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Earthdawn

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1163:, 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." 351:
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.
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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.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
276:; 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. 1124:-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 615:
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
1174:, 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." 568:
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
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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.
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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.
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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.
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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
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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.
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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."
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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,
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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.
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other lands and eventually became the powerful Theran Empire, an extremely magically advanced civilization and the main antagonist of the
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naturally live a very long time; some are thought to be immortal. Such immortal Elves feature in many cross-pollinated storylines with
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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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fit the common fantasy role playing convention; they are tall, lithe, pointy-eared humanoids who prefer living in nature. Elves in
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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.
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Starting in 1993, FASA released over 20 gaming supplements describing this universe; however, it closed down production of
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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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edition can be played with just seven standard d6 dice, ideally of three differing colors.) Dice rolls in the
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edition is marketed as being "ideal for one-shots, convention games, and introductory games — even for kids!"
457:-level culture than in most other fantasy settings, and forms the main source of resistance to a return of 227:, with the goal of creating a rich, logical fantasy world. Like many role-playing games from the nineties, 189:
in 2003, who released the Classic Edition in 2005 and the game's Third Edition in 2009 (the latter through
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of two differing colors which can alter the initial result of the main d6 die. (Alternatively, the
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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.
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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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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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Two Earthdawn supplements cover territories outside Barsaive.
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are considered to be somewhat warlike in general outlook.
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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:
1057:" - You don't get what you want, and things get worse. 420:(Third Edition) covers the lands of Cathay (Far East). 1082:
is, at heart, a very traditional heroic fantasy RPG."
1494:"Pyramid: Pyramid Review: Earthdawn: Second Edition" 1253:
Staff (December 1993). "Feature Review: Earthdawn".
