* We're still getting new listeners!
* Sidebar about "jumping into the middle"
* Continued sidebar about James Gunn's Superman
* Mailbag!
* Email from Eli: Ideas and inspiration for seaborne adventures?
* Sidebar about campaign theme: Scavenger Hunt
* Email from Scott: Recommended reading order for Earthdawn novels?
* Email from Tim: Highland trolls outside Twilight Peaks?
* Forgot to mention trolls from Kaer Otosk in southeast Barsaive
* Email from Magic Octopus: Authors of Blades?
* Our experience with running any of the adventures?
* Another Email from Scott: More about Blades
* Timing of learning about the curse?
* What if they decide to discard the titular Blades because they're cursed?
* Email from Patrick: Why weave a thread to the cursed Blades?
* Sidebar about Josh's love of putting PCs he is playing in difficult situations.
* Email from Robert: Callback to episode 51 and making game "less corny"
* Attribute values and whether they make an actual difference in play.
* Different ways to offer options and make mechanical choices "matter" in RPGs.
* Some game design philosophy and examining assumptions
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* Blades in Depth: Bond Breaker
* Lou P. responds to previous Blades episode
* Origin of the interludes.
* Concerns among the writers about the curse.
* Short adventure
* Written by Robin Laws
* Interlude One: Secret of the Runes
* Open-ended, lays groundwork to kick the story into motion.
* Clearly provides what they need to learn and how they can learn it.
* Good use of higher skill test results for additional detail/insight.
* Handy NPC to provide key info if necessary.
* Designed for Journeyman-tier characters.
* Goal: To find Gnanagh to get key information.
* Discussion of notable NPCs and their stats.
* Copper Cauldron and the Wedding Feast
* Early focus on role-playing and interacting with the orks
* First meeting with Gnanagh and activating the curse.
* The assassination attempt on Moschtug and its aftermath.
* Pursuing the Righteous Vipers and Gnanagh.
* The fortress and navigating the conflict.
* Learning the Key Knowledge... and the curse.
* Open-ended resolution, classic Robin Laws structure.
* Solid adventure, but not an introduction to Earthdawn.
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* Sky Point and Vivane Boxed Set
* Josh and Dan's experience (or lack thereof) with the set
* FASA's history with boxed sets
* Overview of the box's contents
* Publication history context
* Not capturing attention or focus
* Barsaive vs Vivane as a region
* Dan's misconceptions
* Sidebar about Earthdawn art
* Vivane "province"?
* Writers for the set
* Overview of locations
* Smaller geographical area but still much open area for GMs to develop
* Perspective on Cara Fahd in the set
* Cara Fahd and Theran slavery
* Connection to Blades collection
* Hildingrist Crest and magical weirdness
* Perspective on Landis
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* Introduction to Blades
* Fantastic adventure collection.
* Example of building story arcs around thread items.
* Strongly aligned with Cara Fahd.
* Using the items will make the game about the ork nation.
* Book structure: Five adventures, each related to one Key Knowledge.
* The Blades' curse and potential pitfalls.
* While a good template, you don't need to go to this extent with all thread items in your game.
* One line summaries of the different adventures.
* Interludes to introduce how the characters learn the first part of each Key Knowledge.
* History of the Blades of Cara Fahd.
* Finding the Blades and Shattered Pattern.
* The Powers of the Blades and number of player characters.
* Deeds and Legend Points.
* GM preparation before running the adventures.
* Item History is helpful, but not required.
* Non-orks and ties to the new Cara Fahd.
* The introductory chapter to the book has good advice on potential player issues.
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* Mailbag!
* GenCon recap
* Email from Chris: Space travelers using magic to travel to Earth?
* Email from Patrick: Alachia, Immortal Elves, and the Books of Harrow
* Email from Konrad: Plans to rework other old adventures for Fourth Edition?
* Email from Matt: Many questions about the Passions?
* Email from Brandon: Any information about old dwarf Kingdoms mentioned in Throal Sourcebook?
* Expanding on undeveloped areas like Landis, Ustrecht, Scavia, etc?
