1174:, Malcolm Adler thought the rules would satisfy both new and experienced players: "The rules are written in a simple enough form and with plenty of examples so that a new gamer should not get lost. For more experienced gamers there is enough depth in the system to keep the average player happy." Adler liked the ability of gamemasters to go in new directions, saying, "One of the biggest positives on Earthdawn's side is the continual encouragement to do with it what you will." Adler concluded, "My opinion is that the game is going to be big. I suspect the second biggest RPG in the market is about to arrive. Consequently you owe it to yourself to check it out when it becomes available in August. Give it a good look over and then make your own judgement."
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protection of the kaers to those who would pledge their loyalty to the Empire. Most of these nations agreed at first though some became unwilling to fulfill their end of the bargain after the end of the
Scourge, wanting to have nothing to do with the bureaucratic nation run on political conflict and powered by slavery. After four hundred years of hiding, the Scourge ended, and the people emerged to a world changed by the Horrors. The player characters explore this new world, discovering lost secrets of the past, and fighting Horrors that remain.
307:
advanced five years, past the end of the
Barsaive-Thera War, in order to clear dangling threads in the metaplot and open the game world to new stories. The first Fourth Edition title—the Player's Guide—was released in early 2015. In 2014 FASA Corporation also gave permission for Impact Miniatures to return the original Heartbreaker Hobbies & Games Official Earthdawn Miniatures range to production. In order to fund this, Impact Miniatures launched a successful Kickstarter project.
515:
eventually return to and re-merge with it. Obsidimen can live around 500 years away from their
Liferock, and their ultimate lifespan is unknown, as they generally return to it and remain there. Due to their rocky nature and long lives, Obsidimen are rather slow moving and deliberate in both speech and action, and can have difficulty understanding the smaller races' need for haste. However, if aroused by a threat to self, friend, or community, obsidimen are fearsome to behold.
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its own chapter, describing it from the point of view of different adepts. Likewise, Barsaive gets a complete treatment, and the chapters contain a lot of log entries and stories in addition to the setting descriptions; the same applies to
Horrors and Dragons. Errata was incorporated into the text, correcting previous edition errors and providing rules clarifications.
612:
514:
Obsidiman: Obsidimen are a race of large, rock-based humanoids. They stand over 7 feet (2.1 m) tall and weigh over 900 pounds. Their primary connection is to their
Liferock, which is a large formation of stone that they emerge from. Obsidimen are loyal to the community around their Liferock, and
302:
While RedBrick tried to remain faithful to FASA's vision and visual style, they revised almost everything and introduced new material to fill the gaps. RedBrick began publishing new
Earthdawn novels in 2007. In 2009, RedBrick announced the Third Edition of the game. To gain a larger audience for this
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liked the high production values "highlighted by striking illustrations and FASA’s usual state-of-the-art graphics", and found that "Thanks to clear writing and sensible organization... it's an easy read." But Swan also found the game setting insubstantial compared to others. "Despite workable rules
635:
The result of each die is added (dice which reach their maximum value are thrown again, adding each maximum to the tally, along with the final result below maximum) and compared to a value decided by the game master/storyteller according to the difficulty of the task. This approach means it's always
930:
The dice in steps 3 through 13 form the basis of an 11-Step cycle. To form Steps 14–24, add 1d20. To form Steps 25–35, further add 1d10 + 1d8. For higher cycles, continue alternating between the addition of 1d20 and 1d10 + 1d8. Step 2 is rolled as Step 3, but you subtract 1 from the result. This is
601:
Storm
Children: At first glance they appear to be abnormally pale humans with solid black hair, their eyes, a solid bluish white without sign of a pupil, are a strikingly none human looking. The Storm Children are born during particularly terrible storms where a lightning bolt will strike the earth
597:
Po Na: Also found in the Jungle of
Endless Wandering, the Po Na are a humanoid race with long, prehensile tails and faces that resemble a cross between a monkey and a human. Po Na tend to be driven heavily by their curiosity while living there daily life and admire quick wit and word play, engaging
536:
is also similar in appearance to many other fantasy role playing depictions of trolls. They are very tall humanoids, with a hardened skin and horns. Socially, they form clans to which they are fiercely loyal. Troll clans often raid one another, and a significant subset of the troll race are crystal
298:
are essentially an alternative Second
