|


|
Roleplaying Games - Earthdawn
Earthdawn 3e Player's Guide
Before science, before history, an era of magic
existed in our world’s dim past. Magic flowed freely, touching
every aspect of the lives of men and women of the Namegiver races.
It was an age of heroes, an age of fantastical deeds and mythical
stories. It was the Age of Legend.
As the level of magic rose, so did the danger,
luring Horrors from the depths of astral space—nightmare creatures
devouring all life in their path. For four centuries, entire nations
hid underground as the Horrors devastated their lands, a dark time
that became known as the Scourge. A century ago, the people of
Barsaive emerged from their sealed kaers and citadels. Trolls,
dwarfs, elves, orks, and humans live side by side with exotic races:
the lizardlike t'skrang, the small, winged windlings, and the
earthen obsidimen. Fantastical creatures dwell once more in the
forests and jungles. Arcane energies offer power to those willing to
learn the ways of magic.
Now, bold heroes from across Barsaive band
together to fight for life and freedom against the remaining Horrors
and the oppressive Theran Empire, which seeks to bend the rebellious
province again to its yoke. Through noble deeds and sacrifice, the
heroes of the world forge Barsaive's future, arming themselves for
their daunting task with powerful magical spells and treasures.
Earthdawn is a fantasy roleplaying game set in a
world of high adventure, high magic, and terrible danger. The
Earthdawn Gamemaster's Guide provides revised game mechanics,
extensive setting material, guidelines for creating campaigns in
Barsaive, information on creatures, dragons, Horrors, spirits,
magical treasures, and much more!
$39.95 |
|
Earthdawn 3e Gamemaster's Guide
Before science, before history, an era of magic
existed in our world’s dim past. Magic flowed freely, touching
every aspect of the lives of men and women of the Namegiver races.
It was an age of heroes, an age of fantastical deeds and mythical
stories. It was the Age of Legend.
As the level of magic rose, so did the danger,
luring Horrors from the depths of astral space—nightmare creatures
devouring all life in their path. For four centuries, entire nations
hid underground as the Horrors devastated their lands, a dark time
that became known as the Scourge. A century ago, the people of
Barsaive emerged from their sealed kaers and citadels. Trolls,
dwarfs, elves, orks, and humans live side by side with exotic races:
the lizardlike t'skrang, the small, winged windlings, and the
earthen obsidimen. Fantastical creatures dwell once more in the
forests and jungles. Arcane energies offer power to those willing to
learn the ways of magic.
Now, bold heroes from across Barsaive band
together to fight for life and freedom against the remaining Horrors
and the oppressive Theran Empire, which seeks to bend the rebellious
province again to its yoke. Through noble deeds and sacrifice, the
heroes of the world forge Barsaive's future, arming themselves for
their daunting task with powerful magical spells and treasures.
Earthdawn is a fantasy roleplaying game set in a
world of high adventure, high magic, and terrible danger. The
Earthdawn Gamemaster's Guide provides revised game mechanics,
extensive setting material, guidelines for creating campaigns in
Barsaive, information on creatures, dragons, Horrors, spirits,
magical treasures, and much more!
$39.95 |
|
Earthdawn 3rd: Player's Companion
Before science, before history, an era of magic
existed in our world’s dim past. Magic flowed freely, touching
every aspect of the lives of men and women of the Namegiver races.
It was an age of heroes, an age of fantastical deeds and mythical
stories. It was the Age of Legend. Now, bold heroes from across
Barsaive band together to fight for life and freedom against the
remaining Horrors and the oppressive Theran Empire, which seeks to
bend the rebellious province again to their yoke. Through noble
deeds and sacrifice, the heroes of the world forge Barsaive's
future, arming themselves for their daunting task with powerful
magical spells and treasures.
Earthdawn is a roleplaying game set in a world of
high adventure, high magic, and terrible danger. The Players’s
Companion expands the rules in the Player’s Guide, taking player
characters from Ninth to Fifteenth Circle in their Disciplines. This
book features extended background information, new game mechanics,
spells, talents, knacks, and much more!
$34.95 |
|
Earthdawn 3rd: Gamemaster's Companion
Before science, before history, an era of magic
existed in our world’s dim past. Magic flowed freely, touching
every aspect of the lives of men and women of the Namegiver races.
It was an age of heroes, an age of fantastical deeds and mythical
stories. It was the Age of Legend. Now, bold heroes from across
Barsaive band together to fight for life and freedom against the
remaining Horrors and the oppressive Theran Empire, which seeks to
bend the rebellious province again to their yoke. Through noble
deeds and sacrifice, the heroes of the world forge Barsaive's
