by the rages of the most violent storms. No one dares go near
it, but to this day we honor its builder by sprinkling every child with sand at birth to invoke the power with which
that little hatchling banished a Horror.
Some days and nights, when the wind blows across Sand Castle Beach as it did on that fateful day, you can
hear the wailing of a small child ... or is it the cry of a captured Horror?
15
VALVIDIUS, KING 9r TMlrVrS
+ + +
Y
ou'v(' never heard that expression before-to pull a Valvidius? You've not spent much time in Kratas,
have you? A Valvidiu5 IS a glorious swindle-bul also one that could leave you dead because you
made the wrong folk angry. I'll tell you the lale, and then you'll understand. (Buy me a cup of ale first,
friend-storytellings thirsty work.)
It all happened centuries before the Scourge, of course. Valvidius was it dwarf thief, and even his bitterest
rivals cilllcd him the greatest thief of all time. For it was Valvidius who stoll:' the Three Rings of I-Iarpfast from
undN the noses of a thousand guardsmen; and it was Valvidius who stole the Egg of Lost Desire from the private
treasure v.lulls of 8m-salve's fU'St Theran Overgovernor. Yes, Valvidius was truly a great thief, and he knew it. But
by the lime he reached middle age, he'd pulled off so many wondrous exploits with so little difficulty that he was
beginning to gel bored. Even the thought of robbing the Theran treasury at Parlainth left him cold-it wasn't worth
his talents. (Lucky for the Themn rats in Parlainth, that's all I can say.) Valvidius racked his brains for some piece of
thieVing thai would give him a real challenge, and finally he came up with a truly fantastic swindle.
16
Legends of Earthdawn • Va/vidills, King of Thieves
On one dark night. hidden from all eyes In his private study, Valvidius scribbled a piece of vcrse on a parch-
ment scroll. When Ihc ink was dry. he dipped the parchment in tea to make it look weathered. then frayed the edges
and folded it to make cracks in Ihe middle. When he was finished with the scroll, he took a common metal CTOwn-
the kind metalsmiths usually begin with to make duplicates of precious treasures-mld painted it all over with
some gold leaf he'd stolen from the famous Banchus Jewel House. Then he hid the crown and the scroll in his
traveling bag beneath a couple of dirty jerkins and wenl to bed. The next day, he went off to the capital city of
Landis, letting it be known that he expected rich pickings.
About a month laler, he came b.lck to Kratasoin a SI.lle of high excitement. Knowing the word would spread
through the Thieves' City faster than fire in a dry hayfield, Valvidius went to the Heolrt's Ease Tavern and
aMounced that he'd found an ancient scroll that spoke of a sure way to win the Passion Vestrial's favor. (In those
days, of course, Vestrial was sane, and most thieves had a soft spot for the trickster P.lssion.) Valvidius read the
scroll out loud to all assembled: it said that to earn Vestrial's undying love, all the greatest thieves in B.1tsaive must
meet and crown a King of Thieves. In the next year, everyone who wanted to be king must perfonn their most
audacious thefts and then gather in the old fortress of Aorque-near Kratas-to show off their booty in a grand
Thieves' Festival. The best theft would win the crown of the Thief King.
So all the thieves went off in search of treasures to steal, for each one wanted to be the Thief King. And while
they were gone, Valvidius went to their guards and servants and retainers. He spoke soft words to them and passed
out gold and silver here, there, and everywhere. When the year was almost up, Valvidius took the crown he'd made
and went to Rorque 10 wait for his fellow thieves.
The Thieves' Festival was a rousing success. The thieves of Barsaive showed off precious objects by the dozens:
magical ~lVelins from Thera, rare orichaleum coins bearing the faces of kings dead for centuries, the diary of the
great dragon Usun, and many other wonders that few Name-givers had ever looked upon. Of course, each thief had
brought bodyguards and retainers to protect what he'd brought. They all wilnted to be king.. and not one of them
was taking the slightest chance of having his treasure stolen from him. The thieves and their bodyguards talked and
argued endlessly over which theh deserved the crowning glory, until Valvidius mounted the great stone dais in the
middle of Rorque's Great Han.
Into the sudden silence, he said," ow comes the time to crown the greatest thief of <Ill. Look with f,wor upon
me, 0 Vestrial~"
And he pulled a beautiful golden crown from behind his back and placed it on his own head. The other thieves,
furious, called to their bodyguards to fight, but the bodyguards all feU to their knees and hailed Valvidius, King of
Thieves! Then they took the precious things that the other thieves had stolen and placed them in a huge pile at
VaJvidius' feet. Valvidius had pulled off the greatest theft of all time-he had stolen the loyalty of the master
thieves' henchmen, along with all the booty his rivals had stolen from others.
For many years Valvidius ruled Kratas from his stronghold in Aorque, and those who served him prospered.
Then one dark night, when V<llvidius was in his treasure vault savoring the fruits of his long-ago victory, the stone
walls grew bright with a strangely colored, shimmering light. A strong wind began to blow through the windowless
treasury. Valvidius stood firm, clutching his crown to his chest and muttering.. "Never. I will never le.we my tre<l-
sures!" The ....rind blew harder, and the light grew blinding. A look of fear crossed Valvidius' face, and he cried out,
"Vestrial! I meant it as a jest. I thought only to please you!"
"Betrayal docs not please me," said a voice that shook the earth. "You have stolen that which you had no right
to steal-the sworn word of common men. There is only one punishment for such effrontery." With a sound like a
thousand thunderclaps, the light explodoo-then feJl a terrible silence.
The next day, V.llvidius' v.lults stood empty. No one could find a trace of the wonderful treasures, the coffers
full of coin, or any trace of Valvidius himscJf-sclVe for his crown, bent and half-melted into a long oval shape.
Funny thing, though-lI1c tin crown Valvidius had gilded to fool people had turned to real, solid gold. They say
the Crown of Thieves still cxists, and that it's worth several fortunes. But no one knows where il is, of course. Me,
I don't know what to believe. I've shared a nagon of ale with plenty of folk who've gone looking for it. But I've not
St'en any of them come back ...
17
TNt SNACKLtD rttT 9r rRltNDSNIr
+ + +
I
n the days before the Scourge, when the Therans ruled Barsaive with an uoo fist. our ancestor Tern
traveled far down the Serpent RIveT in search of flew villages with which to trade, despite the wantings of
some ciders of OUT foundation who advised her against a journey so deep inlo unknown lands. Her trading
prospered, and soon she began the long voyage home again; but scarcely a day after setting sail she fell into
the hands of slavers. Tchi fought bravely, but the slavers overwhelmed her. They took all her goods as plunder and
branded her with the iron mark of ownership.
When Tehi regained her senses, she saw iron b.lnds around her ankles and felt burning agony in one foot. Her
captors had shackled her to a human woman. Through her own foot and the human's. the slavers had driven an
iron pin, piercing the f1e<;h behind their ankle bones so that they could scarcely walk. Tchi spoke to the woman, but
the woman would only say that her Name was Mara.
18
Legellds of EarthdawlI • The Shackled Feet of Frielldship
Tchi and Mara spent many weeks shackled together, forced by the slavers 10 walk across Barsaive. Because of
lhe shackle, they could only move without agony by leaning on each other so thai they would put no weight upon
their shackled legs. As they made their long. slow march toward the city of Vivanc, Tchi and Mara shared their fear
and pain and grew from strangers into the dearest of fnends.
In Vivane, their captors sold them 10 Theran slavers. The Therans chained the two women to a wall in a dark,
dank dungeon beneath the stables of an inn where slavers trading in town or nearby would often go for a meal or a
few nights' lodging. The basement had been specially made to store the arne-givers bought and sold; it had a
hC3\'y wooden door locked with a thick iron bolt:and large metal rings set into the slone \\'.ll1s to which slaves were
bound. II was cold, and il stank of manure and other rotting things. Even the hay in the stable above was rotten and
fetid; the owners of the inn replaced it only when the stench grew so strong that paying customers began to notice it
above the smell of horses. As the horses moved around above Mara and Tchi, bits of hay, mud, and lThlnure fell on
them through the cracks in the stable noor.
MaTi! and Tchi crouched together in misery. As they dung to each other for wamlth, they whispered of what
they would do if they 50lW a chance to escape. Though alllrue hop.2 of such a chance had faded from their minds, it
eased their pain a little to think of killing their evil masters and running free into the hills.
One day. as Tchi spun a tale of retuming in triumph to the banks of the Serpent, a small knife used to dean
horses' hooves fell through a crack in the ceiling and landed near the two slaves. Mara and Tchi looked first at the
knife, then at each other. As one, they reached for the tiny blade. For hours they worked, first trying to break the
lock on their chains, then trying to pry the ring out of the wall, then trying to force the shackles off their legs.
Finally, exhausted and desperate, Mara jabbed hard at one iron band. The knife slipped off the metal and tore into
her ankle. Mara screamed. and the sound of her own voice drove her into a frenzy of anger and pain. Again and
again. she cut at her bleeding foot. Tchi cried out for her to stop, but then saw in Mara's madness a dear way of
escape-the only way left to them. As the knife dea\·ed through Mara's muscle and bone. Tchi tore a strip of leather
from her jerkin and tied it around her friend's ankle to staunch the bleeding. Then Tchi took the knife, and Mara
held her as Tchi began to cut off her own foot. Leaning on each other. they escaped into the night.
They walked for t'wo days, holding each other up whenever either faltered.. Scavenging for food and water,
constantly watching for pursuers, they traveled north toward the mountains. Once, as Lhey huddled in an iee-cold
stream behind a few sheltering bushes, the slavers passed within fect of where they hid. As they struggled through
•
the mountain passes, Milra c.lught a fever; and Tchi. rather than leilve her friend behind, tended MMa lovingly and
Silved her from Dmth's cmbrilce. And all the while the slavers hunted them. wild beilstS beset them, and no safe
haven from the Scourge ilwaitcd them, for they were both too far from home. All they had was each other.
It is Solid that they hid in the mountains for weeks before finding a kaer whose fX-'Oplc welcomed them. Until
tht:!ir deaths, these two women remained the closest of friends, living logether and helping one another with every
daily task. No one else could understand the pain they hild shared, or their love and n..>ed for each olher.
When the Scourge ended hundreds of years later, one of our foundation discovered the severed feet of Tchi and
Mara, still bound by the shackles and strangely well-preserved. As long as friendship and trusl remain in the world.
the feet will not decay.
19
20
TMr QUrST9R AND TMr MAGICIAN
+ + +
O
nce there was 11 brother, 11 great questor of Astendar, and a sisler, 11 wielder of powerful magic.
The brother was Named Eileonn; H(c sisler, Tassia. Together with their allies Braltoth the Rock,
Amb<1rilS the Wave, and the Countess of Nevermore, they vanquished many Horrors and wicked
Name-givers. They overturned the Plateau of Umnor to crush the Choir of Madness. They shattered
the Tower of False Regrets. They delved deep inlo the Chasm of a Thousand Throats and came back alive. And in
all these and other mighty deeds, Tassia and Eaconn worked together like hand and glove, like lock and key, like
river and riverix'd.
But as Ihey celebrated each victory in their keep in forgotten Scremor. they always disagreed about which
powers were supcnor-those bestowed by the Passions, or those discovered through Name-giver magic alone. No
matter what the talk over ale and food, whatever Eaconn said Tassia would dispute. And when Tilssia voiced an
opinion, Eaconn contradicted. it. On Ihe rare occasions when one convinced th~ other, the victor would switch
positions merely to continue the debate. One day, either Tassia or Eaconn-no one rcml'mbcrs which-proposed a
wager to settle the question. To test which powers were superior, the questor and the magician agreed that each
would forge a bell of purest metal. The other members of their legendary adventuring party would judge the
contest, and whoever produced the bell with the most beautiful tone would be the victor.
So Eaconn and Tassia retreated. to their own prh'ate workshops, while their friends pursued other malters.
A month later, Ihe three judges relurned to the keep at Seremor, only to discover that neither the questor nor the
magtcian had emerged from their sequester. After another month the three returned again, but Eaconn and Tassia
still refused to come oul. The three returned a third time, a year later, and still the questor and the magician had not
finished their work. The three adventurers pleaded with Earonn and Tassia to abandon their wager, but they would
nol, and.so the legendary friends parled ways.
Seven years later, Brallolh the Rock was slain by a child bearing a silver tray, as had been prophesied years ago
by Braltoth's mother. Thirteen years later, the Countess of Ne~ermore was caught in a spirit maze, and her body
withered and died. And thirteen years after that, Ambaras the Wave was turned to sand by the Barsaive Snake and
scattered by the winds.
Another twenty years later, on a bright Raquas morning, Eaconn and Tassia emerged simultancollsly from their
workshops in the keep. Aged and crippled both, they camc togcther, each to admit defeat-for each had a fine-look-
ing bell thai made no sound.
"We h,wc w,lstcd our lives on a foolish wager:' Earonn said. "And we have lo:.tmany years we could have
spent with our greal companions, who are now forever lost to us."
"Though I find the irony of it painful, I am forced 10 agree, my brother," said Tassia.
Carelessly, they threw the bells down onto the floor. The bells rolled together and touched. To the surprise of
both brother and sister, the two bells became one, making the most lovely peal heard lx-fore or since. The sound
of the bell rejuvenated the questor and the magician, and brought their comrades back to life from their various
graves. Surprised to lx- alive, at Seremor and atlhe height of their powers, Braltoth, Ambaras and the Countess of
Nevermore quickly pronounced the bell contest a draw. Reunited in a miraculous second youth, the five ad\'enlur-
crs accomplished many more heroic exploits.
Realizing, however, that their bell was too beautiful and powerful to be hung from any tower, S1ronn and
Tassia split il in two and hid its pieces. It is 5..1id that miracles will happen when the bell rings again.
21
CIARRA SMY-RU
+ + +
T
his is the tale of Ciarra Shy-Ru, who teaches us the true meaning of courage. Long ago did Calldrize
live, a village buill 011 a high ledge on the side of Mount Tyrock. Tall were its houses and every building
within it, and deep W(lS the crevasse below. Only by mounting the steep, windi.ng path up the moun+
til in's flank could (lny reach Candrize. And long ago did Ciilrril Shy-Ru live, Ctllldrize's truest daughter.
Ciilfril was the child of Ciar'h Rhan, respected Elder of Candrize. From her eilfliest days, Ciarra
learned the ways of a leilder, for (lll knew that she must lead Candrize upon her father's death. For many a long
year hild Ciilf'h Rhan led the people, and he commanded all their respect ,md love-partly for his own good
22
Lege11ds of Earthdaw11 • Ciarra Shy-Ru
qualities, and partly because of the Chain of Capturing. Since the days of Ciar'h Rhan's great-grandsire, who had
made the magical chain, all the leaders of Candrize wore it to help hold the people together against fear in the face
of the coming Scourge. And so. too, would Ciarra Shy-Ru wear it in her time.
Now Ciana had grown from child to young woman, and had plighted her troth to Mara! Bhen, a fine strong
man with a clear eye and a noble heart. AU the village loved them both, and Ciarra's thoughts dwelled dreamily on
the children she would bear as she helped the village folk make the last day's preparations to enter their kaer. All
the people of Candrize talked of the coming marriage, the first to be celebrated in their new home under the earth.
And all felt relieved <though none spoke of it) tha't they would surely escape the ravages of the Horrors. At the end
of that very day, they would enter their kaer and seal themselves away from the outside world. After that was done,
they need fear nothing anymore.
The villagers bustled about, carrying crates, barrels, and trunks into the cavern that they had milde their kiler.
They packed up their possessions ilud brought them down the narrow path (0 the kaer entrance, a crack in the cliff
wall. Artisans made the last, finishing touches to the symbols of protection around the doorway, and the villilge
elementil1ist spoke softly to the clumps of ivy that he would cause to grow over the seilled doorwily to hide it. The
people were eager to enter their kaer, built as it was within the cave of crystal thilt they had long hdd sacred. The
folk whispered to each other that the crystals of Candrize held special magical powers"for did not shards of these
5<lnu' crystals hang from their own Elder's magic chain? With so much magic to protect them, how could the people
help but survive through the Long Darkness?
As the sun moved farther westward toward its resting place, Chura and Milrilt Bhen rested from their labors on
a sun-warmed rock and talked quietly of the house they would share. A Vilst shadow fell across the rock, blotting
out the light. Someone screamed, and Cial"Ii! looked up to see a monster before them.
The Horror hovered between Candrize and the sun. Three snilke heads twisted and hissl..-'C! atop the disfigured
body of a man. It descended slowly toward them, its huge wings sprmd wide. The sun shone suddenly through the
wings, nearly blinding the brave souls who rushed toward it with weapons in their hands: a scythe, a haying hook,
an axe. Ciar'h Rhan led Candrize's bold defenders, his white hair shining in the sun like a banner of war. The Chain
of Capturing gleamed around his neck. As the fighters passed by, Marilt Shen slipped off the rock and joined them.
Milny men and women fell thilt day. Their blood poured from the cliff like il watedall. One of the Horror's
heads ripp<.-d Marat Bhen's throat out. A single blow from the Horror's clilwed hilnd unseamed Ciar'h Rhan from
•
the Mve to the chops and flung his corpse high over the heads Qf those who watched in dread. As the fighters died
with anguished screams and shouts, mothers gmbbed their children ilnd riln for the ber. The Horror pursued them,
its sllake heads dripping gore.