Edition, but without a version designation (since the material is compatible anyway). Each book has 524 pages and summarizes much of what FASA published—not only the game mechanics, but also the setting, narrations, and stories. For example, each Discipline has
593:
Ki Mao: The Ki Mao are another elven race native to the Cathay region that inhabit the Jungle of
Endless Wandering. One distinguishing characteristic setting the Ki Mao apart from their elven cousins is their uncanny resemblance to tigers. They have the eyes of a cat as well as distinct patterning
589:
Gar: An Elven like race with considerably shorter lifespan. This is primarily due to their violent lifestyle and high rate of infant mortality. While native to the Cathay region they have mostly been driven out and live around the outskirts of the Five Kingdoms. A Gar's primary loyalty is to their
361:
The peoples of the world built kaers, underground towns and cities, which they sealed with the Theran wards to wait out the time of the Horrors, which was called the Scourge. Theran wizards and politicians warned many of the outlying nations around Thera of the coming of the Horrors, offering the
306:
In 2014, FASA Games announced the forthcoming publication of Earthdawn Fourth Edition and launched a successful Kickstarter to support the project. Fourth Edition is described as a reworking of the game mechanics, with redundancies eliminated, and a simpler success level system. The game world is
353:
scholar discovered that the time of the Horrors was approaching, and founded the Eternal Library in order to discover a way to defeat them — or at the very least, survive them. The community that grew up around the library developed wards and protections against the Horrors, which they traded to
631:
of the average roll of the dice(s) in question. For example, two six-sided dice will on average yield a result of 7, thus the step number 8 means that 2d6 will be rolled. The consequence is that each such dice roll has a 50% chance of yielding a result at least as high as the corresponding step
525:
is physically similar to other depictions of orcs in fantasy role-playing. They are tribal, nomadic and often barbaric humanoids, with olive, tan, beige or ebony skin. They are relatively short-lived, and as a result many attempt to leave a legacy marked by a memorable death—preferably one that
540:
T'skrang: The t'skrang are lizard-like amphibious humanoids with long tails and a flair for dramatics. Many of them exhibit the behaviors and characteristics which are stereotypical to a "swashbuckler". T'skrang are often sailors, and many t'skrang families run ships up and down the rivers of
496:
elves are called the Blood Elves. The blood elves rejected the Theran protective magic, and attempted their own warding spells. These wards failed, and a last-ditch ritual caused thorns to thrust through the skin of the blood elves. These ever-bleeding wounds caused constant pain, but the
636:
technically possible to succeed with a low step number, yet leaves room for failure on high step numbers. This will sometimes make combat last longer than in other games. As per the above, the difficulty value where the odds of success are perfectly even is identical to the step number.
560:
creatures, they resemble small elves with insect-like wings. They have the ability to see into the astral plane, and are considerably luckier than the other races. Windlings are often somewhat mischievous, hedonistic, and eager for new experiences, and are culturally similar to the
287:; some classes were slightly different or altered abilities from the original. The changes were meant to allow for more rounded characters and better balance of play. Living Room Games last published in 2005 and they no longer have a license with FASA to publish Earthdawn material.
1135:-style horror and a detailed background to create an evocative and interesting setting. Combined with a clear, well-designed rules system and an impressive range of supporting supplements and adventures, this is an excellent fantasy game. It's also of special interest to fans of
626:
stands out from other tabletop RPGs with a unique approach to skill tests. Players wanting to perform an action determine their level or "step" for the skill, talent, or ability to be used. This step can then be looked up in a list of dice to be thrown; it is the next-highest
1185:, through its careful presentation in both art and text, gives players the necessary details to bring to life a world of wonders as easily as they might conjure a game set in the real world. Once there, players can go forth and forge their own legends."
579:
Ulkmen: Another race unique to Vasgothia, the ulkmen have been merged with Horrors. In addition to their talents, an ulkman adepts gain a Horror power every four Circles. Despite their origins & horrific appearance, the ulkmen are a largely peaceful
303:
edition, RedBrick published the book through Mongoose Publishing's Flaming Cobra imprint. The first two books were released in July 2009. In 2012, RedBrick ceased publishing and announced the transfer of the Earthdawn license to FASA Games, Inc.
537:
raiders, which command many of the airships of Barsaive. Other trolls, known as lowland trolls, have merged with mixed communities around Barsaive, although most retain the fierce cultural and personal pride of their less-civilized cousins.