future, arming themselves for their daunting task with powerful
magical spells and treasures.
Earthdawn is a roleplaying game set in a world of
high adventure, high magic, and terrible danger. The Gamemaster’s
Companion expands the rules in the Gamemaster’s Guide, providing
new game mechanics, extended setting material, and adding more
creatures, dragons, Horrors, spirits, and unique magical treasures!
$34.95 |
|
Kratas City of Thieves
Located in the center of Barsaive, the city of Kratas
is a veritable hub of information and stolen goods. Despite its location
near almost all major trade routes, few honest merchants pass through
the city, for Kratas is ruled and run by thieves. Its people are the
clever and desperate, the illegally wealthy, and the horribly destitute
of the province.
The site of an ancient citadel that fell to the
Horrors during the Scourge, Kratas was crammed with treasures both
magical and mundane when adventurers rediscovered it, empty of
survivors, soon after the end of the Scourge. Rumors of its treasures
led countless expeditions of heroes and treasure-seekers to scour the
ruins bare of wealth and monsters.
Within a few years, the dark buildings became home to
bandits seeking a home base between their raiding activities. Over time
the bandits and thieves began to feel themselves a community, though a
true government did not form in Kratas until the outbreak of the Theran
War. The legendary ork Thief, Garlthik One-Eye, controls the city
through his gang, the Force of the Eye.
Adventure and intrigue-both can be found here, in the
dirty streets of the City of Thieves!
Kratas: City of Thieves offers gamemasters and players
an indepth look at Barsaive’s most disreputable city. This book
provides detailed descriptions of Kratas, its gangs, and the characters
who call this city home, along with new and original content for
adventures in the world of Earthdawn. Requires use of the Earthdawn
Player’s and Gamemaster’s Guides.
$39.95 |
|
Ardanyan’s Revenge
When the Scourge was imminent, the people of the town
of Ardanyan sought shelter in an underground kaer, expecting only the
Horrors to be a threat. During the centuries of confinement, small
quarrels grew into conflicts, which in turn developed into blood feuds
and racial hatred. The Horrors would glady have fed on Kaer Ardanyan-if
only they had found it...
For generations a secret society betrayed the
unsuspecting citizens of Ardanyan. Now they struggle to keep their
terrible secret. The player characters are the spark igniting a bonfire
of intrigue, deceit, and illusion. But the heroes have to be careful not
to fall victim to the flames while on their dangerous quest to save the
residents of a lost kaer!
Ardanyan's Revenge is an adventure supplement for
Earthdawn Third Edition. Intended for Novice and Initiate characters of
any Discipline, this book provides comprehensive information on starting
an Earthdawn game for kaer-dwelling characters, but integrates easily
into any running Earthdawn campaign. Requires use of the Earthdawn
Player's and Gamemaster's Guides.
$24.99 |
|
Earthdawn: The Shards Collection Vol 1
Shards Collection Volume One is a collection of five
stand-alone adventures for Earthdawn Third Edition, providing challenges
for Novice through Journeyman adepts. Requires use of the Earthdawn
Player’s and Gamemaster’s Guides.
JOURNEY TO LANG: An errand along the Serpent River
exposes the characters to the dangers of the Scourge.
RUNVIR’S TOMB: Searching a tomb for magical
treasure, the heroes find that not everything evil is dead.
KEPT IN THE DARK: In the depths of the Servos Jungle,
an expedition takes a different direction when the heroes encounter the
Therans.
PALE RIVER: Beneath the Kingdom of Throal, an
underground village harbors thieves. But why are they stealing food from
the bazaars of the dwarf city?
TOURNAMENT TROUBLES: The heroes take part in the
annual tournament of Travar, the outcome of which determines the city’s
political fate for the coming year.
$24.99 |
|
Earthdawn - 2nd Edition
Before science, before history, there was an Age of Legend – and Legends never truly die...
For years, the Name-givers – those races gifted with the ability to Name, and shape the very magic of the world – were forced to live in
underground citadels known as kaers, while malevolent creatures from astral space, so terrible they could only be called Horrors, ravaged their world.
The time of hiding has passed. Now, the
Name-givers have returned, and reclaimed their place in the world. The fight is not over. The Horrors still linger in this world – in the cities and ruins lost during the Scourge. A corrupt Empire seeks to reclaim its provinces, and Name-givers with dark ambitions seek to set themselves up as the new power in the absence of the Empire.
In this Age of Legend, only heroes can stand against the soul-rending power of the
Horrors, and the dark machinations of those corrupt with power.
Become these brave souls, and roleplay in Earthdawn, the Age of Legends.
$30.00
|
GG007620