393:. Note should be made that game world links between 401:were deliberately broken by the publisher when the 1342:Actually, due to the bonus dice mechanic it is 8.4 945:permutation a six-sided die ("d6") is used with " 1564: 1177: 579:tribe with personal glory being a close second. 1437:Adler, Malcolm (July–August 1993). "Reviews". 362:The setting of Earthdawn is the same world as 311:RPG system. With its rules-lite mechanics the 214:, but draws more inspiration from games like 1157:In Issue 12 of the Australian game magazine 1149:noted (referring to the FASA edition) that " 977:Age of Legend Edition - Main d6 Die Results 608:cover shows Throal, the capital of Barsaive 538:'s patagium, allowing them to glide. While 1389: 1021:" - You get what you want, but at a cost. 530:Barsaive. A rare subrace of t'skrang, the 208:The game is similar to fantasy games like 27: 1508:"Earthdawn | Article | RPGGeek" 1470:Monsters, Aliens, and Holes in the Ground 1168:Monsters, Aliens, and Holes in the Ground 920:notated as "1d4 – 1". Step 1 is 1d4 – 2. 443:are similar in appearance to the classic 285:Earthdawn Classic Gamemaster's Compendium 1369:(February 1994). "Roleplaying Reviews". 997:" - You get what you want, and a bonus. 599: 75:(Classic, Third, Revised Third Editions) 1467: 1383: 1045:" - You don't get what you were after. 299:In 2016, Vagrant Workshop released the 1565: 1408: 1143:The Millennium's Most Underrated Games 1578:Role-playing games introduced in 1993 1436: 1359: 1252: 1218:(Danish) (Issue 1 – March/April 1994) 941:RPG system by Nathan Russell. In the 637:Dice Rolled (Classic and 2nd Edition) 534:, possess a flap of skin much like a 281:Earthdawn Classic Player's Compendium 1554:Internet Archive of FASA's official 1549:Ulisses Spiele, 4. Edition Earthdawn 1461: 1365: 587:in verbal jousts as a type of sport. 428:Known as Namegivers, the setting of 177:in 1993. In 1999 it was licensed to 1544:FASA Games, Inc. Earthdawn Homepage 1430: 1108:In a 1996 reader poll conducted by 969:, with the default question being " 303:edition using a permutation of the 13: 1353:"Pyramid: Pyramid Pick: Earthdawn" 1320:"Earthdawn RPG Fantasy Miniatures" 1120:combined traditional fantasy with 231:focuses much of its detail on its 201:edition in 2016 using alternative 16:Tabletop fantasy role-playing game 14: 1594: 1532: 595: 368:(i.e. a fictionalized version of 34:Earthdawn Gamemaster's Compendium 1539:Earthdawn.com (Vagrant Workshop) 1085:In the February 1994 edition of 1514: 1500: 1486: 1228: 606:Earthdawn Companion 2nd Edition 380:are in our world. However, the 1402: 1345: 1336: 1312: 1288: 1263: 1246: 1224:(German) (Issue 62 – Dec 2001) 1: 1239: 1273:. 2009-01-30. Archived from 1178:Other reviews and commentary 1063: 7: 1453:: CS1 maint: date format ( 1068:Chris W. McCubbin reviewed 1009:" - You get what you want. 389:(Ukrainian for "wormwood") 10: 1599: 1583:Fantasy role-playing games 1271:"Living Room Games Forums" 1232: 985:Do you get what you want? 643:Dice Rolled (4th Edition) 318: 252: 1443:. No. 12. p. 2. 1216:Rollespilsmagasinet Fønix 971:Do you get what you want? 640:Dice Rolled (3rd Edition) 418:Cathay: The Five Kingdoms 173:, originally produced by 145: 135: 94: 53: 41: 26: 423: 1296:"Earthdawn 4th Edition" 1235:list of Earthdawn books 967:closed yes–no questions 558:, but without the same 331:In the distant past of 130:(Age of Legend Edition) 120:(Revised Third Edition) 89:(Age of Legend Edition) 1096:and a clever setting, 609: 211:Dungeons & Dragons 1468:Horvath, Stu (2023). 1188:#37 (July/Aug., 1993) 603: 185:. It was licensed to 181:, which produced the 833:1d20 + 1d4 or 2d12 ( 521:: The troll race in 461:'s rule in Barsaive. 978: 630: 191:Mongoose Publishing 23: 976: 939:Freeform Universal 899:1d12 + 1d10 + 1d8 629:Examples of steps 628: 610: 510:: The ork race in 391:zone of alienation 309:Freeform Universal 154:Freeform Universal 19: 1440:Australian Realms 1396:Future Publishing 1166:In his 2023 book 1160:Australian Realms 1061: 1060: 937:mechanics of the 917: 916: 896:1d12 + 1d10 + 1d8 871:1d12 + 1d8 + 1d6 835:Earthdawn Classic 414:The Theran Empire 307:mechanics of the 179:Living Room Games 171:role-playing game 159: 158: 110:(Classic Edition) 65:Living Room Games 1590: 1526: 1525: 1518: 1512: 1511: 1504: 1498: 1497: 1490: 1484: 1483: 1465: 1459: 1458: 1452: 1444: 1434: 1428: 1427: 1425: 1424: 1418:Pyramid (Online) 1410:Haring, Scott D. 1406: 1400: 1399: 1387: 1381: 1380: 1363: 1357: 1356: 1349: 1343: 1340: 1334: 1333: 1331: 1330: 1316: 1310: 1309: 1307: 1306: 1292: 1286: 1285: 1283: 1282: 1267: 1261: 1260: 1250: 1212:– Second Edition 1204:#24 (Feb., 1996) 1196:#10 (Dec., 1993) 1105:holds its own." 979: 975: 868:1d12 + 1d8 + 1d6 631: 627: 337: 125:(Fourth Edition) 105:(Second Edition) 86:Vagrant Workshop 82:(Fourth Edition) 68:(Second Edition) 31: 24: 18: 1598: 1597: 1593: 1592: 1591: 1589: 1588: 1587: 1563: 1562: 1535: 1530: 1529: 1520: 1519: 1515: 1506: 1505: 1501: 1492: 1491: 1487: 1480: 1466: 1462: 1446: 1445: 1435: 1431: 1422: 1420: 1407: 1403: 1388: 1384: 1364: 1360: 1351: 1350: 1346: 1341: 1337: 1328: 1326: 1318: 1317: 1313: 1304: 1302: 1294: 1293: 1289: 1280: 1278: 1269: 1268: 1264: 1251: 1247: 1242: 1237: 1231: 1180: 1137:magazine named 1122:Call of Cthulhu 1066: 965:edition answer 598: 536:flying squirrel 481:. 