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."
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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.
296:
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.
504:
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.
288:
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.
601:
503:
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
291:
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
1095:
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
624:
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
919:
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
590:
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
586:
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
525:
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
287:
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
582:
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
578:
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
350:
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
295:
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
342:
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
620:
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
514:
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
529:
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
485:
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
625:
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.
549:
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
292:
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.
526:
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.
358:
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.
384:
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
591:
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.
327:
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.
1153:
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."
1100:
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,
453:
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
923:
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.
323:
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
1270:
279:
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
29:
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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
926:
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.
416:
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
354:
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
575:
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.
153:
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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
85:
1170:, 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
572:
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.
1577:
149:
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372:), but takes place millennia earlier. The map of Barsaive and its neighboring regions established that most of the game takes place where
343:
other lands and eventually became the powerful Theran Empire, an extremely magically advanced civilization and the main antagonist of the
475:
naturally live a very long time; some are thought to be immortal. Such immortal Elves feature in many cross-pollinated storylines with
265:
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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471:
fit the common fantasy role playing convention; they are tall, lithe, pointy-eared humanoids who prefer living in nature. Elves in
197:), who have released the Fourth Edition, with updated mechanics and an advanced metaplot timeline. Vagrant Workshop released the
954:
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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.
257:
Starting in 1993, FASA released over 20 gaming supplements describing this universe; however, it closed down production of
1582:
245:, mirroring its setting of returning magic with one where magic has just recently dropped from its peak. However, after
1078:#3 (Sept./Oct., 1993), and stated that "Although it never becomes bogged down in cliches and avoids outmoded concepts,
1477:
933:
edition departs from the Step System mechanics of previous Earthdawn editions and instead uses a permutation of the
1319:
1454:
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edition can be played with just seven standard d6 dice, ideally of three differing colors.) Dice rolls in the
1553:
315:
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,
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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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1295:
934:
304:
202:
1414:"Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game"
957:
of two differing colors which can alter the initial result of the main d6 die. (Alternatively, the
953:" situational modifiers added to four of the six die faces, and conditionally up to six additional
1234:
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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.
190:
1390:
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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193:'s Flaming Cobra imprint). The license is now held by FASA Games, Inc. (from
42:
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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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973:" subsequent to a character's attempt to elicit a desired outcome.
235:, 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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1033:" - You don't get what you want, but it's not a total loss.
220:. The rules of the game are tightly bound to the underlying
1538:
1522:"Earthdawn – Second Edition | Article | RPGGeek"
1472:. Cambridge, Massachusetts: MIT Press. pp. 234–235.
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are considered to be somewhat warlike in general outlook.
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1128:, because it describes the past of the same gameworld."
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along their bodies resembling that of a tiger's stripes.
432:
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:
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368:(i.e. a fictionalized version of
34:Earthdawn Gamemaster's Compendium
1539:Earthdawn.com (Vagrant Workshop)
1085:In the February 1994 edition of
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606:Earthdawn Companion 2nd Edition
380:are in our world. However, the
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1224:(German) (Issue 62 – Dec 2001)
1:
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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
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110:(Classic Edition)
65:Living Room Games
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1410:Haring, Scott D.
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1212:– Second Edition
1204:#24 (Feb., 1996)
1196:#10 (Dec., 1993)
1105:holds its own."
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868:1d12 + 1d8 + 1d6
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536:flying squirrel
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1533:External links
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1412:(1999-11-25).
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560:kleptomaniacal
543:
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338:s setting, an
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274:Second Edition
270:Second Edition
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1277:on 2009-06-19
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1421:. Retrieved
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1327:. Retrieved
1323:
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1303:. Retrieved
1299:
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1279:. Retrieved
1275:the original
1265:
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1229:Publications
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1147:Scott Haring
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825:1d12 + 1d10
623:
612:
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539:
531:
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511:
497:
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492:: Humans in
482:
476:
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468:
444:
440:
439:: Dwarfs in
429:
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417:
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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
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