369:
Kingdom of Throal led a rebellion against their former overlords. The Theran presence in Barsaive has been limited to a small part of south-western Barsaive, located around the magical fortress of Sky Point and the city of Vivane.
395:
other than coastlines and major rivers is quite different, and the only apparent reference to the real world besides the map may be the Blood Wood, known as "Wyrm Wood" before the Scourge and similar in location and extent to the
602:
leaving behind a naked genderless fully-grown Humanoid. They are born knowing Cathayan, they are driven by a ravenous hunger for knowledge, but for the most part they are subject to the same merits and vices as every other race.
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into our own. The Horrors come in an almost infinite variety—from simple eating machines that devour all they encounter, to incredibly intelligent and cunning foes that feed off the negative emotions they inspire in their prey.
1164:
had an original, inventive magic system (no mean trick given the hundreds of fantasy RPGs that came before), and a game world that gave you the classic "monsters and dungeons" sort of RPG experience, but made sense doing it."
1111:
is more frosting than cake, with little of substance to distinguish it from the competition." Nevertheless, he found himself drawn to the game. "In a greasy pizza, let’s-not-take-this-too-seriously kind of way,
464:
dwarfs. They are the predominant race in Barsaive, and the dwarf language is considered the common language. Their culture, especially of the dominant Throal Kingdom, can be considered more of a
934:
The 3rd edition changes this by removing d4s and d20s from the system. Steps 6 through 12 (as listed above) form the basis of a 7-Step cycle. To add 7 Steps from then on, simply add 1d12.
334:
In Barsaive, magic, like many things in nature, goes through cycles. As the magic level rises, it allows alien creatures called Horrors to cross from their distant, otherworldly
1281:
290:
In 2003 a second license was granted to RedBrick, who developed their own edition based on the FASA products, in addition to releasing the original FASA books in PDF form. The
40:
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property was licensed out, in order to avoid the necessity for coordination between publishing companies. FASA has announced since then, that there are no plans to return
937:
The 4th edition changes this by making Steps 8 through 18 form the basis of an 11-Step cycle. To form Steps 19–29, add 1d20. To form Steps 30–41, add 2d20, and so on.
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book (First Edition) covers the Theran Empire and its provinces (which roughly correspond to the territories of the Roman Empire, plus colonies in America and India).
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are physically similar to humans in our own real world. Human adepts are granted a special Versatility talent to make them more mechanically appealing. Humans in
365:
The primary setting of Earthdawn is Barsaive, a former province of the Theran Empire. Barsaive is a region of city-states, independent from the Therans since the
586:
Jackelmen: Native to Creana, jackalmen have the body of a human and the head of a jackal. They are a warrior people and are thought to practice cannibalism.
164:
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did not alter the setting, though it did update the timeline to include events that took place in Barsaive. There were a few changes to the rules in the
96:
1181:, RPG historian Stu Horvath noted, "In a fantasy world, one of the most difficult tasks is conveying that sense of the fantastic. The design of
583:
Jubruq: The only 'half-race' in Earthdawn, jubruq are half human or ork and half elemental spirit. They are native to the Sufik tribes of Marak.
1588:
160:
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383:), but takes place millennia earlier. The map of Barsaive and its neighboring regions established that most of the game takes place where
354:
other lands and eventually became the powerful Theran Empire, an extremely magically advanced civilization and the main antagonist of the
486:
naturally live a very long time; some are thought to be immortal. Such immortal Elves feature in many cross-pollinated storylines with
276:
universe were also released. In late 1999, FASA granted Living Room Games a licensing agreement to produce new material for the game.
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482:
fit the common fantasy role playing convention; they are tall, lithe, pointy-eared humanoids who prefer living in nature. Elves in
208:), who have released the Fourth Edition, with updated mechanics and an advanced metaplot timeline. Vagrant Workshop released the
965:
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can be born as a random mutation in any t'skrang line, they tend to congregate into communities filled with their own kind.
268:
Starting in 1993, FASA released over 20 gaming supplements describing this universe; however, it closed down production of
1593:
256:, mirroring its setting of returning magic with one where magic has just recently dropped from its peak. However, after
1089:#3 (Sept./Oct., 1993), and stated that "Although it never becomes bogged down in cliches and avoids outmoded concepts,
1488:
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edition departs from the Step System mechanics of previous Earthdawn editions and instead uses a permutation of the
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1465:
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edition can be played with just seven standard d6 dice, ideally of three differing colors.) Dice rolls in the
1564:
326:
edition is marketed as being "ideal for one-shots, convention games, and introductory games — even for kids!"