In a daze, Ciarra knelt by her father's body and drew the Chain over his head. Slowly she placed it around her
neck, then stood and advanced towilrd the Horror. She carried no weapon; she had no plan of ilction. All that filled
her mind was shock and grief, and a burning rage ilt the thing that had slain both father and lover before her eyes.
CiaTTa stepped in front of the Horror. It ceased its pursuit ilnd gazed at her. Ciarra walked slowly toward the
monster, her eyes open and unblinking. With every step, her rage and anguish grew. Then il spark of fire flew
between the Chilin and the Horror, and the abominiltion collapsed to the ground. The surviving village folk
watched in silence. Then, when the Horror remained unmoving, they begiln to cheer ilnd cry ilnd kiss each other.
Ciilrm knelt beside Milrat Bhen, gently caressing his bloody cheek. Taking him in her arms, she lifted him up
and faced her people. She looked upon them without speaking for severill moments, making them filll silent. For
her eyes seemed to flicker ilS they watched-now the eyes of Ciarra Shy-Ru, now the eyes of the Horror. As her
eyes once again became those of Ciarra Shy-Ru, she turned away and leaped off the edge of the cliff.
The dwarfs of Candrize went immediately into the kacr and seilled it shut, and in the earth's \;;mbrace they
mourned their dead. They dared not delay to recover Ciilrra's body, lest some other feilTrul calamity befall them.
to this day, it is S<lid that the bones of CiaTTa Shy-Ru and Marat Bhen, and the Chain of Capturing, lie somewhere
at the bottom of the great crevasse.
23
rARLlAMrNT 9r MrRMAIDS
+ + +
I
n the early days. when the I'skrang first swam the Serpent River, we shared the Greal Water with a race of
strange creatures called mermaids. The mermaIds caused us many troubles, but not because memlaids are
eVil or terrible, like Hcrrors or Theran sla\'l~rs. It IS true the elves fcared them, for sometImes they look an elf
child and made II a mermaid. But we had no fear of the mermaids, because they were like us. They talked
and sang and lold stories. they bUIlt houses to live in, they loved their children and wanted peace with their
neighbors. Just because you mean well, though, doesn't make you a good neighbor-and the m('rminds were not.
They thought they were more beautiful to behold than a line sunrise, that their jokes were cleverer than any others,
that their voices were a greater blessing to hear than the sound of a good sailing wind.
Because they belie\"('Cl. that they could do no wrong, they did not understand why we did not love them.
They made friends with the fish we 3te, warning the fish away from our boats so that we could catch no dinner.
24
Legends of Earthdawn • Parliament of Mermaids
They frolicked and played in the river without paying any attention to where our boats WeTI' going, and often
tipped over our vessel&-sometimes by accident, sometimes on purpose. (Now, these things happened long before
Upandal helped us discover the secret of the fire engine, so the boats we used in those days were flimsy and easy to
tip over compared to the ones your mothers and fathers use today.) And so when the mermaids lipped over our
boats, we would lose our catches. Also, because the mermaids were made of elemental wateT, they could slip under
the doors of our houses and make themselves al home any lime they wanted to. And when their pranks and doings
made us angry, the mermaids would not apologize. Instead, they laughed at us, because they thought the wrongs
they did us were funny. •
One day, we rskrang had simply had enough. Determined to make the mermaids stop their foolishness and
leave us alone, wise Rossaruss and her daring mate, T'Chakru, went to the Parliament of the mermaids to plead our
case. The Parliament was to the mermaids what our aropagoi are to us, though their Parliament was loud and disor-
derly compared to the way we l'skrang run our affairs. The Parliament met in a huge palace underwater, a building
of great grandeur but little usc. Its halls twisted and turned and led to nothing. Its rooms were of strange shapes
that confused the eye. Its staircases led nowhere, and one could not see out of many of its windows. And the only
room in the whole grand, foolish place that anyone ever used for anything was the Great Argument Hall, where the
mermaids gathered to quarrel with each other and play practical jokes on whoever happened to be present.
Rossaruss and T'Chakru swam to the Parliament and made their way to the Great Argument Hall, where
Rossaruss spoke to the assembled mermaids. But the proud mermaids rebuffed her. They claimed that the Great
River was theirs and said we should be honored to have them bursting into our homes and tipping over our boats.
They then began to sing and play their lyres for Rossaruss, thinking that their performance would be sufficient
payment to make up for their wrongs.
Now Rossaruss was very clever, and she knew that the mermaids would say these foolish things. As the
mermaids played and sang, Rossaruss whispered to T'Chakru to study certain fish that attended the mermaids'
Parliament. T'Chakru saw the fish and memorized their appearance-there was a fat bass with a pattern like a
whed on its left side, two carp with glowing gr~n eyes, three pike with long fins like arms, and an eel as long as
seven riverboats.
Bold, brave T'Chakru spent many a year hunting for these fish, until he had caught each and every one of
them. Then he imprisoned them in underwater cages, hiding them well from all eyes. Soon aften.vard, the haughty
•
mermaids called Rossaruss to their Parliament and demanded th~ rehlm of their attendants. The bass was lJlcir
Bailiff, they said. The two carp kept all their Thoughts and Memories. The three Pike were their chief Child-Stealers,
and the eel was their representative to the Passions. Rossaruss refused to give the fish back, and the mermaids
became so angry that they threatened to leave the Serpent River-and this world-unless ROSs.lnlss gave in to
their demands. This threat was exactly what Rossaruss had been waiting for. Politely but firmly, she refused the
mermaids one last time and wished them a safe journey to the other world.
Now these words took the mermaids aback. They could not believe that Rossaruss would risk losing their
delightful company. But the mermaids were too proud to take back. what they had said, and so they 1l1ade prepilfa-
tions to go to another world. Up until the very last moment, even as they stepped over the gilte frOlll this world to
the new one they had chosen, the proud mermaids expected Rossaruss to relent, to promise to return the fish and
beg them to stilY. But Rossaruss merely bid them farewell, smiling all the while.
Ever since that time, the river has beell free of mermaids. And if you ever find a cage in which a strange bass
and eel swim with two carp and three pikes, leave them be-we don't want those pests to come back.
25
TsrLAS VRIIM9N
AND TMr VRYKAN9GrN
+ + +
S
it by me, child, and 1'111('11 you the tale of T'Selas Vriimon and the Spirits of Shadow, those we call
vrykanogen. Everyone knows about the Scourge. of course--eve.n a youngling like you knows very well
that man and dwarf and troll and elf and ork and even windling retreated underground to escape the
Horrors that tore the world above to pieces. Even we t'skrang hid during that time, gOing mto our Long
Sleep rather than face the Horrors; for this enemy was so strong and so evil that not even the bravest hearl could
stand against them. But do you know of the great heroes of the lime just after the Scourge ended, when we first
began to Wilke and the other races rtrst began to come out of their dark burrows? That time is Ihc lime ofT'Selas
Vriimon, a great swordmaster whose equal has yet to come again. TSelas lived on the banks of the Serpent River,
in a place that had been a great trading town before the Scourge. The swordmaster and his fellow t'skrang were
26
Legends of Earthdawl1 • T'Selas Vriimon and the Vrykal1ogel1
determined to make their town great again and help rebuild poor Barsaive by reviving the river trildc. And so
T'Selas Vriimon declared that he would take the first step. He would go to every village and town in that region of
Barsaive and bring them word thai the Scourge was over and the time had come to take up the threads of life again.
So T'Selas embarked on his greal journey, spreading the news of the Scourge's end far and wide. Some kaers
refused to listen, fearing that T'Selas might be a disguised Horror or other evil being. But most folk welcomed him
with embraces and tears of joy. Often, the people asked him for news of kin trom other kaers and rejoiced when
T'Selas told them of relatiOlls he had found. He also fed the hunger of isolated villages for word of how the rest of
Bars.1ive had fared during the Scourge. Because he did these things, T'Selas Vriimon was treated like a dear friend
wherever he went.
Then one day, T'Selas traveled to a kaer whose people had treated him with the utmost kindness. The villagers
had been rebuilding their homes above the ground, and the village elders had asked T'Selas to help them trade for
needed supplies with their neighbors. To the swordmaster's great surprise and dismay, the folk of this village
refused him hospitality on this visit. When he asked what he had done to offend them, they gave him no answer
but told him roughly to move on. Rather than prolong a quarrel with people who had suffered so much so recently,
T'Selas went on his way and soon put the villagers' rudeness out of his mind.
But when the swordmaster journeyed back the same way a few weeks later, he fOUlld that the rudeness had
spread to other villages nearby. Indeed, the rudeness had grown to a festering anger, and when T'Selas spoke to the
people of the first village, they threatened to do him harm. And so T'Sclas once again politely left the folk alone.
This time, however, he waited nearby and watched them.
T'Selas soon saw that no children played in the village streets, and no old folk sat dreaming in the sun. Their
absence greatly disturbed the mighty t'skrang hero, and so he continued to watch. As the twilight drew closer, he
So1W people sneaking out of their half-built houses carrying bundles in their arms, which they dumped into the vil-
lage well. No one's eyes met anyone else's, and no one spoke a single word. One by one, the people snuck to the
well and threw their bundles into its inky depths. Curious, T'Selas prowled close enough to catch a glimpse of tlle
bundles. The wrapping came loose on one of them, and T'SelilS saw that it was a bundle of bones.
And T'Selas thought of the missing children and old ones, and he grew afraid. And as more 'lnd marc people
threw their little bony packages into the well, T'Selas was seized by a great, hot rage. He leaped from his hiding
place and struck out at the villagers, howling in righteous fury. The villagers hissed like sn<lkes and fled into
•
the shadows. The swordmaster hunted these unnatural folk from,house to house, stalked them even down the
darkest tunnels and destroyed all he found. When he could find no more of the corrupted villagers, T'Selils made
preparations for the proper burial of the children slaughtered by their parents, the aged killed by their own sons
and daughters.
As he worked, T'Selas Vriimol1 heard the dry rasping of dead leaves and the scuttling of clawed feet on stone.
He lookL-'d up and saw what had OI1C£ been the people of the village, risen from the dead and revealed as
vrykanogen. They walked in the skin of Name-givers, but their teeth were fangs and their nails were claws.
And a darkness surrounded them, the darkness of a sealed grave.
T'Sclas drew his sword just as the vrykanogell attacked. He fought with all the skill at his command, but the
mighty hero was weary from his earlier labors. He killed nJany of the Horror-tainted villagers, slashing with his
sword and breaking bones with the lash of his tail, but in the end the nightmare creatures overwhelmed him.
He died bleeding from a thou5.1nd WOUllds, swingillg his sword to his last breath. And the monsters feasted on
his corpse.
27
TME KING WM9 RULED TME fl\SSI9NS
+ + +
Once more the land of Thamos lay in peace. Then stood from humblest seal, far from the Throne,
Startled by a cNel and sudden eagle, In shabby robes where rainbow colors danced,
Queen Uumolia fared North l in that year. A laughing Questar of wild Vestrial.
To Maxton was the jewel'd throne passed; The Questor spake: "Of much you may be lord.
To him of wide gIrth, bright eye, but dim thought. Yet far above you ever stand the Passions."
To Maxton was the young Releel betrothed' Quoth Maxton, as the flame burned in his cheeks,
She of quick laugh, swift heel, but brief life lived. , 0 shabby fCSter shall so shame me here:'
Came many Kings and Queens from lands afar To kings and queens assembled, Maxton said,
To hear Maxton and Re1ccl pledge their vows. "I know not of your realms; here, [ rule all."
Quoth Maxton at the bride feast, "I am joy. Fires of shame and rage in Maxton swelled
Thilmos lies peaceful; in Rc1ecl's filir eyes As Relecl gil zed upon him, puffed with pride.
I drown. Such drowning ne'er tasted sweeter." To royal heralds Maxton ",'ave decree:
Quoth Relecl in turn, "My gracious king, All Queslors were to bow to him or die.
Of all that you survey, you are the lord."
28
Legends of Earthdawn • The King Who Ruled the Passions
First came the one who shamed him as he wed. And Vestrial, down Vestrial, he smiled.
"Unsay your words," quoth Maxton, "lest you dje." For on the day Maxton look Passions' service,
The jester answered, "My words I'll withdraw; That very day his doom was promised;
Their truth, great King. nol you nor I can alter," His doom and Ihat of his fair realm, proud Thamos.
Then Maxton said, "Your kind speaks
double-tongued!" Thyslonius' blows and Lochosrs wenl astray,
"All truths are double.... quoth the jesler, smiling. Felling the kingdom's finest warriors;
And smiled he still as sharp blades pierced his heart. Raggok forged tQOoSlrong bonds with ally nations
So wily Maxton could not belray them.
Some queslors gave their pride as poor tribute, Mynbruje's justice g.we too much to many;
Bobbing shameless at their new lord's feet. ot all Chorrolis' gold could pay the cost.
Some tied the Passions' words in twists and turns; And Vestrial, down Vestrial, he smiled.
Once true to One, these served two masters false.
Others gave their lives as lesser price Floranuus' robes enchanted every eye
Than to betray the Passions pledg'd to serve; That saw them; hypnotized, the people died,
These bloodied the blades of Maxton's loyal men. For Carlen's healing could not restore them.
One by one, greal Thamos lost its treasure-
Maxton grew white of hair and short of tooth, The sub;ects of the prideful king and queen-
Relt"el's onee-fragrant nower withered, Until alone stood Maxton and Releel,
When o'er the Questors victory was declared. Wandering lost through echoing palace halls.
FiefC(', fearsome, king and qu~n exulted;
Until upon Ihe inner palace door Conceived by Dis, too strange for mortal minds;
A dozen knocks dislurbed the air like thunder. Built by Up.:lndal, too strong to fall
Unlil Jaspn.'C's wild garden choked its stones.
Quoth Maxlon, "Who is't thai would enter here?" Then Astendar's Sold songs rang too true;
Spake one unseen, "Those who accept your rule." King Maxton and Queen Relecl were maddened,
Swung wide the door; twelve Passions stood beyond it. Ruin'd Thamos by Ihe Passions left abandoned.
Thystonius, warrior lord, cast down his weapon;
Lachost, the rebel, 5<1id, "Our cause is lost." A~d.Vestrial, down Vestrial, he smiled.
We bow to you, we call you Overlord." The lesson needs no poet to explain.
And Vcstrial, down Vest rial, he smiled. Of this Sold laIc, the meaning's all too plain.
Thamos is long dead, its beauties gone,
The P,lssions' fealty Maxton did accept; Yet still the words its dead folk speak ring strong.
He made them servants in his castle keep. Passions rule Name-givers, not the reverse;
Gardens glorious did Jaspree grow, This truth rcfus'd invites Vestrial's curse.
Garments fabulous did Floranuus sew,
Cures miraculous did Garlen make,
Gold from empty air did Chorrolis take. 1. To ~fllre Nortl1" jJl Ill/dent limes me/lilt to eliI.'.
29
TMr WAY 9r TMr BrASTS
+ + +
W
hen the world was young.. there lived il troll Named Ysang. He was the strongest lroll in his
village and c;howed true i.Klwrra. He was fierce in battle, and gentler than a baby bird to those he
loved. Abo....e all things. Ysang loved to learn about the world. He flew airships far and wide to
see e....erything there was to see.
One day, he flew his airship into the fierce mountain winds. The winds snapped the mast and the rudder, and
Ysang could not steer. He climbed the broken mast to see if he could affix the sail elsewhere, but just then the wmd
struck hard at the ship. II bucked like a wild thundra beast, throwing him into the air, and Ysang began to fall.
The branches of a young pine broke his fall, and so he landed without hurt. But as soon as he looked around
him, Ysang saw that he was in trouble. For he had landed in the mountains to the southeast of his moothome, in
the lands claimed by scorchers. No sooner did he rerogm7.{' this danger than he heard the tread of thundra beasts
30
Legends of Earthdawn • The Way of the Beasts
below. A scorcher band was passing. and Ysang hid among the cool. green pine fronds. When the arks had gone,
he climbed out of the tree and began the long walk toward home.
He walked for half a day through the bracken, uphill and down as the mountain trail led him. He did nol stop
to break his fast, lest the scorchers catch up with him. Around him, he saw only bracken and bare rode. No bushes
grew 10 give him berries, nor trees to drop their fruit for him. His feet began to hurt and his belly 10 ache wUh
hunger. but still he walked on under the bright. merciless sun. He looked up at lhe blue sky and saw an eagle
soaring across it. Oh, how he wished to be an eagle. flying among the douds! Just then the eagle flew closer to
Ys.1ng. ils golden eyes meeting his own. The eagle'dropped a fish from its beak .11 Ysang's feet.
Ysang took up the fish and bowed his head. "Thank you. my brother, for my first mea!." Ysang said.
