We're happy to announce that there is going to be a supplement for Earthdawn: The Age of Legend!
Darranis is an Adventure Pack consisting of two parts. The first part, designed using the Setting the Stage guidelines in Earthdawn: The Age of Legend, presents an overview of the town’s past and present, describes the town and its importance for trade and travel. The second part consists of three adventures set in and around Darranis. These adventures focus on the benefits of trade, but also on the town’s darker side. We will present them in a familiar format, so that you can easily convert them to your favorite edition of Earthdawn!
Grass Widows deals with the exploitation of a workforce by its employers, and the troubles in which this places the workers’ families. The player characters are prompted to make moral decisions, mediate in the conflict, and prevent all out civil unrest.
In Tainted Goods, an inexplicable public massacre draws the player characters into investigating a tainted item, leading them to a Horror-tainted merchant spreading his corrupted merchandise across Barsaive.
Ale Run appears to be a straightforward caravan escort to Throal, but draws the player characters into the rivalries between Darranis brewers while on the road.
The text is in the final stages of editing, and will be moved to layout shortly. There is no release date yet, so assume a release in summer or fall this year!
Adepts rarely face the dangers of Barsaive alone. In addition to their adventuring group, many adepts surround themselves with loyal animal companions. Known as familiars, these creatures share a strong bond with their master—almost similar to the one between a Cavalryman and his mount. Those ties are sealed with a familiar oath and infuse the familiar with the adept's magic and other special abilities. Familiars are most common with Beastmaster and Magician characters but may serve adepts of any Discipline.
One of the features of the Earthdawn setting is the magician's use of spell matrices, to protect them from the harmful magical energies and astral taint the Horrors brought into the world. In the Step System, spell matrices mainly serve as a mechanic for restricting the number of spells a magician can cast safely. The simple rules in Earthdawn: The Age of Legend do not necessarily require restricting spells, so the use of spell matrices is implicit: there is no mechanical impact unless your story has actual demand for such detail.
Some of you still want spell matrices to be more prominent in their games, however, so the following optional rules add mechanical detail to all magician characters. They also change the way spells affect the narrative of your game.
Teilzeithelden.de just published a german-language playtest review of the game. In case you wonder, the german translation is well underway (two thirds have been moved to editing already, with the remaining chapters following soon).
The review also links to an automated Excel character sheet created by the author (in english!).