* Sourcebooks on other parts of the world?
* Any information on the Slithering Wastes?
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* Notable Places Within Cara Fahd
* Quick recap of Kickstarter
* Ancient Cara Fahd
* Citadel of Tirthon
* The Hold of Courage
* The t'skrang of Kelpoya
* The Black Quarry
* Lelisthala - Former elf and troll slaves
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* Deeper Secrets: Third and Fourth Circle Nethermancer Spells
* Third Circle Spells
* Animate Spirit Object
* Astral Whisper
* Bone Dance
* Pattern Spike
* Spirit Double
* Discussion and preferences
* Fourth Circle Spells
* Aspect of the Shadow Hunter
* Blood Servitor
* Fatal Food
* Forget Hunger
* Spirit Servant
* Summon Shadow Hunter
* Discussion and preferences
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* Mailbag!
* Not sure what is up with the audio this episode.
* Dance with the Serpent Kickstarter just wrapped
* Plugs for Novel Games and Shadows in the Smoke
* Email from Matt P: Questions about the Books of Harrow
* Email from Phillip: How did wild animals and other creatures survive the Scourge?
* Email from Matt M: Help me understand Friend or Foe?
* Email from Nicholas: Which adventure would you run to feature Earthdawn to new players?
* Blades is awesome, but not the right choice.
* Post-Closing: Trailer for Shadows in the Smoke
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* Current Earthdawn Kickstarter runs through July 8!
* Deeper Secrets: Circle 3 & 4 Illusionist
* Third Circle Spells
* Conceal Tracks
* False Floor
* Hidden Weapons
* Papers, Please
* Time Flies
* Discussion and preferences
* Fourth Circle Spells
* Blazing Fists of Rage
* Drunken Stagger
* False Enchantment
* Friend or Foe
* Puppet Show
* Secret Door
* True Blazing Fists of Rage
* Discussion and preferences
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* Tribes of Cara Fad: More Minor Tribes
* The newest Earthdawn Kickstarter is live!
* New adventure, novel reprints, Legends of Barsaive Vol 2, and more!
* Thunderaxe's Cleavers
* "Tribe" of Sky Raiders and Air Sailors
* Stole a Crystal Raider ship to start Cara Fahd's naval forces.
* The Elf Eaters
* A group of bandits, thugs, and murderers in the southern jungles.
* Loosely allied with Zarass, causing problems with Landis.
* The Two-Hands Tribe
* Former rivals that put aside their differences to get land.
* Have a small population of humans among them that are considered equals.
* The Namdroth
* Secretive society of orks from a kaer in the Delaris Mountains
* Supposedly have the original prohpehcy of the Mahuta
* Very devoted to Krathis Gron, but not acting at her direction.
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* Deeper Secrets: Third and Fourth Circle Shaman
* Third Circle Spells
* Autumnal Bear
* Creeping Viper
* Crow's Affinity
* Eagle's Bearing
* Flash of Insight
* Invigorate
* Invoke Falcon Dive
* Wake the Sun
* Discussion and preferences
* Fourth Circle Spells
* Awaken
* Bioluminescence
* Invoke Hedgehog Nip
* Mark of the Crane
* Meerkat Estate
* Octopus Snare
* Share Senses
* Discussion and preferences
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* Mailbag!
* Tariff talk
* Josh is in another play!
* Email from Dean the Machine: Any plans for Cathay?
* Email from Tibor: Thanks for the podcast!
* Group pattern for the Throalic Army?
* Email from Paul: Campaign tales!
* Email from Justin: Upcoming Roll20 materials?
* News about the upcoming Legends of Barsaive: Haven Vol 2
* Email from Michael: What's the deal with dwarf sword game stats?
* Email from Brian: Inventory spell and ChatGPT
* Extensive discussion about LLM "tools" like ChatGPT
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* Minor Tribes of Cara Fahd, Part One
* Smaller groups and tribes
* Righteous Vipers
* Led by Orguk.
* They also appear in the Blades collection.
* Only 50 or so warriors.