When Ysang had satisfit.-'d his hunger, he walked on and soon S.1W a great black bear trapped under n fallen
pine. Ysang looked at the bear and fclt pity for the beast's pain and fear. for was no! he himself in pain from his
fall and fearful of death at the hands of lhe arks? Ysang grasped the trunk of the pine tree in his strong arms and
pulled, ignoring the new pain it caused him. Harder and harder he pulled, until he had freed the bear. The bear
looked at him, bowed its shaggy head, and lumbered away inlo the woods. "Farewell, my brother," Sc1id YsanJ;;.
Ysang began to walk again, bUI Slapped when he saw a deadly viper in his path. Slowly, Ys.1ng bent down and
picked up a rock to crush the snake. He dared not take his eyes off of it for a moment, lest it strike and poison him.
But as he gazed at it, the pattern of its n.'CI, black, brown and white scales mesmerized him with its beauty. "I cannot
kill anything so lovely," he said as he put the rock down. And SO he waited, as still as a hot night, until the snake
crawled away. "Thank you for letting me pass, my brother," Ysang said and continued on his W.ly.
For days Ysang walked, but hiS cracked ribs and. bruises pained him and the hard journey tired him. He had
little to eat and could not build up hIS strength. He knew that it would t.,ke him many weeks to get home and
wondered if he could survive so long. Then he came to the edge of a mountain stream, where he washed his face in
the cool, clear water. A5 he rested, he spied a clan of beavers by the water's edge. The beavers were building their
home, and Ysang paid close attention to everything they did. It came to him that he too could build a home in these
mountains. where he might live while he recovered his strength and health. "Thank you for your example, my
brothers," he s.lid.
So Ysang did as the beavers did and built himself a shelter. He followed the bear and learned what roots and
,
berries to eat. He followed the eagle and learned where to fish. He followed the viper and learned how to strike
quickly at those who threatened his peace. For many weeks Ysang learned from the creatures of the mountains.
Thcn one day while Ys.1ng was gathering tala berries, a band of ten ork scorchers found him. E.1gcr to kill the
young troll for sport, the orks gave chase, but Ysang dis.1ppeart.'d into his shelter. The orks saw only a heap of twigs
and branches, and they qU(lrrelcd with each other over where Ysang had gone. As they passed Ysang's shelter,
quarreling as loudly as a flock of crows, Ysang struck with the speed of the viper and killed two scorchers who had
straggled behind. Then Ysang climbed a nearby tree. When the other arks came back to look for their comrades,
Ys.1ng swooped down on the first of them like an eagle, knocking him from his thundril beast. Then Ysang fought
the ork like a bear, crushing him in his powerful arms.
The remaining seven orks dosed in 10 kill Ysang, but his secret heart cried out, "Help me. brothers and sisters!"
The bear ran from the woods, and the eagle flew down from the sky to help him. The viper crawled out from the
ground. and the beaver came from the water to help him. Together. Ysang and his brothers and sisters defeated
the orks.
Ysang never forgot the courage and kindness of the beasts and always called them his true kindred. And so
do all who follow the way of Ysang. even to this day.
31
TNt GRASS BRIDGt
+ + +
T
hree hundred years before the Scourge, certain questors of the Passion Jaspree traveled to the Dragon
Mountains to live. On a steep plateau high among the rocky slopes, these children of Jaspree found rich
soil milde of the fire-rock and knew that they would make their new home in this place that Jaspree had
blessed. And so they built a village and Ihey called it Taozana, or "Place of Peace and Abundance." And
Jaspree blessed their efforts, and the earth yielded more to them than their numbers could eal or store. And so the
people of TaOZ<1na packed up all that they did not net.,'<i, and the strongest and nimblest of the young men and
women climbed down the steep side of the platcilu (ilrrying the fmits and vegetables. They traveled to the nCilrby
city of Jerris and gave away their bounty to feed the city's poor.
The people of Taozana lived this way for year upon year upon year, growing what they could, using what they
needed and giving away what they did not. Children were born 10 them, grew up, married, and had more children,
32
Legends of Earthdawn • The Grass Bridge
until eight generations had been born and lived in Taozana. Jaspree smiled on them, and they found life good-
except for the far-off whispers of the calamity that we know as the Scourge.
As time passed. the weather grew changeable. and the crops did not grow as well as they once had. The men
and women of Taozana no longer traveled to ]erris with foodstuffs, for they could SC<Ircely grow enough 10 feed
themselves. Then a few crops succumbed to blight, which had never happened before. The people of Taoz.ma still
trusted Jaspree, but they could nol help being afraid. Day and night, they implored the Passion to give them a sign;
should Ihey stay or find a new home? What was happening to the world, and what should they do 10 help heal it?
Then one day, a wooden airship appeared in the skies over Taozana. The people welcomed it with cheers and
cries, believing that their Passion had at last sent them a sign. The ship landed in the center of the little village, and
a dwarf in the livery of Throal stepped out. She carried a book in her hands, and her face was grave as she spoke.
She told the gathered folk of Taozana that the Scourge was almost upon them, and that they must make haste to
build a kacr to protect themselves from the evil ravages of the Horrors. When she finished speaking, she gave the
book to the elders of Taozana, and departed. The people watched her go, amazed and afraid at the tidings she had
brought them.
All that night, the elders listened as the folk of Taozana deb-lted whether to leave their home, build a kaer, or
trust in Jasprec to keep them safe from the coming catastrophe. Not t,mtil the sun rose the next morning did the
elders and the people reach their decision: they would stay in Taozana, and they would build no kaer. Jaspree
would shield them from the Horrors, if she willed; if not, the people would accept the fate their Passion decreed
for them.
Harvest time drew near, and the people of Taozana went to the fields to gather pumpkins for the harvest
festival. just as they reached the fields, Ihe ripening orange spheres burst open; each pumpkin hid a wormskull
in its heart. With screams of terror at the sight of the masses of writhing maggots, the people fled to the village,
pursued by the anny of grinning Horrors. Mothers and fathers snatched up the children and those too frail to run,
and all fled to the edge of the plateau. There they stopped and despaired, for the sides of the plateau were too steep
for any but the most agile to climb down. Some of the people could save themselves from the Horrors, but only if
they lefl their children and old folk behind.
With a single mind and a single heart, the people of Taozana chose to stay and face death together rather than
leave behind a single one of their number. At the edge of the Rlateau, parents and children and grandchildren held
each other and sang a song of thanks to jaspree for the many happy years they had known at Taozana.
Touched by their love and faith, jasprec bent her will to the plateau. Sprigs of grass, pumpkin vines, and fallen
autumn leaves rose in the air, whirled around in mad dances and wove themselves together into grassy mats. Then
the mats joined each-to-each, forming a wide bridge from the plateau to the gentle slope across the way. Seeing it,
the people marveled, but they did not move toward it for it looked too flimsy to hold even the smallest child's
weight. Then jaspree whispered to them in the breeze that the Grass IJridge was the road of escape. Hearing their
Passion's words, mothers took up their children and fathers held their aged parents, and all ran from the Horrors.
And every single one of them crossed safely over the thin grass malting, as if they weighed nothing at all. But when
the wormskulls reached the bridge, it refused to support their weight. Every one of the loathsome Horrors crashed
through the grasses to die on the rocks two hundred feet below.
To this day the Grass Bridge stands, preserved by birds who rep-lir it as they would their own nests.
33
I\STtNDI\R'S DtV9TI9N
+ + +
I
J1 the years before the Scourge, when the races of Bi'lTSaive struggled to carve shellers against the Horrors
from the Jiving rock of the earth, the elven village of Gol41eJl Moon lay where the River Shiel meets the shores
of Lake Ban. Golden Moon was so Named because the crystal waters of the lake turned the moon's reflection
into a be<lullful golden orb, and the elemcntalists in the village had a special gifl for water magic. In limes so
ancient thilt the Scourge itself WilS no more than a passing, uneasy thought in the mind of the world, magiciilllS
from across Barsaive and the lands beyond had sought out Golden Moon's wizards and learned from them. Princes
of Thera, ragged magicians from crystal raider clans, and countless others came to Golden Moon to learn the ways
of water magic. And as the dark night of the Scourge drew near, still more came to learn the secrets that might save
their peoples.
One such seeker was Anthros Lukar, a young and headstrong questor of Garlen from il village of humans deep
in the Delaris Mountains. On his long journey to Golden Moon, Anthros had faced and conquered many perils; yet
he carried in his heart a terrible fear, for he knew that the Horrors were drawing ever closer to his village's kaer. He
knew also that his people needed certain knowledge that only Golden Moon's wizards might grant: the knowledge
of how to draw water from stones in order to slake the thirst of those dwelling beneath the earth. He alone of all
the villagers could learn the necessary enchantments, and so he made his lonely journey, not knowing what might
await him upon his return.
[n Golden Moon, Anthros devoured his lessons like a ravenous thundra beast. No others who studied along
with him rose from their Ix>ds as early, nor retired <lS late. When other young men and women walked by the lake
shore or talked of pleasant nOnsense over a Clip of wine, Anthros read his magical books and peppered the wizards
with questions. Of all the eager strangers learning magic in Golden Moon, Anthros alone made no friends. He
noticed no living being who was not a wizard-except for the lovely elf maiden, Kai R'Mai. Though he kepi his
regard a secret deep within his heart, he looked upon her beauty and grace and fell in love.
Now Kai R'Mai knew much of her people's magic, but little of the world beyond the village. She looked upon
34
Legends of Earthdawn • Astendar's Devotion
the serious young human from the far West and marveled, for of all the young men she knew he alone seemed
impervious to her charms. Kind words, friendly jests, gifts of fruit and wine to make his studies less burdensome--
nothing Kai did earned her more than swiftly mumbled thanks from the somber youth. Not even her beauty could
make him put aside his books and speak with her. And the less he seemed to notice her, the more Kai desired his
attention. By the end of seven days, Kai's interest in Anthros had warmed to love, and after much thought she
devised a playful way to attract his allention.
Back in those days, as now, folk ended the evening meal with a honey-filled sweet bread. Just before the village
sat down to eat one night, Kai took up Anthros's sweet and cast over it a subtle enchantment to make the honey
form itself into amusing pictographs. By this jest, Kai hoped to pierce Anthros's aloof veneer. To her surprise,
Anthros broke open the enchanted pastry and ate it in two gulps without even seeing the pictures beneath his nose.
Not one to be easily discouraged, Kai R'Mai enchanted sweet bread after sweet bread every night, changing the
honey-shapes from playful noks to loving poems to bawdy couplets and randy jokes. All these Anthros devoured
in seeming ignorance, while the rest of the Village laughed at the spectacle. Though the young man's heart burned
within him to see his beloved become the object of others' jests, he dared not speak lest love distract him from his
learning. And Kai went from a merry maiden to a sad, pale shadow of herself, convinced that all her efforts to win
Anthros's love had failed.
After three months had passed in this way, Kai sought splace in a grove of trees where the Passion Astendar
often walked. Astendar took pity on the lovely maiden and the handsome youth, and bade Kai R'Mai to make the
evening's sweet bread with her own hands. The Passion told her to think of her love for Anthms while she shaped
the pastry, to Name the sweet bread after him, and to serve the sweet to Anthms herself. "Do aU these things," said
Astendar, in a voice like the sweetest music, "and I will open the gate of your love's hidden heart."
Kai did as the Passion bade her, and when evening came she served Anthros every COUIse of the meal. Not
with the meat, nor the bread, nor the fruits of the earth did the youth even gaze at the maiden who tended him so
lovingly. But Kai was not saddened, for she remembered Astendar's promise. As the meal drew to a close, Kai
placed Anthros's sweet bread on a plate and set it down before him.
Anthros bit into the pastry, and a look of wonder came over his face. Slowly, as if its taste was a marvel to his
tongue, the young man ate the small mouthful of sweet bread. Then he looked at Kai R'Mai, and adoration shone in
his eyes. The flood of f!?Cling he had kept hidden in his heart ~urged forth. Anthros clasped Kai's hands in his own
and professed his undying love for her. The sound of her voice, the delicate scent of her skin as she passed him, the
music of her laughter, all these things and more he had loved since he first saw her and would love until the day he
died. At Anthros's declaration, all the village wept for joy; even the Passions wiped tears from their eyes. So moved
were Kai's mother and father that they called Anthros "beloved son" and gave their blessing on a marriage if
Anthms and Kai desired it. And at these words, the village shouted Astelldar's Name in praise.
But then Anthms spoke softly to Kai, and the maiden bowed her head in sorrow. The village fell silent as
Anthros told them Ihat he could not marry Kai. Though to stay with her forever was the dearest wish of his heart,
he must go back to his village. The water magic he had learned at Golden Moon was his people's only hope. He
must return to them with his hard-won knowledge, even though the Horrors stalking the land to the west might
already have destroyed his home. To risk his own life meant nothing as long as any hope remained of 5.wing his
village, but he would not submit Kai to such an uncertain fate.
Then Kai pleaded with him, declaring that she did not wish to live except by his side. Still he refused her,
and Kai, in despair, called Astendar's Name. The Passion appeared before them all, and added Her pleas to Kai's.
But Anthros was adamant. Not for anything would he risk exposing his beloved to one moment of a Horror's
attentions. Hearing the wisdom in his words, the Passion blessed the young couple, softening their biller anguish
to a gentle, wistful longing such as we often feel for departed joys. To honor their loving courage, Astendar declared
that any two lovers who consecrate their sweet breads to each other in honor of Kai R'Mai and Anthros Lukar will
know each other's hearts in ways that others never can.
And so to this day, lovers bless their pastries, Naming them for distant mates in the hope that when they break
open the sweet bread, the honey inside will form a message fmm their beloved. And to this day, Astendar's
Devotion gives us all hope for the safety of those nearest our hearts.
35
LYLLARIA'S MIRR9R
+ + +
I
n the last years before the Scourge, the people of a small village Named Landsborne built a kaCT as others
did in preparation for the Long Night. As !'he world grew darker and more dangerous, the village folk
worked harder and harder, faster and faster, fearing that they might not finish their knee before catastrophe
befell them. But despite all their effort the work went slowly, for Landsborne was only a small village. The
headman of Landsborne sel guards at the approaches to the viHage, and the guards slew many smaller Horrors. Yet
still, the village folk did not finish the kaer. Soon messengers arrived to say that Throat was closing its great doors,
yet still the village folk had not finished their kaer. And as the world grew darker and mOTc dangerous still, the
village folk could only work on the kaer and pray.
On the very day that the kaer's last stone was laid in place and the last symbol of protection engraved upon its
doors, a ragged band of elves came to the village. They said they had fled from Wyrm Wood, preferring to take their
chances in the wild world rather than agree to the mad schemes of their Queen. Many of them, they said, had died
in the Horror-infested land through which they had traveled. Unable to endure any more hardship and danger and
with nowhere else to go, they begged the headman to let them stay. In return for the gift of shelter, the elves offered
Lalldsbome a treasure of great power: Lyllaria's Mirror. They said the mirror would warn the kaer of approaching
danger by showing all who looked in it the nature and whereabouts of lJwir enemies. They said they had carried
this mirror with them from Wyrm Wood, and that only its power had enabled them to survive their journey. They
said that the power of the mirror, wedded to their own magic, would give Kaer Landsborne even greater protection
against the Horrors. All these things they said, and so the headman and the people let them in.
Ten years passed, and in those years the Horrors attacked Kaer Landsborne again and again and again. But the
kaer's w.ll1s stood strong, and the village folk said that Lyllaria's Mirror had saved them. And the elves whispered
in the people's cars that gazing into the magical mirror would make them powerful. And so the people went to gaze
into it, one by one. And as each of them looked into the smooth glass, the Horror hidden within it trapped their
minds and enslaved them to its will. And thus by an act of kiJdness to strangers, by heeding the artful plea of the
wily elves, the village headman had brought Kaer Landsborne's doom upon it.
The Horror, called Mindrender by those who at first escapl.."CI it, projected its evil powers through the mirror.
The villagers' minds turned to violence, and their magicians ceased to keep up the kaer's defenses, pursuing
their own petty quarrels instead. For twenty years Kaer Landsborne ate away at itself, until the protective wards
collapsed. But by that time there was nothing left for the Horrors outside to claim. Mindrender had destroyed
everyone in the kaer, save a few slaves it kept alive for its awful amusement. When the Scourge ended, some of
those slaves escaped Mindrender's weakening grasp and fled into the wilderness_ My grandsire was one, and it is
for his sake that I tell this dark tale.
No one knows for certain what became of Lyllaria's Mirror ... whether it still lies in the empty rooms of Kaer
Landsborne, or whether some benighted soul took it from that resting place. For the sake of our world, I pray that it
remains within the lost kaer, where the Horror withiJl it can trap no more unwary souls.
37
,
,
);,,-=~~.5.1iiJ11<
~
," II
'I,ll,.
(Ii/I" .
".
"" . .
38
TMr DI\NCr 9r K9RRrNCII\
+ + +
who know nothing of the power of dance, let mt' tell you of the Dance of Ko~ncia. The dancer pure
Y OU
in heart who performs these graceful fnovements will experience the true magic of dance and know
power beyond the dreams of ordinary folk.
The first steps you must lake are those of Korrenda, the brave elven lroubadour, when she first
fell into the hands of the Therans. The steps of slavery that she trod. you must tread to feel her pain, anguish and
humiliation. Three limes you must perform this slep, for the three years she lived in the foul Theran slave pits.