468:-level culture than in most other fantasy settings, and forms the main source of resistance to a return of
238:, with the goal of creating a rich, logical fantasy world. Like many role-playing games from the nineties,
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in 2003, who released the Classic Edition in 2005 and the game's Third Edition in 2009 (the latter through
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1306:
945:
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213:
1425:"Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game"
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of two differing colors which can alter the initial result of the main d6 die. (Alternatively, the
964:" situational modifiers added to four of the six die faces, and conditionally up to six additional
17:
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was licensed out to a different publisher, the ties between the two were deliberately severed.
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tendencies. They have wings similar to those of a dragonfly and are one to two feet in height.
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self-inflicted suffering was enough to protect the blood elves from the worst of the Horrors.
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Leafer: A race native to the Dark Forest of Vasgothia, leafers are sentient plant people.
201:
1401:
Pettengale, Paul (Christmas 1996). "Arcane Presents the Top 50 Roleplaying Games 1996".
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in January 1999. During that time several novels and short-story anthologies set in the
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Windling: The windlings are small, winged humanoids; similar to many depictions of
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leaves no corpse. Before the Scourge almost all orks were enslaved by other races.
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204:'s Flaming Cobra imprint). The license is now held by FASA Games, Inc. (from
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to in-house publication, nor to restore the links between the game worlds.
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magazine to determine the 50 most popular roleplaying games of all time,
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was ranked 24th. Editor Paul Pettengale commented: "Very good indeed.
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984:" subsequent to a character's attempt to elicit a desired outcome.
246:, a province called Barsaive. It was also originally written as a
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Two Earthdawn supplements cover territories outside Barsaive.
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1044:" - You don't get what you want, but it's not a total loss.
231:. The rules of the game are tightly bound to the underlying
1549:
1533:"Earthdawn – Second Edition | Article | RPGGeek"
1483:. Cambridge, Massachusetts: MIT Press. pp. 234–235.
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are considered to be somewhat warlike in general outlook.
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1139:, because it describes the past of the same gameworld."
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along their bodies resembling that of a tiger's stripes.
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features several fantasy races for characters and NPCs:
1068:" - You don't get what you want, and things get worse.
431:(Third Edition) covers the lands of Cathay (Far East).
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is, at heart, a very traditional heroic fantasy RPG."
1505:"Pyramid: Pyramid Review: Earthdawn: Second Edition"
1264:
Staff (December 1993). "Feature Review: Earthdawn".
404:. Note should be made that game world links between
412:were deliberately broken by the publisher when the
1353:Actually, due to the bonus dice mechanic it is 8.4
956:permutation a six-sided die ("d6") is used with "
1575:
1188:
590:tribe with personal glory being a close second.
1448:Adler, Malcolm (July–August 1993). "Reviews".
373:The setting of Earthdawn is the same world as
322:RPG system. With its rules-lite mechanics the
225:, but draws more inspiration from games like
1168:In Issue 12 of the Australian game magazine
1160:noted (referring to the FASA edition) that "
988:Age of Legend Edition - Main d6 Die Results
619:cover shows Throal, the capital of Barsaive
549:'s patagium, allowing them to glide. While
1400:
1032:" - You get what you want, but at a cost.
541:Barsaive. A rare subrace of t'skrang, the
219:The game is similar to fantasy games like
38:
1519:"Earthdawn | Article | RPGGeek"
1481:Monsters, Aliens, and Holes in the Ground
1179:Monsters, Aliens, and Holes in the Ground
931:notated as "1d4 – 1". Step 1 is 1d4 – 2.
454:are similar in appearance to the classic
296:Earthdawn Classic Gamemaster's Compendium
1380:(February 1994). "Roleplaying Reviews".
1008:" - You get what you want, and a bonus.
610:
86:(Classic, Third, Revised Third Editions)
1478:
1394:
1056:" - You don't get what you were after.