* Allied with the Fists of Fahd through marriage, but relations are strained.
* Live in the Delaris foothills, raiders and more "traditional" ork scorchers.
* Orguk is desperate to make alliances and build power, has been making overtures to Zarass Icethought.
* Useful as low-stakes antagonists and rivals, not significant movers and shakers.
* Having some difficulties dealing with the changes in Cara Fahd and how it hinders their traditional lifestyle.
* Henkar's Spears
* Group of orks that lived in southern jungles.
* Recently got new chieftan, Henkar, a Swordmaster from Travar.
* Welcomed "city orks" from other parts of Barsaive to join a "traditional" Carad culture.
* Grown from around 300 to over 1000 members, tribe is becoming more prosperous.
* No cavalry; they are premier source of infantry for Cara Fahd.
* Cosmopolitan, an example of what Krathis is trying to achieve with Cara Fahd.
* Potential conflict with more traditionalist tribes as they have grown.
* Thunderborn Cavalry
* Lives along the Greenheart River.
* About 600 members, 100 cavalry that ride dyre.
* Very close cultural bonds with dyre; more than just mounts.
* Raids into Vivane province.
* Sworn oath of mutual aid with the Thunderers tribe.
* Building their value as a cavalry force for coming conflict with Thera.
* Uses for minor tribes in a Cara Fahd game.
* Continued variety and detail fleshing out the ork nation.
* Traditional tribes each dealing with the new situation in different ways.
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* Deeper Secrets: Wizard Spells Circle Three and Four
* Third Circle Spells
* Fulcrum
* Addressing a listener question about the spell.
* Makeshift Missile
* Mental Library
* Shatter Lock
* Silence Objects
* Temporary Erase
* Discussion and top picks.
* Fourth Circle Spells
* Etch and Sketch
* Icy Protection
* Inventory
* Mystic Vines
* Sanctuary
* Stick Together
* Discussion and top picks.
* Mystic Vines versus Binding Threads
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* Tribes of Cara Fahd: Fists of Fahd
* Ruled by Moschtug who claims to be the true King of Cara Fahd
* Claims descent from Cathon Grimeye.
* First appeared in the adventure collection Blades.
* Similar to Zarass's Chargers, Moschtug is set up as an antagonist.
* More canny than Zarass but still a warlord.
* Resents the presence of the new arrivals and their domination of the area.
* Self-important, egotistical, convinced with ork purity.
* Controls Copper Cauldron, an important resource for Cara Fahd.
* Trapped by his own narrative; ambitions ran into Krathis Gron.
* Was a big fish in a small pond, but now the pond is much bigger.
* Is on the council because of the importance of Copper Cauldron.
* His ego and self-importance could make him easily manipulated.
* Not a threat like Zarass, but could cause problems.
* Could be a source of comic relief in Cara Fahd politics.
* Still a tough character; strong Cavalryman.
* Ideas on bringing Moschtug into games.
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* A ream of email from the mailbag!
* From the Discord: Stealthy Stride, duration, and narrative context.
* Email from Eli: Comments about production quality.
* Question about FreedoniaCon.
* Urupa book is in development.
* Metaplot comments.
* Josh's Gencon adventures?
* Legend of Earthdawn podcast still running?
* Attacking an illusion and sensing tests.
* Why didn't Horrors kill everything in the astral during the low magic period?
* Email from Allan: Follow-up tale from the table about group pattern and Horror marks.
* Best stats to ask for Creature Analysis/Call of Harrow?
* Do Defensive Stance penalties apply to Damage rolls?
* Weaponsmiths and thread weapons/armor?
* Interaction of Sprint and Great Leap?
* Battle Bellow penalties?
* Josh's favorite Nethermancer spells?
* Neat rules from earlier editions we use at our table?
* Avoiding getting bogged down in combat at higher Circles?
* Email from Chris: Weaving threads into a song?
* Creating astral storage boxes as thread items?
* Troll clans in other mountain ranges?
* Illusionist slowing down or stopping a curse?
* Email from Michael: Surviving descendants of House T'kambras returning from Theran slavery?