Ouring those nights, those long nights chained, Korrencia plotted and schemed. ever once did she allow her
captors to chain her mind as they had chained her body. Never once must you allow yOUf steps to falter as you
stamp oul the elven Rhythm of the Slars.
After time upon time had passed, Korrenda hit upon a way to free the slaves of the palace. So too must you hit
your mark at the beginning of the step called abdlia.
Allowing the rage hidden in her mind to teach her body what it must know to succeed, Korrenda bent her
graceful neck to her Theran masters and pretended obedience. Drinking in Korrencia's worship ilnd fear as
Korrenda wished to drink of their blood, the Therans swayed to the music of her hatred. Let Korrencia's hate
sweep upward like Oames as your feet reach higher and faster and now with the Music of the Fire as you dance
with Korrencia the greedy round of the Therans. Then, as Korrenda did in the darkness of her cell, let your muscles
nicker through the steps of a Dance of Power.
For months, Korrencia practiced her dance, perfecting every movement. The slightest mistake would render it
more useless and base than any Ther.ln amusement. So must you dance the Dance of lime as the long months pass by.
When she had perfected her dance, Korrencia prepared her fellow slaves for escape. An ocean of whispers filled
the nights in the underbelly of the Theran palace; now you must dance the Whispers.
Bowing before the bloated Lord and Master of the Therans, cunning Korrencia told him of a dance she had
created in his honor. Curling against him and arching as the Great Dancer Ephelia taught us so well in bygone days,
Korrencia convinced the prideful Theran of the innocent merit of her intent. Be certain to play both parts, for only
by both sets of steps is the Posturing of Thera exposed.
A message went out to all the Therans of the palace and surroWlding town, to attend on the lord that very
night. The calls of the bugle, the busy prcpariltion for the evening's feast, the scents of sweat, wine and perfumes
filled the air and swirled together in the closeness of the palace. As each Theran took his place, the tension mount-
ed. Three times the Pacing pattern must touch the earth and move the air, until the water of sweat mingles with the
fire of your body. Then you are ready, as Korrcncia was, to face her Thenm master in a combat of her own choosing.
To the accompaniment of the subdued clapping of the slaves, Korrencia began her dance. No words could
describe her honeyed movements, the tilt of her head, the twirl of her skirts. Her leaps were breathtaking. her spins
superb. Nothing can compare to it nor should you make the 3uempt. Instead, make the ancienl Movements of
Honor and Battle.
As Korre.ncia danced, her Theran captors grew slackja.....ed. Glasses crashed 10 the floor in lime to the beat of
the music, and nol a single Theran eye could tum from Korrcncia's commanding form. Ma;esty .....as hers that night;
make it yours as well.
On and on Korrencia danced, as the slaves freed themselves and fled the p.llace that had been the tomb of 50
mOlny before them. Even when the echoes of the final slave's footsteps (the final slave but one) faded into the night,
still Korrencia danced. On i11to the night Korrencia danced, every foot and finger ever in place, for one mist<lke
could cost the lives of all. Hours upon hours after her fellows had Oed, the brave and beautiful Korrenci<l slipped to
the cold marble floor in the Spiral of the Dying Rose, dead before the first of tl1e enraged Ther,ll1s could reach her.
She, too, had escaped her captors' grasp.
And the slaves were free. As are we.
39
TMt flRt r99L
+ + +
In the fertile river valley lived a brother and a sister, Bow and arrow and a blade.
A brave and noble family Though the expedition taxed them, they met
Wrought through honor and through strife. every danger brilvely,
"Let us journey:' said the sister, "to the high and Ceasing not their splendid journey
crystal mountains, Until by the cave they laid.
To the mountains that can teach us
To be strong and win at life." Then the sister, gazing toward the black and
"I will go with you, dear sister," said the brave and yawning cavern mouth,
noble brother. Hellrd il voice speak deep within her,
"We can journey to the caverns, Urging calm ilnd contemplation.
We can bring great honor home." "Let us stop to fast, my brother. Let us fast
"Dcg our father to consent," pleaded his wise and ilnd meditate."
cunning sister, So with purpose pure as water,
"I'll tell mother not to worry, She begill1 her meditation.
Not to cry when we leave them." Brother tried to follow sister on the path of
pure intention,
So the two began their journey, through the wild But his pride arose and spoke
and untamed mountains, Louder than his inmost soul.
To the mythic endless cavern Swelled with pride, his heart said to him,
From which beasts and creatures came. "1 am bravest, I am purest,
There they went to face the challenge of the deep I can find my way alone;
and blinding darkness, I need no aid to reach our goaL"
To transform their simple family,
To bring home an honored Name. With her meditations ended, noble sister
They brought with them only water and a sacred ventured fonvard,
text to pray on, Following her favorite brother
Loaves of bread to nourish them, Who had jumped into the lead.
40
Legends of Earthdawll • The Fire Pool
"Follow closely, little sister, stay behind me," Yet he watched and did not aid her,
said the brother, Only watched her drown below.
Said the bold and prideful brother, Soon he could no longer see her body through
Striding forward with great speed. the crimson flashes;
So the IwO explored the passage. keeping dose, Soon the heat look all his breath.
though never trembling. His eyes saw only fire's glow.
Brother walked with blade unsheathed, The ground beneath him shook like thunder;
And sister Rocked her arrow straight. flame shot to the cavern's roof.
Through the darkened cave they ventured, Deep within the fearsome rumbling.
toward a distant, glowing circle, Brother heard his sisler's voice.
Never caring what might lie there, "Wicked brother, coward brother!"
Sworn to make their family great. boomed the voice out of the pit,
"Would you leave me here forever?
Drawing near the tunnel's ending, what they Will yOll make that awful choice?"
S<lW gave them a fright;
At the end of their dark journey Then the brother, w,--'Cping, fell onto his
Lay a boiling pool of fire. knees and begged for grace.
Now the brother halted, gaping silent at the "Pity me!" he cried before her,
flaming shoreline, "I was weak and cowardly!"
Awestruck at the conflagration, To join his sister's fiery doom was all thai
Fearing death within the pyre. his shamed soul desired,
"Brother!" called his braver sister, eyes alight But his body would not obey him;
with names of courage, So he stayed there on his knees.
"Let us take our weapons closer Suddenly a graceful hand reached toward
And immerse them if we can." him from the ftre's heart;
Clcar-eyed, brave and clever sister realized A hand no longer of this world,
this haunting fire Reaching through the skin of flame.
Could not be Name-givers' magic, His siSler touched his forehead lightly, searing
Nor the work of Nature's hand. • flesh; he bore the pain
With courage; flinching not, repentant,
"I agree," the brother said, but soft lest sister As she S<lid, "This is your fame."
hear his fears.
His sister stepped toward the fire, Brother fled from his dead sister through
Eager for a hero's deed. the dark and winding passage,
Down the cavern wall she climbed, bruised Through the cave to sunlit surface
by stones and singed by heat; With the scar of her touch on him.
"Forward," said her brave heart, "arms of flame "Come b..lck for me! Help me!" cried the
Are yours, should you succeed." soul that once li\·ed as his sister.
Suddenly the rock beneath her feet betrayed In his head, her dying screams
her; down she feU, Echoed until his spirit left him.
Sliding, crashing down the cavern Through the centuries of the Scourge,
Toward the hotly burning fires! we have kept this tale alive.
"Brother, help me!"" sister cried, reaching Still lies the sister in the pool,
toward where he stood staring. Alive in flames she cal1J1ot die.
But he puJled away in fear, Though the brother died a madman,
Sprang for safety higher, higher. for her S<lke he told her story.
Somewhere in the oldest mountains,
From the blaze the sister screamed, A fire pool holds her S<ld cries.
shaming brother to his bones;
41
L1SAR'S W9NDR9US PACK 9r TALrS
+ + +
W
hen the world was young ill1d clean, when we could travel the land without fear of Horrors, the
folk of Barsaive told wonderful stories. Troubadours were mort' common in those days, and m<lny
had great skill. But none were as skilled as the two trolls Lisar and Hilkeba. These two went from
town to town, village to village, spinning tales to catch the heart and mind as well as the ear and
eye. And every story they invented or heard, they wrote down and placed in Usar's wondrous Pack of Tales.
Life had not always been so easy for them, however. Before LiSM and Hakeba came to tell tales together, not
many folk would listen to either of them alone. And even though USM had the Pack of 1'('11('5, by herself she could
not draw stories from it that would keep the people's attention. Only the stories she told with Hakeba made the
people laugh and cry and clamor for more.
After many years, Hakeba (who was the elder) died. Usar missed him greatly, and her stories became mere
shadows of themselves. Finally, after mourning Hakeba for the proper time, Usar set off in search of someone new
to telltales with. She wandered high and low, near and far, telling tllles for coin (though not doing very well). But
nowhere could she find the partner she sought. Nowhere could she find the one who could lend true inspimtion to
her Pack of Tales.
42
Legends of Enrtl1dnwn • Lisar's Wondrous Pack of Tnles
One day, Usaf came to the lown of Kis-roath, just off the King's Road to Throal. She sa..... the folk all
gathering in the town square and asked a passing dwarf-c:hild where they were going. "To sec the troubadour,
of course," said the child. "He is a windling, and we have never S«'n him before. I hope he will telltales as funny
as the last troubadour did:' Lisar, curious to see the windling, followed the child 10 the square and settled down
for a go<Xl. lislen.
Well, it turned oullhe "great wind ling bard, Marek," as he called himself, had little skill at his craft. In fael, he
was worse than any IroUb.ldoUJ" Usar had ever heard. His eyes were flat; he did not see deeply and so could nol
discern what the people wanted 10 hear. His gestuTes were ill-timed, his voice thin, and once he even forgot the
thread of the tale he was weaving! All around Usaf, folk muttered and groused, heaping scorn Oil Marek for his
terrible lale-telljng. But Usm felt sorry for the poor, hapless wind ling, for she remembered whnt it felt like to lose
an eager crowd.
Poor Marek went on spinning his tale, trying to ignore the folk who left one by one. As he spoke the last few
words, he looked nround and saw that th£> few who rcmnilled were slouched back, comfortnbly sltocping. In Ihe
wind ling's fac£>, as he gazed around the square, Lisar saw anger and a heartbreaking lonellnt"Ss. But before Lisar
could speak a word of comfort to him, Marek sprang from the ground and flultered away. As he f1ilted past a fat
human who was snoring as loudly as three Ihundra beasts, Marek stopped, hovered, and then reached toward the
human's dangling purse.
Marek loosened Ihe fat purse with quick and nimble fingers, but il was so heavy thai it fell from his arms and
spilled a heap of jingling coins all over the ground. The sound woke the fal hum<ln, who grabbed Marek and shook
him, crying. "Thief! Windling thieff"
Just then Lisar said, '" saw it all. Your purse fell open, and the little fellow was gathering up your coin for you."
The human looked at Lis.lr, disbelief plain on his fat face-but at the sight of her strong anns and delennincd
expression, he decided he had no wish 10 quarrel. He let the wind ling go with a curt nod of thanks and took 10
his heels.
And from thai day on, Lis.lr stayed at M<lrek's side.
The two of them traveled to the nexl town, where a crowd galhered in the square to hear the "greal wind ling
bard" tell stories. Before the people came, Lisar took a story from the Pack of Tales for Marek-and the windling
lold it so wellihat the whole lown clapped and cheered. His thin voice gained new strength, his gesturt.'S came at
juSI the right time, and he made the people laugh until tears dn down their faces. And from Ihal dny onward,
Marek was a proud and happy wind ling. But he never Ihanked Lis.1f, who had given him such success with her
wondrous Pack of Tales.
Lisaf helped Marek in other ways as well. She knew all the best inns 10 cal and sleep at, <llld all the importnnt
folk of every town to whom Marek should speak in order to build his fnrnc far and wide. And he did build his fame
far and wid~, but nev£>r did he lell anyone thai he owed his fame to Lisar and her wondrous Pack of Tales. Now
some of you may wonder why LiSCIr did not slay this proud and petty windling for his dishonorable ingratitude-
or at le,lst why she did not leave him and find someone else wilh whom to share her Pack of Tales. BUI Lisar was a
true lroub.ldollf, and for her nothing satisfied honor as much as seeing a good l<lle well told. She knew that it was
her storics Ihal m<lde M'lrek greal-she did not need the adulation of the world to tell her so.
After many years, when M<lrck reached one hundred and fifty-seven years, the noble Lism died. Suddenly, the
"great Marek" stopped trilveling and SlOpped telling stories. For a lime people came to him and begged for slories,
but he turned everyone away. Some said Marek's age had made him weak in the head so thai he couldn't remember
his stories any more, but the truth was that without Lisar, the wind ling could nol use the Pack of Tnlcs. Lisar left it
10 him as a gift, but he was 100 soft-headed to learn its secrets. The "greal bard Marek" died in his hundred and
sixly-first year, and his own story is now bound into the pack. And no one knows what has become of Lisar's
wondrous Pack of Tales.
43
44
TMr NAMrLrSS LAD
+ + +
B
arsaive is an empty land sliit echoin,g wilh Ihe faint cries of the Horrors' countless victims. Even the
plants and animals that havc begun 10 reclaim their places seem to feel still the injuries done to their
kind during the Horrors' long, unchallenged reign. Throughout this lonely wilderness wanders one
among us who is lonelier still-the one Name-givers call the Nameless Lad.
E.1ch of us, both great and small, is a Name-giver. We pride ourselves on our Names. With them, we carve out
our unique Jives ill this vast universe to which we illl bt-long. Without our Nam~s, what would we be? How would
we know who we truly are? None of us knows---except the Nameless L,d.
During the last years of thc Scourge, a human boy was born to a kacr in the south of Bars.1ive. Strong and
healthy and wailing he was born, like many other babes-but he was also different. His mother and father Named
him, as all parents name their young. Yet the first name they chose was soon forgotten by the folk of the kaer, and
so the boy's parents chose another. This second Name somehow sounded wrong, and so they chose a third. But no
one in the kaer, not even the boy's father and mother, could say the third Name right. 0 matter what Name the
parents chose for their son, something always went wrong with it. It seemed as if Names did not wish to be tied to
the boy, as if no Name wanted him. The boy's parents wept and called on the Passions to aid them, but still they
could find no Name right for th('ir son. Soon, the folk of the kaer began to mutter that the lad must ha\'e been born
Horror-marked, for all Names to refuse him.
As they boy grew older, the other children shunned him as if he carried an invisible plague. Mothers and
fathers snatched their sons and daughters from his path; questors of Carlen refused to heal his ills. one except his
mother would give him food; she sometimes saved him scraps meant for the pigs. And all this time, the Nameless
Lad uttered no word of complaint or anger. He accepted every slight as his due and spent his time exploring the
tunnels and caverns out of sight of other people.
As the time of the boy's adult Name-taking neared, the folk of the kaer murmured again that the lad must be
Horror-tainted. On the eve of the Naming ritual. the lad's mother and father came to him dressed in the white of
mourning and told him that the kaer's people planned to sacrifice him at dawn in hopes of appeasing the Horrors
thai drew ever nearer to their frail sanctuary. This news sadden<.><! the boy but did not surprise him. Gathering
together his few possessions, the Nameless Lad slipped away and hid in the kaer's depths.
A year and a day passed, and still the boy remained hidden. The folk of the kaer sC<lrched for him, growing
ever more certain that they must destroy the Nameless Lad to g.1ve their kaer from the Horrors. Finally, the kaer's
leaders discovered an old rockf,'ll in the farthest reaches of the kacr's tunnds. Suddenly convinced that the boy
was hiding behind the boulders, Ihe leaders ordered laborers 10 remove them.
As the last of the boulders fell away, Ihe leaders gave a cry of triumph that suddenly turned to cries of terror
and anguish as the oozing, rot-ridden shape of a Horror emerged from the newly uncovered hole in the kaer \\,.111.
Soon all that remained of the k.1er's people were scraps of flesh, mindless bodies, and the echoes of their dying
screams. None su(\'ived the Horrors' onslaughts, except the Nameless Lad,
Again and again, invading Horrors left the boy untouched, as if he did not exist. When the lad realized that the
Horrors would not destroy him, he steeled his heart and walked out among them, watching and remembering the
dreadful fale of his people at the hands of the Horrors and their own irrational fears_
It is said the Nameless l.ld spent years within the dead kaer before leaving it to wander Bars.1jve, his only
companions the tomes he filled wilh his thoughts and obse(\'ations. It is said that when he first came out of the
cold ground, he was the only arne-giver wandering the surface of B..1rsaive-he was the only witness 10 sights
so terrible that the greatest hero might shrink from them in fear. And still he wanders across B..1rsaive, seeing and
remembering all that happens und('r the wide sky. But in all his wanderings, the Nameless L.ld has never seen or
known anything so terrible as the eagerness of his own JX'Dple to kill him simply to ease their fear of what they did
not understand.
45
TMr L9ST DRrAM 9r WYRM W99D
+ + +
Strong you grew in ancient days
When green and living heart you bore.
Soft, YOLU flowers kissed our feet;
Alas, thai Wyrm Wood lives no more!
Your gentle breeze a lover's kiss,
Your stilTS like bright eyes gazing down.
These you gave and more than this,
Alas, for Wyrm Wood's fallen crown!