|
Earthdawn GM Screen
They lie in wait across from you, daring you to make one mistake,
ready to descend at the slightest hint of weakness...
Players.
The only thing that stands between you and them is a quality piece
of cardboard. Perhaps the adventure it came with can amuse them long
enough for you to make your escape...
$20.00
|
GG004210

|
Earthdawn Companion - 2nd Edition
During the Scourge, the Horrors ravaged the world unchecked while we were forced to hide in the magical citadels and kaers. It was only through the magical traditions passed down from generation to generation that we were able to face these evil entities, and reclaim what was ours. New battles call for new ways, however, and the power of tradition has grown stronger, augmented with the knowledge of a people at war with the creatures that would destroy our world or those who seek to claim it for their own power-hungry
purposes.
The Earthdawn 2nd Edition Companion takes up where the Earthdawn 2nd Edition Rulebook left off. This book provides Earthdawn players and gamemasters with guidelines for advancing characters well beyond the limits set in the basic rules. The Companion includes dozens of new talents and spells, and systems for large scale battles. The
Earthdawn Companion also expands the workings of magic in Earthdawn, as well as providing rules for playing questors of the Passions.
$27.00
|
GG007962

|
Barsaive in Chaos
The power of the Theran empire, once so prominent
in Barsaive, has been greatly diminished. With the fall of Vivane,
the balance of power has tilted, but the peace that should have
followed such a monumental victory is threatened even before it can
be born. Great forces were revealed and brought to bear during the
Second Battle of Sky Point, and the aftermath still shakes the very
foundation of Barsaive.
Barsaive in Chaos is a campaign supplement for Earthdawn Second
Edition. It details six significant events that span the year after
the fall of Vivane, outlining an epic-style campaign. Each event can
also stand alone to form a mini-campaign, and they can be used in
any combination. When these events are linked, the characters are
placed in the center of a battle for Barsaive's social and political
stability. Barsaive in Chaos is intended for characters of Second
Circle and above, of any Discipline.
Barsaive in Chaos introduces Second Edition Rules for the Purifier
and Horror Stalker Disciplines, and the Lightbearers Secret Society.
It also includes an extensive bestiary of Undead.
$20.00
|
GG001449

|
Scourge Unending
The war is over. The Therans have been removed
from Barsaive. Everything should be fine now, right?
That couldn't be further from the truth. The Horrors are still out
there, and their threat is ever-present.
Scourge Unending is a sourcebook covering many Horrors that can be
found in Barsaive. It includes plot hooks, game mechanics, and
everything else you'll need to bring a whole new set of Horrors to
your Earthdawn campaign.
$18.00
|
GG002507

|
|
Adepts are the heroes and legends of Earthdawn,
fighting to reclaim their Scourge-ravaged land with the magic they
wield. Some of these Adepts find their path defined by conflict and
blood, a path known to some as the Way of War. Archers use their
power to master the art of the missile weapon. Cavalrymen use their
empathic bond with their mount to become fearsome fighters. Sky
Raiders harness their magic to help them plunder the skies of
Barsaive. Swordmasters are quick with both their well-handled
weapons and their dangerous wit. Warriors use their talents to
become the personifications of war. And the Zhan Shi introduces
mastery of unarmed combat from distant Cathay.
Way of War: Makers of Legend Vol. 1 offers players
and gamemasters an in-depth look at five Disciplines of Barsaive.
This book describes these five Disciplines from the point of view of
four different Adepts, and introduces a new Discipline, the Zhan
Shi. Way of War also includes new talent knacks and new rules for
using the Disciplines in Earthdawn adventures.
$18.00
|
GG003512

|
The Wanderer’s Way: Makers of Legend Vol. 2
Adepts are the heroes and legends of Earthdawn,
striving to reclaim their Scourge-ravaged land with the magic they
wield. Some of these Adepts find in their wanderings that they are
defined not only by their Discipline, but also by the other
Name-givers and creatures they interact with. Air Sailors crew the
airships that fly the skies of Barsaive. Beastmasters use their
magic to bond with animals. Scouts explore the wilderness and delve
into hidden kaers. The self-reliant Thieves know how to sneak, and
to steal. Troubadours serve as entertainers, storytellers, actors,
and songsmiths. And the Montebanc introduces the art of manipulation
practiced so commonly in the courts and cities of Arancia.
The Wanderer’s Way: Makers of Legend Vol. 2
offers players and gamemasters an in-depth look at five Disciplines
of Barsaive. This book describes each of these five Disciplines from
the point of view of four different Adepts, and introduces a new
Discipline, the Montebanc. The Wanderer’s Way also includes new
talent knacks and new rules for using the Disciplines in Earthdawn
adventures.
$18.00
|
GG010806

|
The Book of Dragons: Revised and Expanded
“We are dragons, the first and most ancient
Name-givers, the only ones to Name ourselves. Ours is a heritage of
magic, power, and prestige, but it is also a heavy burden of
responsibility and guilt-- yes, guilt for what we in our 'wisdom'
allowed to happen. In our pride and arrogance, we forever changed
the fate of the world. That is a fact. We cannot change what is
done, we can only change what happens next.” – Mountainshadow,
the Far Scholar
This is the Book of Dragons for the Earthdawn Role
Playing Game. Inside, the Great Dragons of Barsaive are detailed, as
well as other influential adult dragons. The Book of Dragons
contains all the rules necessary for including dragons, in all their
might and majesty, as well as dragon-like creatures in your
Earthdawn campaign. Finally, the Book of Dragons’ adventure
frameworks can immediately involve your campaign in the affairs of
dragons.
$22.00
|
GG010327

|
|