* Wilderness Survival for specific terrain/environment types?
* Comments about actual conditions in jungles.
* Email from Rasmus: Updates on upcoming product releases?
* Email from Ted: The Alarm spell and Disarm Trap.
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* Tribes of Cara Fahd: Zarass's Chargers
* First tribe set up as potential antagonists
* Led by Zarass Icethought
* Deals with family dynamics and weird magic.
* Zarass is daughter of Terath the Contemplative.
* She joined Cara Fahd against her father's wishes.
* Terath's Chargers work for Throal, he thought highly of Varulus.
* Zarass's older brother Earal is enamored of Throal.
* Terath is not fully aware of conflict between his children.
* Zarass is bitter and a strong believer in the superiority of Cara Fahd.
* Would act against Krathis Gron if she makes a treaty with Throal.
* Obsessed with ruin found in southern jungles.
* Other perspectives that ruin is a bad place.
* Getaft Allthought sees Zarass as a potential, but not current, threat.
* He believes she could be easily manipulated to cause trouble for Cara Fahd.
* Information on the ruins: Citadel settled by Landisian citizens and their ork slaves.
* Site of a battle between Dis and Lochost that killed all the residents.
* Ruins are severely cursed; astral space is corrupted.
* Lifting the curse is a potential high Circle objective.
* Zarass's tribe is less about a different slant on ork culture, more setting up hooks for future problems in Cara Fahd.
* Discussion of Zarass as a character. Potentially set up as a tragic character.
* Closing thoughts.
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* Earthdawn Shards: Tear for Jaspree
* Novice-tier adventure.
* Hired to accompany a tailor's assistant.
* Adventure revolves around espagra.
* Premise presents some nice world building detail.
* Broader context that isn't necessary, but is appreciated.
* Encounter with young espagra.
* Shrine to Jaspree and white espagra.
* Attack by brigands hunting the espagra.
* Town of Safeway and the missing tanner.
* Assistance from a questor of Jaspree.
* Rescuing the tanner and dealing with the brigands.
* Town is useful but not critical to the adventure.
* Solid adventure with good themes and throughlines.
* Discussion of thread dagger included in the adventure.
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* Mailbag!
* Josh catches us up with the production.
* Email from Michael: Elementalist spell idea.
* Feedback on why Flameweapon doesn't work on arrows.
* From Joel: Only 3 councilors in Travar
* More from Michael : Weaponsmiths and downtime.
* From Cobrasai: Thanks for connection with Foundry team.
* Healing potions and the "bonus" Step 8 test.
* From Eli: Horrors targeting other netherworlds? Elemental planes? Land of the Dead?
* Ideas for teaching Earthdawn to new players?
* Pregenerated characters?
* What happens to Death's Sea when the magic level is low?
* Ideas about the Ivory Codex.
* Where to find info about Aardelea?
* Namegiver cross-breeding?
* Adjusting difficulty for small groups (2 or 3 characters)?
* Organizations that help those emerging from kaers?
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* Tribes of Cara Fahd: Rejruk's Foxes
* The first "indigenous" tribe we've encountered.
* All chiefs take the Name Rejruk.
* Live in Gevosht, a planned community.
* Don't have high opinions of the other tribes.
* Very small force - maybe 50 mounted warriors.
* Located between the Iron Fist and Broken Fang lands.
* Scouts and couriers; focus on speed and stealth.
* Rite of adulthood; emphasis on patience and focus.
* Train in varied terrain so they can function anywhere.
* Historical need for mounted messengers and couriers.
* Krathis and Titanstroke recognize the value of the Foxes.
* "Town orks," not nomadic the way the other tribes we have discussed.
* Gevosht is your stereotypical "fantasy starter town"
* Little sidebar commentary.
* Discussion of some tribe-specific magic and gear in the back of the Cara Fahd book.
* "Keepers of Secrets"
* Practical folk, another twist on ork society.
* Commentary about variety and no "one true way" for things to be.
* Both Dan and Josh are fans of this tribe.
* Image of Cavalryman mounts charging in to aid their riders.
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