Each green leaf a lover's touch,
Each bird's song it lullaby;
Beauty's home and heart weT(' yours,
Alas for Wyrm Wood, doomed to die!
Still do yOUT beloved seck you,
Though your beauty's turned to gall.
Still you drilw us ever toward you,
Seeking comfort, risking all.
Though your love is bitter ashes,
Though the sharp thorns lear your heart,
While you blel..-'Cl Ted tears of anguish
We will come, and ne'er depart.
In the Wood we'll meet with Death,
And speak your Name with OUT last breath.
.
I
sing sad songs in honor of my friend Uthar, who left us scarcely a year ago. He was a maker of jewels and a
singer of songs so beautiful that the saddl'St heart grew lighter at the sound of his voice. His eyes were as
bright as the gems he cut, and he moved with the grace of a slender young tree in the wind. [ knew him well
and loved him as a brother.
He first began to change in the RainiJlg TIme before last. Where once he had sung SOllgS about Nature's beauty
and the wonder of life, he began to sing mournful ballads. Songs of Jostlove, of hope betrayed, of joy turned to
ashes, all these he sang. He worked more slowly and often put down his jeweler'S tools to stand by the window
and gaze oul al the gTily rain. Everyone said it was the rain that oppressed him~that when the Dry Time came Clnd
the sun shone again, Uthar would sing glad songs once more. But on the first clear night of the Dry Time, J saw
Uthar standing in the doorway of his house, gazing up at the stars with the longing look of a rejected lover. When I
went to share the joy of the sight with him, I saw tears rolling down his cheeks. [ spoke his Name, but he did not
answer me-he simply stood there, gazing at the stars and crying without a sound.
Four days after that, Uthar stopped working in the middle of the day and started to walk out of the village.
I went after him and asked where he was going, unweaponed and with no clothing or provisions packed.
"To Wyrm Wood," he told me, his eyes clouded with dreams-Uthar, whose eyes had always shor\e so clear.
I put a gentle hand upon his Clrm and told him he must not go--llot yet. "Your father will return from the
market town tomorrow. Stay until then, Uthar, so that you may bid him good-bye." Garlen be praised, he listened
to me, though his footsteps dragged all the way home. At the village gate, he stopped and looked toward the far
horizon. The purple haze of heather on the far-off hills seemed to call to him, as if it was playing some music that he
couldn't quite hear. His eyes seemed to pierce the distance, and every line of his body was lense with longing.
46
Legends of Earthdawn • The Lost Dream of Wyrm Wood
After his father's return, Uthar tried again to leave. His parents anq brothers followed him, arguing and
pleading with him to stay, but he shook them off angrily---even his mother, 10 whom he had never spoken a single
angry word. As he began to stride oul of the village gate, his brother Anlhyr struck him, ,md he fell senseless to the
ground. They picked him up gently alld cilrried him inside. And all ilTOund me, I heard the voices of the village folk
whispering with dread, "Wood longing ... wood longing."
He triN 10 leave the village milny more times, growing more frenzied with every failed effort He ceased to
sing at all; indeed, music angered him because the sound of it drowned out the bird song hom Wynn Wood. His
family had to tie him to his pallet to keep him frOnl wandering off at night. Soon he ceilscd to eilt and grew so weilk
that he could scarcely stilnd, Yet still he kept trying to get up, to leave the villilgc and go to Wyrm Wood. Everyone
told him Wyrm Wood WilS no more, that the Scourge and the ElI Queen hild cormpted ft beyond recognition. But
Uthilr would nol listen, He lay on his pallet, dilzed and weak, plucking feebly ill the coverlet ilnd muttering of the
beauties of Wyrm Wood. Once, after a night of evil dreams, he S<'lt upright and shouted, "[ am coming! I swenr it!
Wilil for me--don't abandon me!" Nothing eased his pain and anguish, and we fearL"", that he would die. And so,
when the Raining lime drew near again, 1said that [ would accompany him to Wyrm Wood,
For the first time in many months, Vthar got up from his sickbed and ate and seemed to see the world around
him. We knew the wood longing still had him in its grip, because Wyrm Wood WilS ill! he talked of. I reminded him
of Blood Wood's perils, but he seemed not to hear me.
As we made ready for our journey, a faint glimmer of Uthar's old happiness came back to him. As he helped
me pilck our saddlebags (with gentle patience, as if humoring a child), he talked of how beautiful the Wood was,
ilnd how glad he was to sharl' it with me. His words made me turn away, k'St he see the lears I could no longer
hold bilck.
At dawn, in a chill rilin, we left the village. By the time we had traveled a scant few miles, I was shivering with
cold inside my woolen cloak. But Vthar rode singing, as if the sun shone as bright <IS fire. The downpour did not
vex him, he hardly seemt.'<i to notice it. All through our journey, it rained, and Vthar's body shivered in the damp
just as mine did; but his body's discomfort could not pierce the dream of Wyrm Wood that veiled his mind. With
every step he grew stronger, and more of his old joy shone in his face. Even the perils of the mad, which you all
know only too well, could not turn his thoughts from the happiness of returning to Wyrm Wood.
At long last, we rod~ to the top of <I grassy ridge <llld S<lW our destination. Below us, like a dazzling pool of
•
dark green wilter, lay Blood Wood. Even [ gasped at the beauty 01 it, and for a wild moment wondered if Vthilr IMd
been right after all, Had Wyrm Wood somehow returned? llut then 1 fell the coldness of it, as if the voice of Deilth
had whispered a warning in my ear. Begone, s<lid the wind nlstling through the trees. I know you not. Leave me to /
my pain ... leave me ...
Beside me, Vthar gave <I glad shout and spurred his horse to a gallop. As if parillyzed, I watched him reilch
the shadows of the trees before I thought to set my OWll mount to running. Terrible foreboding rose in my throat,
choking me so that [ could not even scream. But even if 1could have, il would have been too late, for a huge gray
wolf galloped out of the forest and hurled itself at Uthar, knocking him from his horse. He hild laughed with sheer
joy as he w<Jlched it come, but his laughter turned to screilms as the creilture bit ilnd tore at his flesh. Over Uthar's
screams, I heard the howling of the resl of its pack.
Even as I slid off my horse and drew my long knife, the thorn-pierced wolf sank its teeth into Vthar's throat.
His body went rigid, then limp. The distilnt howls grew louder, filling the awful silence. I mounted my horse and
g<llIoped away, terrified thilt J might heilr the SOUllds of pursuit. Thank the Passions my horse found its way back
up the slope, for my tCilTS for Uthilr blinded me and to this day I do not remember how I reached the top of the ridge.
Like many iln elf beforl' him, Uthar hild returned to Wyrm Wood-but Blood Wood killed him. As, in a way, it
hilS killed us all.
47
Affix
Poslage
Here
FASA Corporation
1100 W. Cermak B 305
Chicaqo. IL 60608
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M9W L9R'JI\K B9NtTUSK
F9UND MIS fl\SSI9N
+ + + •
S
ome years ago, not long after the end of the Scourge. a Bonetusk drakkar met the Therans in baHle over
the Twilight Peaks. The crew of the drakkar fought well and bravely-remembered be their Names!-bul
could not win against five Ther,1n ships. The drilkkar went down in flames and crashed against the frozen
side of a mountain. Only the lowLiest shipmate, Lor'jak BoIlClusk, survived-and even he was badly
wounded. Alone, injured, freezing and without food, Lor'jak had nOl10ng to live unless he could find shelter. So
Lor'jak crawled along the steep mountainside, ignOring pain ilnd his growing fear thai he was lost in the Peaks.
He could have been a mere drakkM-length from a troll village and nOI have known it, so dark was the frozen night.
Crowing weaker and weaker with every passing moment, Lor'~lk pushed on, driven by his will to survive and his
thirst for vengeance.
Just as his strength began to fail, Lor'j.ak saw a golden light shining from the mountainside ahead. He made his
way toward it and discovered a cave, its entrance covered by hanging moss through which the warm light spilled.
With the last of his strength, Lor'j.ak dragged his battered body inside the cave. lnstead of bare rock, he found a
fantastical garden of plants growing in the golden light. A gentle spring bubbled and sang nearby, and small birds
hopped from branch to branch among the flowering bushes. Scattered on the ground amid the soft grass were
gleaming gold coins and glowing gems. Wondering if he had gone to the realm of departed spirits, Lor'jak col-
lapsed on the grass. Just before he fell asleep, he saw a troll woman, tall and beautiful, who knelt beside him and
placed his aching head upon her lap. All night, Lor'jak dreamed of the woman tending him and healing his
wounds, giving him the loving comfort of a mother.
When he awoke the next moming. the cave was gone. InStead of soft grass ocneath him, Lor'~lk felt hard rock
and saw that he was nestled in a rocky crag that had shielded him from the wind. His injuries had disappeared, and
his stomach felt as full as if he had eaten a hearty breakfast. HealC!d and refreshed, Lor'j..lk made his way b.lck to his
moot. Upon his safe arrival home, he gav(' honor to the Passion Carlen, whom he knew hlld saved his life that
night-even though he had never served her.
Lor'jak told his tale to his wife ilnd children and to all others who would listen. Many of the Illootfolk searched
the Twilight Peaks for the cave Lor'jak spoke of. but none could find it. The wondrous cave remained hidden, even
from adepts whose Disciplines should have assured their success in finding it. The cave belongs to Carlen, and she
will only reveal it to those in dire need of its healing.
And Lor'jak? He lived to a great age because Carlen blessed him. One day, he gathered his few possessions
and set off alone into the Peaks in search of the healing Passion. His great-grandsons, fearing that their beloved
grandsire would die on the mountain, followed him up the narrow, winding trails. But all traces of Lor'j.ak's passing
vanished long before his kin approached the highest slopes.
Some say Lor'jak died that day and was eaten by wild beasts, but .....e Bonetusks know better. Lor'jak retumed
to Carlen's magical cave, where he lives In peace and contentment with the Passion who saved his life.
49
50
TNt L9Vt 9r T9NLAA AND tNARD
+ + +
L
ong ago, there lived a great warrior Named Tonlaa. He fought in many great wars that destroyed many
kingdoms and saw many other realms'rise from the blood he helped spill on the battlefield. He fought
and killed creatures so terrible that we can no longer imagine them-the venomous kriskrata, the
ravening dargomand, the hissing vandrake. His Name became feared throughout the land, and all
knew him as a man of terrible temper who grabbed what he wanted and made no apologies to those weaker than he.
Tonlaa had known many women in his day, bUI none had won his heart. Then one day, as the greal warrior
traveled to the city of Uajllul to fight a duel against the city's twin sorceror-kings, he happened to pil55 a greal
estate on the outskirts of a town called Barhurst. Through the gales of the plantation, he saw S('veral young women
playing a game of vrastee on the lawn. The youngest of these women looked at Tonlaa as he paSS(.>d, and in that
instant he was wracked by love. Setting aside his planned vengeance against the sorceror-kings, Tonla..1 scnt a letter
of introduction to the owner of the estate--a wealthy noblem.ln, Brandor by Name. Brandor, fearing Tonlaa's
reputation, admitted him immediately to his estate and fawned over him as a lap dog fawns on its master.
Whatever Tonlaa wanted, Brandor would give him, even if Tonlaa happened to desire one of Brandor's lovely
daughters. Indeed, Brandor was ready to give Tonlaa all of them, if such a gift meant that he need not fear the
great warrior's anger.
But the young woman Tonlaa loved, whose Name was Enard, was not so easily persuaded. Though she loved
him the moment she looked on him and knew she would gladly live by his side forever, she saw no reason to give
up her only chance to be extravagantly courted. Indeed, many young men other than Tonlaa were seeking Enard's
hand, and she wished to see how well the handsome warrior would do against all the others. If Tonlaa wished to
win her, he would have to woo her. Now Enard was a witty young girl and wanted to be wooed by a man of subtle
words. But Tonlaa was a man of actions and expected to sweep Enard away. Enard refused to be swept, and Tonlaa
grew imp<1tient and angry. •
Raising a company of ferociously loyal mercenaries and b.ln.dils, Tonlaa laid seige to Barhurst and slew many of
its defenders. But Enard did not give in. Instead, she sent messages to her many other princely suitors, asking them
to send their own armies against Tonlaa. Like the great warrior he was, Tonl..1a beat back the first of these armies,
but the struggle to defeat this foe cost Tonl1la half his men. So TOlllaa demanded-and re<:eived-new soldiers from
the many barons and princelings who owed him favors for destroying threats to their realms. He led this larger
army against all who came against him, and after much death and suffering on both sides, the armies of Enard's
suitors fell back. But once again, Enard did not give in. She had grown to like the smell of blood, and so she trained
her own people as mighty fighters and led them herself onto the field of battle.
Meanwhile, the barons and princelings that Tonlaa had once aided saw their finest fighters dying like dogs
and grew reluctant to give him more. No longer able to demand what he wanted from them, Tonlaa learned to
persuade. The great warrior became willy and wise, leaming to wield the weapons of blackmail, intrigue, and a
quick tongue in the same way thai Enard had leamed the catapult and the arbalest. As Tonla..1 fought 10 retain his
anny, troops of romantic men from all around the world nocked to Enard's side, ready to die to defend her honor.
The siege of Barhurst continued for twelve years, three months, and four days until the laSI few bedraggled
fighters on each side slew one another, leaving Toolaa and Enard alone on the field of battle. Their fighting done,
the two lovers fell into one another's anns and lived in bliss forever. Indeed, it is said thcir passions ran so strong
that Tonlan and Enard never died, but live and love even to this day.
51
JUSTICr 9F tl9RR9RS
+ + +
I
t was a busy day at the bazaar. Hawkers' cries filled the air, along with a thousand heady smells, from rare
perfumes to grilled meats. Behind one of a dozen snack stalls stood a pair of ragged fellows-a grimy dwarf
with a wandering eye and a young human with a peg leg. The human reached forward to flip the greasy-
looking fish cakes on their sizzling grill.
"What d'you mean, Berelica, there's worse things to be than lousy fish cake sellers?" the human complained.
"I can't think of nothin'-"
"Y'isn't thinkin' hard enough then, Gwando," said the dwarf, settling back onto a stool. "There's justic£rs,
isn't there?"
"Justicers? I'd give anything to be-you know how rich they is, Berelica?"
"Sure, they's rich." Berellca leaned forward to whisper in Gwando's ear. "But they's evil. Most of them is
monsters in disguise. Horrors."
"You's pullin' my leg again, Berelica."
"You's got no leg to pull. I tells you truth. 'Tall goes back to long-ago times, Gwando. See, there was this elf
queen, her name was-"
"Elf queen? They's all real fine, isn't they?"
52
Legends of Earthdawn • JlIstice of Horrors
''Shuddup and listen to this story. Gwando. Maybe you learn something. This elf queen, Minelius, she was
smarter and stronger than anybody. She united all the races together-us dwarfs, you humans, orks-even all
them squabbling trolls she united together. So all Barsaive was alliogether, one big kingdom, everybody happy,
everybody gal food to eat, right? So everybody happy for years, till finally even Minelius has 10 die. So she be lying
on her deathbed, wondering which of her childfl'n to give B.lrsaive to.
'1"rouble is, all of 'em's good choices. Her oldest son, RoductiI, he's a mighty archer-he protect Barsaive from
its enemies. Her oldest daughter, Fectivia, very smart-she know all the best ways 10 win wars. The middle son,
Truilemel, everybody love him and want to {allof\' him. The youngest daughter, FalschidiI, she got real good
magics. And the youngest son, I forget his name, he know all the secrets of the olden times that happened even
b..lck before the olden times.
"So she lies there dying and worrying, and along comes this elf, tall and fine with this real smart look in her
eyes. And the elf says, 'Never fear, Queen Minelius. I know the answer, because [ am a justicer: Minelius says,
'Justicer? What's that?' Because this was the olden times, before justicers even were invented. This woman-Laroid,
that's her name-was the first one. She says, 'I will devise a just solution for your problem.' So L.lroid tells Minelius
to chop Barsaive up into five pieces, give one part to each child so each gets 10 be king or quccn of their piece of
the land.
"Now, this don't sound too bad because B.Jrsaive pretty big place, right? So Mi.nelius agrees and she dies and
the children gel a piece of the land and they all get along fine-well, Ihere's a few little wars between Roductil and
Fectivia, few people killed, but nothin' too big-mostly there's happiness all around still.
"But then the new kings and queens gel old and die, and Ihey have same problem. They all gOI buncllt'S of
heirs to decide from, and even though some of them kids nol so smart this time, Ihey all wants to lake over their
parents' kingdoms. And one by one, as Ihe kings and queens die off, Laroid shows up at each one's deathbed,
saying.' ever fear; I have the answer, because I am a justicer: And she tells each queen and king to divide their
kingdoms up between their children, so pretty soon Barsaive goes from one kingdom to five kingdoms to twenty-
three kingdoms.