310:In 2016, Vagrant Workshop released the
14:
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1419:
1154:The Millennium's Most Underrated Games
1589:Role-playing games introduced in 1993
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1370:
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1229:(Danish) (Issue 1 – March/April 1994)
952:RPG system by Nathan Russell. In the
648:Dice Rolled (Classic and 2nd Edition)
545:, possess a flap of skin much like a
292:Earthdawn Classic Player's Compendium
1565:Internet Archive of FASA's official
1560:Ulisses Spiele, 4. Edition Earthdawn
1472:
1376:
598:in verbal jousts as a type of sport.
439:Known as Namegivers, the setting of
188:in 1993. In 1999 it was licensed to
1555:FASA Games, Inc. Earthdawn Homepage
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1119:In a 1996 reader poll conducted by
980:, with the default question being "
314:edition using a permutation of the
24:
1364:"Pyramid: Pyramid Pick: Earthdawn"
1331:"Earthdawn RPG Fantasy Miniatures"
1131:combined traditional fantasy with
242:focuses much of its detail on its
212:edition in 2016 using alternative
27:Tabletop fantasy role-playing game
25:
1605:
1543:
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379:(i.e. a fictionalized version of
45:Earthdawn Gamemaster's Compendium
1550:Earthdawn.com (Vagrant Workshop)
1096:In the February 1994 edition of
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617:Earthdawn Companion 2nd Edition
391:are in our world. However, the
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1235:(German) (Issue 62 – Dec 2001)
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1:
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1284:. 2009-01-30. Archived from
1189:Other reviews and commentary
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7:
1464:: CS1 maint: date format (
1079:Chris W. McCubbin reviewed
1020:" - You get what you want.
400:(Ukrainian for "wormwood")
10:
1610:
1594:Fantasy role-playing games
1282:"Living Room Games Forums"
1243:
996:Do you get what you want?
654:Dice Rolled (4th Edition)
329:
263:
1454:. No. 12. p. 2.
1227:Rollespilsmagasinet Fønix
982:Do you get what you want?
651:Dice Rolled (3rd Edition)
429:Cathay: The Five Kingdoms
184:, originally produced by
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146:
105:
64:
52:
37:
434:
1307:"Earthdawn 4th Edition"
1246:list of Earthdawn books
978:closed yes–no questions
569:, but without the same
342:In the distant past of
141:(Age of Legend Edition)
131:(Revised Third Edition)
100:(Age of Legend Edition)
1107:and a clever setting,
620:
222:Dungeons & Dragons
1479:Horvath, Stu (2023).
1199:#37 (July/Aug., 1993)
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196:. It was licensed to
192:, which produced the
844:1d20 + 1d4 or 2d12 (
532:: The troll race in
472:'s rule in Barsaive.
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641:
202:Mongoose Publishing
34:
987:
950:Freeform Universal
910:1d12 + 1d10 + 1d8
640:Examples of steps
639:
621:
521:: The ork race in
402:zone of alienation
320:Freeform Universal
165:Freeform Universal
30:
1451:Australian Realms
1407:Future Publishing
1177:In his 2023 book
1171:Australian Realms
1072:
1071:
948:mechanics of the
928:
927:
907:1d12 + 1d10 + 1d8
882:1d12 + 1d8 + 1d6
846:Earthdawn Classic
425:The Theran Empire
318:mechanics of the
190:Living Room Games
182:role-playing game
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121:(Classic Edition)
76:Living Room Games
16:(Redirected from
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1215:#24 (Feb., 1996)
1207:#10 (Dec., 1993)
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607:Game mechanics
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571:kleptomaniacal
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349:s setting, an
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285:Second Edition
281:Second Edition
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1460:cite magazine
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1288:on 2009-06-19
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1432:. Retrieved
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1338:. Retrieved
1334:
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1314:. Retrieved
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1290:. Retrieved
1286:the original
1276:
1265:
1259:
1240:Publications
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1158:Scott Haring
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836:1d12 + 1d10
634:
623:
622:
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550:
542:
533:
522:
508:
504:
503:: Humans in
493:
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479:
455:
451:
450:: Dwarfs in
440:
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44:
31:
1335:Kickstarter
1311:Kickstarter
1030:Yes, but...
1006:Yes, and...
924:1d20 + 2d6
921:1d12 + 2d10
904:1d20 + 1d12
896:1d12 + 2d8
890:1d20 + 1d10
868:1d12 + 2d6
833:1d12 + 1d10
830:1d12 + 1d10
808:1d10 + 1d8
478:: Elves in
466:Renaissance
236:metaphysics
216:mechanics.
