Legends of Earthdawn is an actual play podcast, so the audio is the game itself: players roll dice and speak for their characters while a game master describes the world and makes rulings. The system is Earthdawn. The recordings follow one campaign through numbered episodes, and the party goes by the Redeemers. Characters heard across these episodes include Virag, who casts spells; Gareth, who flies on his own wings and fights with a spear; Needles; Persnickety; and Scratch, described as the member who handles item research. Episodes 061 through 063 carry a single battle against Zorg. Their cold opens track it plainly, from a fight that grows more desperate to the episode in which, one way or another, it ends. One title from that stretch, 'Episode 062 - AbZORGed', puns on the enemy's name. The mechanics stay in the audio. Players read out totals to hit, spend karma, take strain in exchange for a bonus, and ask whether an effect should have covered the whole team for the past few rounds. The game master says it should and tells them to apply it retroactively. One player discovers in the middle of combat that the initiative they had in mind belonged to the previous turn. Rules questions get settled on the spot, as when the table confirms that bonuses from two thread items do stack. Small moments supply much of the humour. Needles, stuck fast, wriggles encouragingly, and the game master asks to see just how encouraging that wriggling is, which calls for a d4 to explode three times. It does not. Gareth, his war paint streaked, means to fly at the beast with his spear out and spends the turn getting back on his feet. Magic gets careful handling too. Virag reattunes a spell matrix to trade Arrow of Night for Nightflyer's Cloak, and elsewhere the party studies an object in astral space and can find no pattern in it. An earlier-numbered entry, 'Episode 026 - Shadow and Flame', opens with a Shadowcasters Network ident and sends the Redeemers back into the ruins of Parlenth after the lost lore of orcs whose slave labour built the city. After Zorg falls, the game master proposes a jump of roughly six months in game time, and the party turns to its treasure and its next path. The game master also says the campaign will continue, with more stories to tell. Closing credits carry a trademark disclaimer and release the podcast's original content under a Creative Commons Attribution 3.0 Unported license, asking anyone who reuses it to give credit.