"So this keeps on going for many years. Each time a ruler dies, all the children divide up the land, so there's
more and more kingdoms getting smaller and smaller. One king. great-great grandson of Fectivia, he think Laroid's
idea stinks. He has a contest between his children over who gets to keep his kingdom, and makes them all promise
never to split their kingdom up into bits like all the others are doing. So finally, after many, many years, there's Ihis
one big kingdom teft-well, big compared to the other ones now-this kingdom of Lesser Fectivia. And all the other
kingdoms in Barsaive got just one person in 'em, everybody a king and nobody a subject. So everything gets all
confused, and since everybody'S a ruler, even the smallest argument turns into wars. So there's smiting and killing
all over, and nobody has an army or llothin' except for the queen of LL-'Sser Fectivia.
"Then the justicer, !.aroid, shows up to the queen of Lesser Fectivia, and queen says, 'You can', make me
change to your ways. You see the ruin you brought to Barsaive, which was once united all together and full of peace
and happiness?'
"And Laroid says, 'Of course J see the ruin I brought, for that was my plan. I'm not an elf, I'm a Horror. My kin
from beyond this world sent me ahead to sow discord and disaster among you before they come to lay waste to
your world. That's why I invented justicers. And now you die.'
HAnd so Laroid shucked off her skin, and she looked like a giant crayflsh y,'ith a thousand slurping mouths,
and she cut the Queen of Lesser Fectivia to bits and devoured her right there on the spot, while her courtiers all
looked on with their jaws hanging all out. And the Horrors came and killed everyone easy, with no armies to put up
a fight and no unity to inspire courage.
"And that's why you should never trust justicers, Gwando. The first one of 'em was a Horror, and we all know
there's still Horrors about, so any justicer you meet might be a monster in disguise:'
The human frowned, scratched his head and pulled at his lower lip as if these gestures would 5(.'1 his slow brain
to working. After a long few minutes, he turned to his dwarf companion. "I just got one question, Berelica. If the
Horrors ate everybody in Lesser Fectivia, who was left for that story to be remembered?"
"Shuddup, Gwando. You don't understand nothing about legends."
53
54
+ + +
aze up at the night sky, my gracio~s friends, and marvel at the constellations hanging there. The
G Hunter, the Mountain, the Greal Oak,. the Air Dancer, the Butterfly, the Horse, the Ship, the Sleeping
Warrior, and the Winged Snake. All familiar, yet all wondrous, these gems of the sky each point the
way toward the Heart of Heroes.
The Heart of Heroes holds within it the ine True Names, each Name the essence of a noble Name-giver race.
Without our Names, we would be as the animals, ephemeral as soap bubbles, unable to make a mark upon our
world! Only by the Shaping of our own pauems, our own destinies, can we forge the destiny of OUT people and our
world. And among allihe true Names of our Universe, the Nine True ames of the Heart of Heroes are shining
beacons to light the dim path of destiny, shimmering swords to cut 10 the heart of the Universe's secrets, miraculous
healing balms to right the greatest wrongs.
[n times long p<,st, eons before the terrors of the Scourge, nine heroes placed the secrets of their Names within a
magical treasure greater and more powerful than any the world has seen before or since. This magical treasure is
the Heart of Heroes, forged of purest orkhalcum and imbued with the essences of the nine adventurcrs who created
it. These heroes embodied the truest, best qualities of each of the Name-giver rares. Indeed, it is said that the
exploits of these nine adventurers shaped the natures of each Name-giver race for aU time to come. TIle Nine True
Names are the first Names of us all, and therein lies their tremendous power.
The Heart of Heroes is beautiful beyond anything else in existence. The smile of an innocent child, the strains
of the sweetest love song, the brilliant grace of the rising sun on the dearest day-allihese things are as withered
leaves beside the beauty of the Heart. The I-teart of Heroes fits within a troll's palm, and in it the adventurers carved
nine filigreed keyholes. Each one of the nine keys to the Heart holds the secret of one of the Nine True Names, and
can release that secret to the holder of that key.
When these great heroes created the Heart and its keys, each of them swore to hide their key in a place known
•
only to them. They left us clues to the hiding places in ancient poems and songs, so that we, their descendants, may
uncover and use the power of the Nine Names in our hour of need. No one knows where the keys are now, nor
where the Heart li€.'S hidden. But the Universe itself gave us the most valuable clue of all-the very stars above our
heads. Ninety-nine dilYs after the Heilrt of Heroes was forged. each of the nine adventurers vanished from Barsaive.
On that same night, s.'ges and wiZilrds SilW for the first time the nine constellations that 10 our eyes are so dear: the
Hunter, stars of the humans; the Mountain. stars of the dwarfs; the Ship, stars of the t'skrang; the Greal Oak, stars
of the elves; the Air Dancer, stars of the trolls; the Butterfly, st.u'S of the windlingsi the Horse, stars of the orks; the
Sleeping Warrior, stars of the obsidimen; and the Wmgoo Snake. that some call the stars of the dragons.
55
TMr M9RR9R 5T9RM
+ + +
T
he greilt city of TIsoara, in the ancient kingdom of Landis, was once renowned for its magic.
Elementalists, wizards, and magicians'of aU kinds came to Tisoara to learn and teach, and the city grew
and prospered. And when the Scourge drew nigh, and all the world cowered in terror of what was to
come, the folk of Tisoara said, "We are not afraid. The greatest magicians in all Barsaive live within our
walls. We will build a citadel so mighty that no Horror can breach it." And so they did. The Citadel of Tisoara was
a marvel to behold. Its stone towers reached high into the sky, and its walls stood a mile thick. A huge, shimmering
dome of elemental air enclosed it, and the pt'Ople within felt as safe and comforted as a child wrapped in its
mother's arms.
The first hundred years of the Scourge passed without incident for Tisoam. The few Horrors that tried to breach
the dome and the walls all failed and died. And the people of lisoara smiled, becaU5e these attempts proved they
had nothing to fear. Only one magician said othenvise-Varena, the most learned elementalist in the citadel. Varena
wamed the people to be ever vigilant and pot to forget that Horrors might come in many guises.
A year and a day passed by, and then one day the sky above the citadel began to darken. Storm clouds
gathered, black and threatening. Then the sky opened with a searing flash of light and a crack as if the very earth
had split in two and the rain came pouring down upon the dome of elemental air-a dark and foul rain that burned
the dome wherever it fell. Storm winds shrieked and howled and tore at the dome, and lightning bolts sizzled and
cracked against the citadel's defenses. And the people of Tisoara saw that this was no ordinary tempest, but a storm
of Horrors. And for the first time, many of them knew fear.
Only Varena was not afraid. She had raised the dome to protect the citadel, and she knew a way to use the
same magic to end the storm of Horrors. Taking a piece of purest crystal the size of a troll's fist, Varcna performed
a dangerous rite of blood magic and trapped the Horror stonn within the stone. When the last word was spoken
and the last gesture made, the clear crystal had turned the color of smoke, lit from within by occasional flashes
of lightning. '
The people of Tisoara rejoiced and praised Van~na as their savior, but Varena knew she had won only a
temporary victory. [n secret, she performed the same rite of blood magic once every year to keep the Horror storm
within the crystal. She grew weaker and weaker each time. When she grew too weak to keep the storm bound, she
passed the crystal to her apprentice, who likewise perfomled blood magic to bind the Horror storm. And so down
all the years of the Scourge, those who followed in Varena's footsteps guarded the crystal and kept the Horror storm
trapped within it.
[n the final century of the Scourge, the guardian of the crystal discovered a way to usc its magic to strengthen
the dome of elemental air. The mage used the power of the Horror storm itself to protect Tisoara from the other
Horrors that threatened it. And though the Horror stonn tried mightily to taint the minds and hearts of the
guardians who used its power, not one of them succumbed to the Horrors' touch. Not one of them ever turned
aside from the true path of the protector.
At long last, the Scourge ended, and the magicians of Tisoara opened the dome for the first time in four
hundred years. And the people wept for joy, because they need not fear the Horrors any more. No one was more
joyfuJ Ulan ligana, guardian of the crystal.
With the ending of the Scourge, lisoara no longer needed the power of the Horror storm to protect it-and so
Tigana sought a way to destroy the Horror storm forever. For mallY months she studied, always alone. Then one
day, Tigana and the crystal disappeared from TlSoara. Some say the Horror storm corrupted the last guardian.
Others say Tigana destroyed the crystal and herself. But no one has seen them since, and no one knows their fate.
57
58
TNt BRIGNTtST STAR IN TNt SKY
+ + +
L
ook up al the stars, wheeling and turning in their endless dance in the skies of Barsaive. Look at them
and marvel, in memory of the time nol So long ago when the peoples of the world could see nothing
overhead but the blackness of rock and soil. Most of aU, look into the sky and see the brightest star of all.
This star is Named Findas's Aighl, and the story of its birth is full of wonder.
Nonan Findas was an elementalist, among the greatest magicians of his time. He was a Theran, but a good and
decent man for all thai. It was Findas who studied the magics of elemental earth and gave the world the knowledge
of how to build kaers as protection against the Horrors. Yet Findas himself forswore this protection, fcaring that it
would not be enough.
Findas knew that a shield of elemental earth would keep the Horrors al ha.y, bUI he also saw that all the kacrs
and citadels built on or under the earth had one weakness: such shelters shared Ihe world wilh the Horrors. And
though the magic could repel them, it was possible thai over many years the Horrors could simply b..lttcr down the
kaer walls as a thief baiters down the locked door of a house. Findas's fears were well-founded, as every Name-
giver in Barsaive knows. So even as the peoples of the world rushed to build kaers and citadels. Findas turned to
his studies and sought a way to build a kaer high above the eartll, where the Horrors that roamed the land could
not louch it.
Before too long, Findas found a way to mak~the heavy stone and eartll of a kaer float high above the ground,
as if it was as light as a feather in the wind. He spoke to many Theran oobles. seeking funds with which to build
and found many ears willing to listen to his words. Together, Findas and the nobles built their stone kaer, racing
against the dwindling sands of time. For the Horrors were coming in greater and greater numbers, and the dawning
of the Scourge was drawing near.
At last, the kaer was finished. and those who had bulll it moved their families and possessions inside. And
Findas went to the Theran noble who had first agreed to aid h\m, and said, "After you have gone in, I will seal the
kaer shut. Then I will perform the magic that will send it into the.sky."
The noble thanked Findas and walked toward the kaer, then stopped as he realized that Findas W,1S not behind
him. He turned 10 look at the magician, saying, "Why are you still slanding there? Make haste, and come inside!"
"I am not coming with you," s.1id Findas, his voice serene and his eyes full of sadness. "To perform the magic
that will launch the kaer above the earth, [must stand upon the soil and draw its magic into my body. I cannot do it
from behind the kaer's walls."
The noble bowed before Findas, s.1ying, "All our generations will remember that we owe our lives to your
sacrifice. By all the Passions, this I swear." And he went into the kaer, his heart heavy with sorrow.
As soon as the noble had gone inside, Findas spoke the words of power to seal the kacr. Then he raised his
arms, and began 10 chant the Song of Power to raise the !caer above the earth. The song raised a great storm, and the
sky above turned dark. And Findas stood in Ihe midst of the tempest, working his magic, watching the kaer rise
higher and higher.
The song that Rndas sang has been lost to the mists of lime, and no one knows if any Horrors ever touched
the floating kaer. But if you look mto the night skies of western B.lrsaive, by the shores of the Selcstrcan Sea, the
bnghtest star that shines is said to be the kaer that Fmdas built.
59
-
B
"rsaive has survived the Scourge, but the Horrors left their evil mark all across the land and on all of ils
people. Harken to thc talc of Elena and Ihe Pipes of Wrongness and know that the hattie against thc
Horrors has only just begun. •
Elena W<lS a windling troubadour of great skill who traveled the land with her human partner and
friend, Delphina. Delphina had a sweet voice, and Elena could play any musical instrument as if she had been born
with it in her hand. They performed together at many a gathering and shared all their hardships, joys, and secrets.
Sometimes they told stories, sometimes they danced, and sometimes they sang.
During their travels onc year, they came to a village deep in Barsaive's wilds. The village folk greeted them
warily, and only with great difficulty did Elena persuade them to shelter her and Delphina for the night. Elena
would have passed the village by, but Delphina was weary, both of them were hungry, and neither \'o'1shed to dare
the uncertain perils of a dark night in the open.
So the two troubadours entered the village and ate with its people around the evening fire. As payment for
their food, Elena and Delphina began to sing an ancient song of Throal, giving thanks for a bountiful harvest. But
their simple song, rather than putting the villagers at ease, only seemed to frighten them. At the end of the song.
the village headwoman hustled the troubadours to their beds in her own bam, and no one spoke a word to them
as they left the ftreside.
When Elena and Delphina woke the next morning.. all the villagers had gone to their fields. Not one had
remained to bid them a courteous farewell. The troubadours walked away from the village, and as they walked
Elena's uneasiness grew. They TeSted beside a stream, and when Elena opened her pack to remove a piece of bread,
she knew what had caused her feeling. There, on top of her clothing and provisions, lay a sct of pipes, beautifully
wrought of pewter and covered with delicate runes. Elena picked them up, and they felt cold to her touch.
60
Legends of Enrthdawn • The Pipes of Wrongness
Suddenly she wanted to blow them, to hear their melody. This desire frightened her, for she had felt a Horror-taint
in the chill metal and knew that such an act could only bring evil upon them.
Elena brought out the food, saying nothing of the pipes. Lalt:r, while Delphina washed her face in the stream,
Elena hid the pipes under a small rock.
Many days later, while joumeying between two lowns in the hinterlands, Elena and Delphina met three rough
arks. All rode fine horses and led a dozen more thai bore s.lddle and tackle worthy of a prince. Their leader, a large
ork with battered plate annOT and a broken tusk, called 10 the two troub.ldours, saying, "Buy a fine steed and rest
your weary feel! Only a hundred silver pieces-a bargain!"
Delphina answered, "I am very fond of the ork delicacy of ro..1Sted horse hearts with hazelnut sauce. It seems
to me your horses are hot enough to serve."
This answer angered Ihe orks, for it showed that Delphina knew the horses were slolen. As one, the arks
rushed lIpon the troubadours with drawn swords. Delphinil drew her own sword, and Elena reildied her dagger.
Then she rCilched into her pilck for the second dagger she alwilYs carried, and her fingers dosed around Ihe cold
pewter pipes.
Before Elena could throw the pipes away, the orks were upon them. The troubadours fought fiercely and slew
one of the orks, bUI the two others wore them down. Elena saw that Delphina was bleeding from a dozen small
wounds, and she knew thai her friend's strength would not last much longer. Suddenly, she fcll an overwhelming
desire to blow on the pipes. A voice seemed to whisper in Elena's car that only the magic of the pipes could save
Delphina. As if in a trance, Elena raised the pipes to her lips.
The shriek of the pipes splil the air, yet it seemed that only Elena could hear it. Delphina and the two orks
fought on, unheeding. Suddenly, a Horror the size of an ox appeared, bloated and gray, with blood-red tentacles
that dripped green ichor. II seized both orks and thrust them into its gaping mouth. Elena shouted to Delphina to
run, but Delphina was transfixed with terror. Too late, she took a step away; the Horror flicked its tentacles around
her and dragged her, screaming and struggling, into its dreadful maw.
Sick with fear and shame, Elena dropped the pipes and flew away. She did not stop until sunset, and only
then because weariness forced her. Desperate for a crumb of food, she opened her pack-and saw the pipes
nestled inside.
No matter how hard she tried, Elena could not rid herself,of the pipes. She threw them to the bottom of a
deep ravine, dropped them over the side of a I'skrang river boat.in the deepest P.lrt of the Serpent River, hurled
them from the deck of an airship and dashed them to pieces on the teeth of the Dragon Mountains; but still they
reappeared in her pack, gleaming and cold and beautiful. In despair, Elena tra\'e1ed decp into the wilderness where
no Name-giver lived, and there she blew on the pipes. She dosed her eyes, expecting to feel the hot breath of the
Horror as it came to devour her, jusl as it had devoured Delphina. The shriek of the pipes died aW<ly, but nOlhing
happened. Elena opened her eyes. No Horror lurked nearby, and all seemed tranquil. Elena buried her head in her
hands, and S,lt still for il long lime. Wpen she looked up, she saw a man before her.
He was old and thin, with sunken checks and lank white hair. His skin hung on his body as if there were no
flesh between it and his bones. Graveyard earth covered his taltered c1olhes. Too deep in despair to feel any fear of
this app.lrition, Elena asked him his Name.
"I am Jamis," he said. "I am a gift from Aa Tra Lys, the Eater of Music. I will serve you faithfully for a year and
a day. For th<lt time, I am your slave. You may beat me or starve me, but I must serve you. You may drive me away,
but I will return to serve you. If you slay me, my body will rise from the dead and as it rots it will serve you.
"After a year and a day, Aa Tra Lys will claim me. The Horror will sweep over us both like the fall of night.
You will sink into the ground, sleeping as though dead. And in Ihat sleep, dreams will come, dreams of the Eater of
Music. You will not awaken until the Pipes of Wrongness summon you. Then you will be as I am, the slave of the
fool who made the Horror's music. So it shall be until the end of lime."
With a strangled cry, Elena hurled the Pipes of Wrongness as far from her as she could. Then she unsheathed
her dagger and buried it in her own heart. No soul has seen the Pipes of Wrongness since thai day, though some
have heard their cold scream in the depths of the darkest nights.
