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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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Way of War: Makers of Legend Vol 1

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

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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

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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

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