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Retrieved 1275:the original 1265: 1254: 1248: 1229:Publications 1221: 1215: 1207: 1199: 1191: 1183: 1171: 1167: 1165: 1158: 1156: 1150: 1147:Scott Haring 1142: 1138: 1132: 1130: 1125: 1121: 1117: 1113: 1109: 1107: 1102: 1097: 1086: 1084: 1079: 1073: 1069: 1067: 1054: 1042: 1030: 1018: 1006: 994: 970: 962: 958: 950: 946: 942: 938: 930: 928: 925: 922: 918: 834: 825:1d12 + 1d10 623: 612: 611: 605: 539: 531: 522: 511: 497: 493: 492:: Humans in 482: 476: 472: 468: 444: 440: 439:: Dwarfs in 429: 427: 417: 413: 411: 406: 402: 398: 394: 363: 361: 353: 349: 344: 332: 330: 322: 312: 308: 300: 298: 294: 290: 284: 280: 278: 273: 269: 267: 262: 258: 256: 246: 240: 228: 215: 209: 207: 198: 182: 162: 161: 160: 129: 124: 119: 114: 109: 104: 99: 88: 81: 74: 67: 60: 33: 20: 1324:Kickstarter 1300:Kickstarter 1019:Yes, but... 995:Yes, and... 913:1d20 + 2d6 910:1d12 + 2d10 893:1d20 + 1d12 885:1d12 + 2d8 879:1d20 + 1d10 857:1d12 + 2d6 822:1d12 + 1d10 819:1d12 + 1d10 797:1d10 + 1d8 467:: Elves in 455:Renaissance 225:metaphysics 205:mechanics. 150:Step System 95:Publication 48:Greg Gorden 1567:Categories 1423:2008-02-16 1367:Swan, Rick 1329:2018-09-18 1305:2018-09-18 1281:2009-01-31 1240:References 1185:White Wolf 1141:as one of 1055:No, and... 1031:No, but... 955:Fudge dice 935:rules-lite 907:1d20 + 2d6 882:1d12 + 2d8 865:1d20 + 1d8 854:1d12 + 2d6 851:1d20 + 1d6 794:1d10 + 1d8 791:1d10 + 1d8 777:1d10 + 1d6 769:1d8 + 1d6 540:k'stulaami 532:k'stulaami 382:topography 305:rules-lite 203:rules-lite 54:Publishers 36:(RedBrick) 1573:Earthdawn 1556:Earthdawn 1377:TSR, Inc. 1172:Earthdawn 1151:Earthdawn 1145:. Editor 1139:Earthdawn 1126:Shadowrun 1118:Earthdawn 1114:Earthdawn 1103:Earthdawn 1098:Earthdawn 1093:Rick Swan 1080:Earthdawn 1070:Earthdawn 1064:Reception 766:1d8 + 1d6 763:1d8 + 1d6 613:Earthdawn 523:Earthdawn 512:Earthdawn 498:Earthdawn 494:Earthdawn 483:Earthdawn 478:Shadowrun 473:Earthdawn 469:Earthdawn 441:Earthdawn 430:Earthdawn 407:Shadowrun 403:Shadowrun 399:Shadowrun 395:Earthdawn 387:Chernobyl 365:Shadowrun 347:setting. 345:Earthdawn 333:Earthdawn 325:dimension 263:Earthdawn 259:Earthdawn 247:Shadowrun 242:Shadowrun 229:Earthdawn 217:RuneQuest 163:Earthdawn 43:Designers 21:Earthdawn 1398:: 25–35. 1379:: 82–83. 1131:In 1999 621:number. 187:RedBrick 72:RedBrick 1375:(202). 1222:Envoyer 1209:Pyramid 1134:Pyramid 1075:Pyramid 949:" and " 837:option) 618:integer 569:people. 451:Tolkien 446:D&D 374:Ukraine 356:dwarven 319:Setting 253:History 237:prequel 233:setting 222:magical 168:fantasy 146:Systems 140:Fantasy 1476:  1394:(14). 1392:Arcane 1372:Dragon 1256:Shadis 1201:Shadis 1193:Shadis 1110:Arcane 1088:Dragon 1007:Yes... 951:and... 947:but... 671:1d4-1 657:1d4-2 552:Kender 378:Russia 136:Genres 1259:(10). 1043:No... 843:2d12 811:2d10 741:1d12 727:1d10 682:1d6-1 668:1d6-2 665:1d4-1 654:1d6-3 651:1d4-2 556:Krynn 519:Troll 490:Human 459:Thera 437:Dwarf 424:Races 370:Earth 336:' 166:is a 128:2016 123:2015 118:2012 113:2009 108:2005 103:2001 98:1993 1558:page 1474:ISBN 1455:link 982:Roll 929:The 840:2d12 808:2d10 805:2d10 783:2d8 755:2d6 738:1d12 735:1d12 724:1d10 721:1d10 713:1d8 699:1d6 685:1d4 634:Step 604:The 397:and 376:and 283:and 268:The 195:FASA 175:FASA 79:FASA 58:FASA 1072:in 780:2d8 752:2d6 749:2d6 710:1d8 707:1d8 696:1d6 693:1d6 679:1d4 554:of 547:fae 508:Ork 465:Elf 449:or 340:elf 239:to 1569:: 1451:}} 1447:{{ 1416:. 1322:. 1298:. 904:19 890:18 876:17 862:16 848:15 830:14 816:13 802:12 788:11 774:10 1524:. 1510:. 1496:. 1482:. 1457:) 1426:. 1355:. 1332:. 1308:. 1284:. 1053:" 1050:1 1041:" 1038:3 1029:" 1026:5 1017:" 1014:2 1005:" 1002:4 993:" 990:6 760:9 746:8 732:7 718:6 704:5 690:4 676:3 662:2 648:1

Index


Designers
Greg Gorden
FASA
Living Room Games
RedBrick
FASA
Vagrant Workshop
Fantasy
Step System
Freeform Universal
fantasy
role-playing game
FASA
Living Room Games
RedBrick
Mongoose Publishing
FASA
rules-lite
Dungeons & Dragons
RuneQuest
magical
metaphysics
setting
prequel
Shadowrun
rules-lite
dimension
elf
dwarven

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