61
NEW SUN IN ANEW SKY
+ + +
I
n the days when the Spirit Mother made all things, a child was born to Tschlome the Sun and Syrtis the
Moon. This child was Named Hurrn, and for many years she lived <Ill alone, enclosed in a milk-white shell.
Hurrn did not know her parents, or the Spirit Mother, or her uncle Shivos the Earth, or her aunt Shivoam,
the Serpent River. Hurrn knew only herself, and the shell that surrounded her. In time, the loneliness made
Hurm sick with belly-gas. Hurrn's body grew larger and larger, until the milk-white shell burst. Then Hurrn's body
became the sky, shaped like the milk-white shell and enclosing all the world within it.
The world lived in darkness under Hurrn, the Skyshell. All the grandchildren of the Spirit Mother lived in
darkness: the dragons, the windlings, the t'skrang, the obsidimen, and the other races who came later. They could
not see the Sun nor the Moon, for the Skyshell hid these things from them.
62
Legends of Earthdawn • New Sun In a New Sky
Now the river of Time flowed onward, ilS all rivers do whether we wish them to or nol. And in lime, the clever
Rossaruss was hatched and grew to oc-eome a great merchant. Rossaruss traded with everyone who lived on the
banks of the Serpent River, and her travels brought her knowledge of many wondrous things-but she never saw
or heard of anything so wondrous as the ancient tales of the Sun and Moon. Well, before very long I~ossaruss had
traded with every single soul near the Serpent River, and she needed new customers. In search of them, Rossaruss
sailed her trading boat to the very edge of the world. There, the prow of her boat bumped against the Skyshell.
The Skyshcll shrieked in pain and a platter-sized chip of black shell as thin as paper fell on the ship's deck.
"Ten thousand pardons," said Rossaruss. "May • I express my inestimable regret at the injury I have caused you?
By the honor of my Name, Rossaruss of the Trade Winds, [swear to you that my offense was inadvertent."
"1 do not care to know your Name," grumbled the Skyshe11. "You arc the first being other than myself that
[ have spoken to for millennia, and you hilve hurt me. If you wish to make up for it, you will go away. Begone!"
This rudeness angered Rossaruss, and she ceased to feel sorry for having harmed the Skyshell. Her pride told
her to leave in silence, but through the hole in the Skyshell she saw a patch of bright blue. Rossaruss loved all new
and amazing things, and her curiosity overwhelmed her. ROSS,lruSS wilnted very much to see the blueness beyond
the shell, for perhaps the Sun and Moon lay within it! At once she began to think of some scheme that would let
her see more.
"1 shall depart with a fair wind," Rossaruss said, bowing, "if you will first pemlit me to make some gesture
of amends for my clumsiness. [ have an ointment thilt scilmlcssly mends all breaks, dries quickly without odor and
costs but a pittance when purchilsed in qUilntity. By WilY of demonstration, allow me to repair the breach 1 made."
The Skyshell thought for a time, then silid, "Thilt sounds fair. Proceed with haste."
Rossaruss picked through her cargo and took up the Hrst bottle to hand, a pewter flask of merthion liquor.
She smeared a few drops of merthiol1 around the edges of the fallen shard, then climbed on the rim of her boat and
fitted the shard back into place. Of course it fell straight back onto the deck.
"Wretched word-weasel!" the Skyshcll snapped. "Can you do no better than that?!"
"Patience, patience," said Rossaruss smoothly. "I had forgotten the necessity of applying a base coat to your
other side first. The base COilt will anchor the broken piece, you see:' And before the Skyshell could say another
word, ROSSilruss leilped nimbly through the hole. Clinging to the jilgged break in the vast white dome, she looked
ilnd gasped in amazement at the blue sky, the clouds, and the burning golden glory of the Sun.
•
"LilY your bilse coat and return inside!" said the Skyshell, sOJJtlding petulilnt al1d uneasy.
"Certainly," said Rossaruss. SWiftly, s11e poured a thin stream of merthion around the edges of the hole and
smeared lhe liquor around. Then, drawing her dilgger, she silid, "Now 1 must reshape the hole to allow an easier
fit." r~oss.'lruss placed her blade against one edge of the hole and slashed downward. The Skyshell screeched and
shook, nearly throwing Rossaruss off into the air. Quickly, Rossaruss climbed back through the hole, clinging to the
edges with both fL>et and one hand. With her other hand, she turned the blilde of her dagger to just the right angle.
Then she slid slantwise down the Skyshell, cutting a line through it as she fell. The shell's agonized shrieks followed
ROS5..1ruSS illlthe way down, until she landed with il splilsh on the shore of the Endless Ocean. Rossamss looked up
and saw a million cracks spreading across the Skyshcll; the air echoed with the Skyshcll's fading deilth scream.
Then, in il finger-snap, the black shell shivered into shards and the shards beCilmc dust, falling as grains of sand
ilCroSS the world.
63
7'
0-
.~
-.
64
TNt B99K 9f SCALtS
+ + +
hose who know much of the HOITOI'5 ~nize the most fearsome of them as VerjigoTm, the Hunter
T oEGreat Dragons. But few know that Verjigorm the Terrible walked the Earth in ancient eras and
accomplished a dark and terrible deed during a Scourge that preceded the one of which we speak.
In that time, Verjigorm and certain allies captured a great dragon, whose Name has been lost to
history. The Horrors tortured their poor captive. twistl'ng its mind and body with their dark magics until they
drove the dragon insane. Then, using still more dreadful spells, Verjigorm bound the poor creature to the Horrors'
evil will. As Verjigorm looked on and laughed. the dragon tore oul its own scales and threw them, bleeding, at the
feci of its dark master. It ripped out its own claws to use as pens and dipped their tips in its own blood for ink.
Compelled by Verjigorm and the Creal Hunler's terrible allies, the dragon inscribed onto its scales the entire
corrupt and evil history of the Horrors.
In time that Scourge ended, and the world's dwindling magic forced the Horrors back to the hell that spawned
them. The dragon, in its last act before dying. scattered its scales across the land so that none could ever read the
book that Horror-magic had written.
None nowadays can say what the Horrors meant to accomplish by the dragon's dreadful suffering. Many
magidans believe Verjigorm intended the Book of Scales 10 hold powerful blood magic, to tie the Horrors' patterns
to that of this world. Or the book's creation may have served as a perverted rite of Naming. or perhaps Ihe Horrors
simply wished to prolong the dragon's agony. For many years, we believed that the Horrors failed 10 accomplish
their purpose because they retreated back to their own aslral realm. It seems, however, that we may have been
too complacent.
For in the year 1504 TH, a certain wind ling of Kratas-Uloox by Naml:-left his employment as a messenger
and set out in search of ancient dragon scales. He went to the Twilight Peaks, among other places, and came back
horribly changed. Where once he had done his work well and cheerfully, now he raged around Kr.ltas to no
apparent purpose, muttering to himself about pages of a book made from dragon scales. Those who knew him
said he had gone mad. They soon discovered how right they were-two days after his return to the Thieves' City,
Uloox flew into an orphanage by night and slit the throats of six children. When the screams of the other children
woke the workers, they found Uloox flying up and down the rows of beds with a bloody dagger in each hand. And
all the while he talked of voices in his head telling him to kill the children so that he could finish his book.
If the unfortunate windlillg indeed found pages from the Book of Scales, then we Gill only wonder if the
Horrors who made it succeeded in their dark intent: not to tie themselves to this world beyond their appointed
time, but to sow a seed of blood and pain that in time would bear dreadful fruit. Some say that the history written
in the Book of Scales might give us invaluable dues to defeating our terrible adversaries-but at what cost to the
adventurous souls who find those long-lost pages? And at what cost to Bars.1ive, if all who see the Book of Sc.lles
go mad?
65
GAMr INr9RMATI9N
+ + +
T
his section provides guidelines for creating adventures or even entire campaigns based on the thirty
legends presented in the first half of Ihis book. Incorporating these stories into an adventure can be
as simple as introducing a magical item described in one of the legends or as involved as basing an
epic-scale quest on the legend that takes the characters from one side of Barsaive to the other. The choice
of how to use the lales is entirely yours.
The first part of this section provides some general notes on using the legends and awarding Legend Points in
your adventures. It also describes the Adventure Framework {onnat, an easy-to-use template for creating your own
adventures. The second part of this section offers suggeshOns and guidelines for incorporating each legend in this
book into your Euthdawn game.
66
Legends of Earthdawn • Game Information
strange event or phenomenon that leads to an entirely different and new adventure. Second. remember that not
every legend must lead directly to an adventure. They can also be used 10 add atmosphere to or set the mood for
an adventure or campaign. Most important, keep in mind that the game infonnation presented in this section
(including crt'alure statistics, tTeasure statistics, and the like) is merely suggested. Feel free to alter the game
infonnation to suit your adventures.
Creating adventures based on the legends involves two major steps-presenting the legend to the characters
and preparing the adventure itself. You may present the legend 10 your players in several ways. For example. the
characters may hear a legend from a storyteller 01 troubadour in a small village. or they may find a scrap of
parchment that conla.ins the text of a legend. The characters may learn certain elements of the legend carlyon in
an adventure and gradually discover the complete story as the adventure progresses. The game notes given for
SOUle of the legends include suggestions for presenting them to the players-usc these as models if you need
presentation ideas.
To prepare adventures based on the legends, use the adventure framework described below.
ADvrNTUR[tRAM~9RK
No two gamemasters design adventures in the same way. Some prefer to plan for every possibility they can
foresee in advance, leaving as little as possible to chance. Others prefer a looser style, where they plan the most
significant {'vents in the adventure but improvise the rest. To aid gamemastcrs in preparing adventures, we have
devised th{' follOWing adventure framework fonnal. The adventure framework is simply a method of ouUining
adventures that enables gamemaslers to plan out the events of an adventure while maintaining as much flexibility
as they need.
The adventure framework has five parts: Premise, Setup, Evenls, Climax and Sequels.
Premise
The Premise briefly summarizes the adventure and describes its major sources of conflict or drama.
Setup
The Setup describes how the adventure begins and how the characters become involved in it. This section may
•
also include events that have led to the adventure, and backgro4nd on othN ideas touched on in the Premise. This
section is often the longest and most detailed in the framework.
Events
Events dl'SCribes encounters and events that occur during the course of the adventure. These may include
situations tllat pose problems for the characters, actions by the adventure's antagonists, creature encounters, or
simply unexpected occurrenCi'S. In other words, events are the obstacles or problems the player characters must
overcome to complete the adventure successfully.
Climax
The Climax is the conclusion or resolution of the adventure and describes how the adventure is likely to end.
Because the climax is usually the likeliest resolution based on actions Ihat the gamemasler expects lhe players 10
take, it may differ considerably from the way the adventure actually ends because player groups often take
unexpected actions. Therefore, planning for more than one possible climax is a good idea.
Sequels
Sequels are stories that might happen after the adventure or as a result of the adventure. Sequels may be
adventures that feature the same non-player characters or include a magical item discovered in the first adventure.
Sequels help create a sense of continuity in a campaign. See pp. 15 -17 of the GOlmemastering Earthdawn book in
lhe Earlhd.lwn Gamemaster Pack for more infonnation about creating EarthdOlWll campaigns and maintaining
campaign continuity.
67
Legends of Earthdawn • Game Information
A gamemaster creates an advcnlure based on the legmd of Thystollius's Spear. The player characters rallgr from Fourth
to Sixth Circle. Using tire Legwd Award Table (p. 242, ED), Ille gamemaster sels lit!! Legc"d Award fur tire advcllll1rr at 300
Legend Poillts and sets a !XJ/lUS Legwd Award of 300 Legend Points. This mea Irs thalal the end of the adventure, f!Ilch
c1mracler wlto successflllly completes il receives a /JanllS of 300 Legend Points.
68
Legends of Earthdawn • Game Information
69
Legends of Earthdawn • Game Infonnation
the spear at the time. If the characters' actions are worthy of Thystonius, the saved orks might entrust the spear
10 the character.; (in particular, an ark character) in acknowledgment of their actions. Finally, if a character acts in
a particuJarly brave manne:r-similar to the way Kourba acted in Ihe legend-Thystonius himself might grallt the
spear to the character. Indeed, perhaps the Passion has granted more than one of these spears to his faithful in
Barsaive.
Thystonius's Spear
Maximum Threads: 1
Spell Defense: 12
This item is a four-foot 0<1k spear tipped with a foot-long iron blade. Because of the extra length and weight,
it is a size 5 weapon and requires a minimum Strength of 8 to throw. The wielder must be able to use the spear in
battle to gain these bonuses.
Thread Ranks
Effect The spear adds +9 steps to the wielder's Strength for Damage Tests.
70
Legends of Earthdawl1 • Game Information
Maximum Threads: 2
Spell Defense: 8
The Crown of Valvidius is said to be made of misshapen, untarnished gold.
Actually, the crown is made of a golden-colored metal that resists tarnishing for unknown reasons.
Thread Ranks
71
Legends of Earthdawn • Game Information
SMACKUD tm 9t tRltNDSMIF
Since the time of Mara and Tchi, the Shackled Feet
of Friendship has become a powerful magical treasure.
Although nearly everyone has heard of the legend
associated with the feet, few in Barsaive have ever
actually seen the artifact. Characters may come into
possession of the feet in any number of ways. They
may find them in an old kaer or citadel, or encounter
travelers or adventurers who currently possess them.
For example, the Shackled Feet of Friendship might be
in the possession of a small band of nomads who have
put together a traveling show and are moving slowly
across Barsaive looking for quick ways to make or
steal money. Aside from the Shackled Feet, the gypsies
also display a two-headed goal, a hairy little crazy
man (a monkey), the supposedly shrunken head of a
dragon, and other oddities.
72
Legends of Earthdawn • Game Information
M.aximum Threads: 2
Spell Defense: 12
The Shackled Feet of Friendship is one of the oddest artifacts in Barsaive. It consists of two shriveled feet, one
human and one t'skrang. hanging on chained-together shackles. Though shriveled, the feet are surprisingly well
preserved, given their age.
Thread Ranks
73
Legends of Earthdawn • Game Infonnation
CI~RRA SMY-RU
Possible adventures stemming from the legend of Ciarra Shy~Ru may involve the
characters searching for the Chain of Capturing or encountering someone who has
already found the Chain. Either of these possibilities may be introduced in a number
of ways.
The adventurers may leam of the Chain from survivors of Candrize, or Ihey may
become interested in the Chain after hearing an account of the legend. In the
latter case, they may h'ave to learn where Candrize is and how to get there. Their
research may be as simple as asking the storyteller questions or as difficult as sorting
through huge volumes written before the Scourge.
011((> they ffi(lke it to Candrize, they may encounter a myriad of monsters awailing them at the base of the
great crl'vasse. Some dreadful thing may have found the pretty chain and pulled it into its lair, leaving a trail for the
adventurers to follow.
Alternatively, an overconfident magician may possess the Chain. The mage believes he is strong enough to
capture a Horror, use the Chain to overpower it, and possess its powers for himself. He hires the characters to help
him find a Horror, but discovers the hard way that he cannot control ii, putting them all in extreme danger.
Chain of Capturing
MilJdmum Threads: 2
Spell Defense: 13
The Chain of Capturing was created by one of the early leaders of Candrize. The village was in danger of
falling apart, as dissent and distmst began to wear at its people. The leader, a troubadour adept, created the chain
to serve as a symbol of leadership and used his talents to encourage the people of Candrize to band together to
build their kaer so that the village might survive the Scourge.
Over time, the chain gained magical properties that enhanced the leadership abilities of its wearer.
Thread Ranks
74
Legends of Earthdawn • Game Information
1/1 the" stolle house Oil the bed 01 tlle Serpellt River, tlle childrl?ll of {oumlatiOtl
Sr-k-k-jreellorm a circle 011 tile floor aroulld the old womall for whom their clall IS Named.
Their tails curl and flap agaillst each other ill excitement, alld their voices are hushed,
eXIJectallt. TOlligl11 they have beell promised a story.
Sr-k-k-jred lealls fonmrd Oil her stool alld widms her toothy smile. WIrL'tI all the
yo"ng Diles' yellow eyes are 1'11011 Iler, she speaks.
75
Legends of Earthdawll • Game Information
ComUlentary
The Vrykanogen Sages theorize that vrykanogen are actually
psychic creatures with no physical form of their
Attributes own. While they do not seem to have any alliance
DEX: ./7 STR: ·/9 Tau: ./7 with, or allegiance to, the Horrors, the vrykanogen
PER: ./7 WIt: ·/8 CHA: ·/6 do appear to be natives of astral space. Vrykanogen
come through to Barsaive alone or in small groups
'-nitiative: • /8 Physical Defense: ·/7 and immediately seek out hosts. The host is always
Number of Attacks: • /1 Spell Defense: ·/9 very near to death, unable to resist the power of the
Attack: • /7 Social Defense: ·/12 vrykanogen. Once the host has died, the vrykanogen
Damilge: ·/8 Armor: ·/3 takes over the host body, giving it enh'lnced power.