161:Step System
106:Publication
59:Greg Gorden
1578:Categories
1434:2008-02-16
1378:Swan, Rick
1340:2018-09-18
1316:2018-09-18
1292:2009-01-31
1251:References
1196:White Wolf
1152:as one of
1066:No, and...
1042:No, but...
966:Fudge dice
946:rules-lite
918:1d20 + 2d6
893:1d12 + 2d8
876:1d20 + 1d8
865:1d12 + 2d6
862:1d20 + 1d6
805:1d10 + 1d8
802:1d10 + 1d8
788:1d10 + 1d6
780:1d8 + 1d6
551:k'stulaami
543:k'stulaami
393:topography
316:rules-lite
214:rules-lite
65:Publishers
47:(RedBrick)
1584:Earthdawn
1567:Earthdawn
1388:TSR, Inc.
1183:Earthdawn
1162:Earthdawn
1156:. Editor
1150:Earthdawn
1137:Shadowrun
1129:Earthdawn
1125:Earthdawn
1114:Earthdawn
1109:Earthdawn
1104:Rick Swan
1091:Earthdawn
1081:Earthdawn
1075:Reception
777:1d8 + 1d6
774:1d8 + 1d6
624:Earthdawn
534:Earthdawn
523:Earthdawn
509:Earthdawn
505:Earthdawn
494:Earthdawn
489:Shadowrun
484:Earthdawn
480:Earthdawn
452:Earthdawn
441:Earthdawn
418:Shadowrun
414:Shadowrun
410:Shadowrun
406:Earthdawn
398:Chernobyl
376:Shadowrun
358:setting.
356:Earthdawn
344:Earthdawn
336:dimension
274:Earthdawn
270:Earthdawn
258:Shadowrun
253:Shadowrun
240:Earthdawn
228:RuneQuest
174:Earthdawn
54:Designers
32:Earthdawn
1409:: 25–35.
1390:: 82–83.
1142:In 1999
632:number.
198:RedBrick
83:RedBrick
18:Barsaive
1386:(202).
1233:Envoyer
1220:Pyramid
1145:Pyramid
1086:Pyramid
960:" and "
848:option)
629:integer
580:people.
462:Tolkien
457:D&D
385:Ukraine
367:dwarven
330:Setting
264:History
248:prequel
244:setting
233:magical
179:fantasy
157:Systems
151:Fantasy
1487:
1405:(14).
1403:Arcane
1383:Dragon
1267:Shadis
1212:Shadis
1204:Shadis
1121:Arcane
1099:Dragon
1018:Yes...
962:and...
958:but...
682:1d4-1
668:1d4-2
563:Kender
389:Russia
147:Genres
1270:(10).
1054:No...
854:2d12
822:2d10
752:1d12
738:1d10
693:1d6-1
679:1d6-2
676:1d4-1
665:1d6-3
662:1d4-2
567:Krynn
530:Troll
501:Human
470:Thera
448:Dwarf
435:Races
381:Earth
347:'
177:is a
139:2016
134:2015
129:2012
124:2009
119:2005
114:2001
109:1993
1569:page
1485:ISBN
1466:link
993:Roll
940:The
851:2d12
819:2d10
816:2d10
794:2d8
766:2d6
749:1d12
746:1d12
735:1d10
732:1d10
724:1d8
710:1d6
696:1d4
645:Step
615:The
408:and
387:and
294:and
279:The
206:FASA
186:FASA
90:FASA
69:FASA
1083:in
791:2d8
763:2d6
760:2d6
721:1d8
718:1d8
707:1d6
704:1d6
690:1d4
565:of
558:fae
519:Ork
476:Elf
460:or
351:elf
250:to
1580::
1462:}}
1458:{{
1427:.
1333:.
1309:.
915:19
901:18
887:17
873:16
859:15
841:14
827:13
813:12
799:11
785:10
1535:.
1521:.
1507:.
1493:.
1468:)
1437:.
1366:.
1343:.
1319:.
1295:.
1064:"
1061:1
1052:"
1049:3
1040:"
1037:5
1028:"
1025:2
1016:"
1013:4
1004:"
1001:6
771:9
757:8
743:7
729:6
715:5
701:4
687:3
673:2
659:1
20:)
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