Number of Spells: ·/1 Mystic Armor: ·/4 The vrykanogen then begins approaching the
Spell casting: • /13 Knockdown: ·/7 loved ones of the host, trying to use its Corruption
Effect: ·/Corruption Recovery Tests: • /l ilbility on these new targets. This magical effect
requires the vrykanogen to make a Spelk'lsting
Death Rating: ·/25 Combat Movement: • /70 Test against the Spell Defense of the intended victim.
Wound Threshold: ·/'10 Full Movement: ·/140 If the test is successful, the affected target becomes
Unconsciousness Rating: • /lmmunc a host for another vrykanogen. The vrykanogen
then makes a Corruption Tl.>St and the gamemaster
Powers: Corruption 9 (see Commentary) records the result. The host may attempt to resist the
vrykanogen 24 hours after the Corruption power is
Legend Points: 180 used by m<lking a successful Willpower Test against
Equipment: •/None the resull of the vrykanogen's Corruption Test.
Loot: ·/None F<lilure indicates that the host has become fully
corrupted and has become a vrykanogen. Success
·Denotes Rating of host victim. repels the vrykanogen, sending it back to astral
space. Targets who have repelled vrykanogen are
not immune to future allacks.
Note that a vrykanogen must fully corrupt
its host before it can use its Corruption ability to create more vrykanogen hosts. And until the vrykanogen fully
corrupts its host, it can use only the natural abilities of the host's body.
76
•
Once a vrykanogen has been slain, it cannot rise again. Note that vrykanogen are not truly undead and are
unaffected by any spell intended to work specifically all the undead.
77
Legends of Earthdawn • Game Information
include the archer, swordmaster, troubadour and all four magician Disciplines-as well as the
beastmaster Discipline. as shown in the legend.
Generally, such "spontaneous initiation" into a Discipline occurs in rare,life-or-death situations. In th~
instances, magic unexpectedly reaches out and seizes a character, transforming his life and view of the world.
Spontaneous initiation enables gamemaslers to introduce new player adepts into the campaign in dramatic
ways or give existing characters new leases on life. Non-adept characters prone to spontaneous initiation generally
lack direction in life, have few strong or developed opinions, and may have poor morale. The transforming
circumstances involve obvious bul not immediate <fanger. The imperiled character should have time to reflect
and arrive at a menial breakthrough. 1):tis may take hours or, more often, days. That breakthrough marks the spon-
laneous initiation. The character's thoughts change, perhaps subtly at first, but drastically at a dramatic moment.
Spontaneous initiations in player character.; already practicing Disciplines are usually preceded by discomfort
with the strictures of the current Discipline. This may manifest as tension, persistent questioning of goals, step
penalties, or even the loss of high-Circle abilities. But once the character is initiated into the new Discipline,
his conflicts vanish. He retains all the benefits of the old Discipline and starts at First Circle in the new one.
See Learning ew Disciplines (p. 226, ED), but ignore the training time requirement for the new Discipline.
If the gamemaster and player want to Slage the transition as a campaign event, they can have the character's
ideas evolve plausibly in the context of one or more adventures. For example, a Metal Fist ork scorcher might grow
disillusioned with his dan's savage, wasteful hunting trips. The ork's Internal conAict can then culminate in a
sudden transfonnation from high-Circle warrior to First Circle beastmaster. .
GI\f0~ BRIlXit
In recent decades many scholars have journeyed across Barsaive collecting
legends of pre-Scourge pilgrimage sites. These stories help re-establish the old
culture and ease modem minds still weathering the effects of the Scourge. One
scholar, Cornelius Arcanum, has collected such legends in a work called Places
with a Heart. One of the places described in this work is the grass bridge near the
village of Taozana.
The grass bridge can be incorporated into play in a number of ways. For
•
example, authorities may bring a gal,Tlemaster character suspected of being Horror
marked to the bridge to test him. Likewise, characters who believe themselves to be
Horror marked may search for the bridge to detennine if they are marked or not. Alternatively, the ruins of Taozana
and the bridge mny nttract questors of Jaspree. Taozana itself was left 10 the Horrors and is infested with them, as
well as with their minions and constructs.
The grass bridge is one of the few places in Barsaive able to detect a Horror mark, because the bridge will not
support any Horror, Horror·marked character, character carrying a Horror-cursed item, or character possessed by
a Horror. Whenever any of these attempt to cross the bridge, it opens beneath them and sends them plunging 200
feet 10 the rocks below. For any characters who fnll, the gamemaster makes three step 25 Damage Tests (p. 206, ED).
Characters without Horror items or influence usc the bridge as though it were made of slone. However, the bridge
has no rail or curb, and SO they can fall off or get thrown off in any conventional fashion,
•
):0
...
.~~
·f ,~'3-,
'
,JIt.;Y' ',_•. ~ ~
,
r: - :,
,'1,;'
"
,..,..,nNDNI'~ DtV'ITI9N
Astendar's Devotion can lead to many adventures. For example. the beloved
spouse of one of the players may be in trouble. Imagine the consternation of the
player as he finishes the blessing of the sweet bread and breaks it open to find the
Throal pictograrn for death inside. Other adventure options might include a Horror
~fit-. • that has corrupted the local honey sources and is manipulating young men and
women throughout the land, twisting and perverting their affection into something
,;/ . evil and depraved. Or a local cult may discover a way to twist Astendar's Devotion
by consecrating it to Raggok, creating pastries filled with a vile poisonous substance.
78
Legends of Earthdawn • Game Information
LYLI..ARIA'~ MIRR9l\
The legend of Lyllaria's Mirror is heard often in Barsaive's hinterlands, where it
serves as a reminder of the wisdom of suspicion. The mirror and the Horror that
resides in it offer many adventure possibilities. Finding the mirror itself can provide a
challenge. If the mirror is still in the remains of Kaer landsborne, the characters have
Ihe opportunity to explore a Horror-ruined kaer. Aside from Mindrender. other
Horrors and Horror constructs may have made their home in the kacr and they may
be using the cadavers of its dead residents as playing pieces in groll$(\ue games such
as cadaver chess. If the mirror has been found and removed with Mindrender stiU in
it, the characters may encounter a village or town under Ihe Horror's influence. The problem becomes apparent
only as the village slowly destroys itself, all for the twisted pleasure of the Horror.
Lyl1aria's Mirror
Thread Ranks
Note: The mirror's powers do not function while Mindrender is in the mirror. Instead, the uscr sees images known
79
Legends of Earthdawn • Game Information
to Mindrender. These images are from before the Scourge. Gamemasters may usc this property as a way of fooling
the players' characters into believing thai the mirror allows users to view the past.
&><:ause Mindrender is trapped within the mirror, the Horror can use any of its own powers against any
character who weaves a thread to the mirror. This includes Horror Mark as well as its other powers. Likewise,
the Horror can use many of its powers on Name-givers who stare into the mirror, as it did to the doomed folk of
Kaer Landsborne.
If Mindrender is removed from the mirror, the ppwers of the mirror function as norma1.
Commentary
Mindrender In its physical form, Mindrender is a giant,
bloated quadruped covered with thick, spiked plates.
Attributes Its head extends on a fifteen-foot flexible neck and
DEX: 6 STR:15 TOU: 15 consists of litlle more than four razor-like mandibles
PER: 15 Wll:'18 CHA: 18 surrounding a single, dripping maw. Though it is
phYSically powerful, Mindrender prefers to corrupt
Initiative: 8 Physical Defense: 10 (20) its victims rather than physically assaulting them.
Number of Attacks: 2 Spell Defense: 25 MindreJlder has the additional power to leave its
Attack: 10 (none) Social Defense: 25 body and travel through aslral space. During
Damage: 20 (none) Armor: 30 (none) this time its body becomes entirely inert, and
Number of Spells: 3 Mystic Armor: 3D Mindrender has only the vaguest awareness of its
Spellcasting: 20 Knockdown: 20 body's surroundings. Mindrender's astral body is
Effect: See below Recovery Tests: 10 highly resistant to atlack, but is unable to harm
pL"Ople physically. The numbers in parentheses
Death Rating: 100 (SO) Combat Movement: 15 (SO) represent the changes to its statistics while in
Wound Threshold: 20 Full Movement: 30 (HJO) astral space.
Unconsciousness Rating: 75 Mindrender has contemplated shattering
the mirror to escape. But such measures would
Karma Points: 25 Kanna Step: 15 defjnilely injure the Horror, and might even kill it-
risks Ihat Mindrender has not yet become desperate
Powers: Animate Dead 15, Horror Mark 20, Karma Tap enough to accept.
22, Thought Worm 25, Spells (Circle 8 illusionist)
Tnt D~NCt 9f K9RRtNCI~
legend IJoints: 75,000 This legend tells of Korrencia, an elven
Equipment: None troubadour enslaved by the Therans. The story
loot: None, but the Kiler Llndsborne ruins contain recounts how she managed to free a number of her
great wealth. fellow slaves at the cost of her own life. The dance
described in the legend is performed in the style
of the Torrelian troubadours who once traveled
Barsaive, dancing magnificent, epic tales Ihat appMently created patterns of power and gave them special abilities.
Unfortunately, the Torn~'lians always transcribed their dances using their own, colorful terms lhal read more like
stories than dance instructions. No known codex of these terms exists, yet scatlercd bits and pieces of the knowl-
edge and specialized skills of the Torrelians still survive.
This legend gives gamemasters an opportunity 10 creale a new variation on the troubadour adept-the
Torre!ian. The exact talents and abilities of the Torrelians are leflup 10 the gamemaster, but in the course of dancing,
Torrelian troubadours always wuve a thread to an anklet or bracelet made wilh one of the four pure elements.
Finding such an anklet may be the initial step (equivalent to Ihe first key knowledge) in learning aboul the
movements of the Dance of Korrencia.
Though this legend describes a Single di1n~, the Torrelians crealed many different types of dances which they
used for all manner of purposes. Some dances were meant solely to enlerti1in, while olhers, like Korrencia's Dance,
were intended to manipulate an audience in some way.
80
Legends oj Earthdawn • Game InJonnation
Though this legend might not inspire adventures dll'cctly, the history of the Torrelians and the manner in which
they created their dances can be used as the backdrop for many different adventures.
As twilight falls a10/l8 aU. Serflt'llt RiVl'r, the sollt,d of drumming echoes II/rollgh tire
village of NaJrarib. Slowly, tht t'sknwg gather for tile high/lgllI of lilt' festival: the telling
of heroic tale; Qnd allcient qJics. When all ~ arrivrd ill 1M VIllage's ei'll/ral dome, the
drumming ceases as the storytelleT tQUs her piau of honor. In h" lumtis sJ" holds Q small
drum Q/ld a double-htQded shek.
TIlL story/rlla stl'pS into the ern'" of the orcle of gafhl!Ttd ,'skrallg. !Wising her Arms Qnd lowering them in a gracrful.
ritllal gfSlurr. she brgms to bl"at the drunl. Witll tile dowrlbl'at, she beginS to dance aud chant, performing the l'Verlings first tale.
If characters wish 10 track down the fire pool of this legend, they must first find the kaer from which the story
emerged. After doing this, they can probably find the nre pool by consulting old maps of the area around the kaer.
Tracing descendants of the family in the legend is more difficult. This is an important step if the characters
want to accomplish anything once they find the fire pool, however, because the sister is still bound to it after all
these hundreds of years. Treat her as a spectral dancer (p. 308, ED) with the following variations. First, the sister-
Kimira---ean no longer speak or move away from the nrc pool. Second, she docs not dance, but instead makes
elaborate gestures and shapes the fire into images. She has the ability to tum any weapon into a flaming version
that cannot be extinguished except through enchantments. These flaming versions of weapons do 4 steps more
damage than the normal versions. For example, a flaming broadsword adds +9 sleps to the wielder's Strength
when making Damage Tests.
Kimira has been trapped in the fire pool for hundreds of years and is desperate to rejoin her family. If a group
of men and women approach her, she relives the day of her doom and becomes enraged, punishing the men for her
brother's betrayal and driving the women away from the pool (to NsaIety") .
•
In order to free her, the characters must soothe Kimira by tal~ing with her. This is similar to dandng with a
spectral dancer, but can be done from the edge of the fire pool. Use the procedure outlined in the spectral dancer
description (p. 308, ED) when characters attempt to soothe Kimira's pain. Kimira's gesturing caUS{'S a number of
steps of damage to the characters talking to her equal to the number of rounds the interaction has lasted.
For example, Kimira does Step 5 damage in Round 5 of the interaction, Step 6 damage in Round 6, and so on.
If Kimira draws a male victim into the fire pool with her, she ceases her attacks and is freed from the pool-
but the male character becomes bound to the pool in her place.
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Legends of Earthdawn • Game Information
Alternatively, Ute characters might find the pack in an abandoned kacr or citadel, or even in some smalllowll
or village in the hinterlands of Barsaive.
Maximum Threads: 2
Spell Defense: 12
Thread Ranks
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Legends of Earthdmvn • Game Information
However, the Nameless Lad's motives remain unknown. In fact, his near-immortality may have left him insane
and dangerous to those who do nol share his fate of being Nameless.
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Legends of Earthdawn • Game Information
JU~Tla 91 M911R91\)
Stray Horrors still stalk the lands of Barsaive, and (ear is contagious. When bad
things happen, communities are prone to hysteria. As a result, innocent people are
sometimes singled out as scapcgotlts, accused o( being Horrors in disguise. After all,
there arc Horrors who c<ln assume false forms. This old legend-which might be true
but is more likely a fanciful tale inspired by some real events of ancient history-is an
example of such scapegOclting.
Gamcmaslers can usc this phenomenon to set up encounters where characters
find themselves rescuing a falsely accused justicer from a hostile mob which may
blame him for anythmg from mysterious deaths to crop failure. This could be the
lead-in for an adventure, as the grateful (and no doubt wealthy) justicer rewards them with a lucrative mission. Or
it could be the basis o( the entire adventure. as relatives of a falsely-eonvicted justicer hire the player characters to
break him out of a rough country prison before he's executed by suspicious rustics.
Alternatively, characters can take clever advantage of Ihis legend if they happen to be facing a justicer as an
adversary. Open this variant of the adventure by having the characters stop near Gwando and Berelica's flSh stall,
where they can learn of the legend. Then star! an adventure with an e\·il justicer as the villain. He may be a leader
of a slaver ring in an area Ihat doesn't see slavery as wrong, for example. Anti-slaving adventurers might then try to
take advantage of the legend by convincing the locals that the sinister banister is a Horror in disguise, thereby
turning the local folk against him.
If players have already rescued a falsely-accused Justicer, consider having them meet another accused juslicer.
But this time-especially if they've golten complacent-have the Juslicer tum out to be a Horror in disguise after all.
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Legends of Earthdawn • Game Information
Once the justicer gets them in private, ready to fork over his reward, he can doff his false flesh and attack with his
crayfish claws and thousand slurping mouths.
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Legends of Eartlldawn • Game Illformation
The Pipes
A character who blows on the pipes hears a high, unpleasant, piercing whistle.
The sound of the pipes may summon a Horror-most often Aa Tra Lys--or an
undead servant of a Horror as described in the legend.
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Legends of Earthdawn • Game Information
Undead servants appear as unimaginably haggard, haunted men. They look more than half dead. with Hun,
white hair, sunken cheeks, and skeletal bodies. Their clothes are filthy, as though recently dug from the earth.
These undead servants are animated by a variant version of the Horror power Unnatural life (p. 299, ED).
Undead servants appear a few days after the pipes are blown. In deep voices, usually dull but at times shrill
with desperation, the servants lelllhc character the same story told by Jamis in the legend. As in the legend, undead
servants serve a character for a year and a day, at which time the Horror appeilrs 10 claim both victim and servant.
Injuries to undead servants are temporary. For a year and a day, servants inevitably rise from injury or death to
return 10 their torment. If the character who ble\~ the pipes dies, the servant remains with the character's surviving
fellow adventurers, but Fla Tra lys soon shows up to devour the servant. Blowing on the pipes again before the
servant's time is up has no effect.
Characters may compel or bargain with Ra Tra lys to lake back the pipes and remove its curse from a player
character. However, they must first summon the Horror (if il is nol already present) by some means, such as the
Circle 8 nethermancer spell Horror Call. The pipes can be destroyed by tossing Ihem into the lava of Dealh's Sea,
but Ihe Horror will try to prevent this. Dragon flame also destroys the pipes, but persuading a dragon 10 use its
breath in lhis manner may prove difficult. A generous gamemaster may decide that the act of destroying the pipes
also weakens Fla Tm lys, so thai characters may more easily destroy the Horror. A powerful questor of Carlen,
lochosl, or Mynbru;e can remove the enslaving curse from a victim but cannot destroy the pipes.
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Legends of Earthdawn • Game Information
interest in the crew covenant, left Vivane and becamt> an apprenbce to an itinerant nethermancer.
Now, years later, Vrant is ronvinCl'd that the spirit of Rossaruss sent her the vision of the egg. She has not
located the andent t"shang's spirit to confirm this, and SO she plans to fmd the shards of Rossaruss's birth egg and
reassemble them. Then she will summon Rossaruss's spirit 10 the egg and thereby return the great merchant to life.
The gamemaster is free 10 determine the actual effects of restoring the egg shell, if in fact it really exists. It
might be anything from a fantastically powerful artifact to an elaborate piece of t'skrang art.
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