"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Trickster and Trapster - Magical swords galore! Memnon's Myths - The First God The Weird Science Adventures of Dr. Symm - the World's Smartest Monkey Historical Rip-Off Theater - The Great Pyramid Jim Ward's Stylings -Breaking into the Game Business Smithing Games - The Concept Stage Monty Haul - The Smallish Chamber of Doom Krytykle's Hits - 7th Sea Role-Playing Game A Puzzling Puzzle - Fantasy Role-Playing The Nefarious Dr. Random - Potions Generally Gaming - GMing RPGs under a Time Limit The Armchair Adventurer - Vicarious Adventure Parody Cards
In Shelzar the Wicked, every desire can be fulfilled for those able
to pay the price. Said to be half as old as Scarn itself, Shelzar has
survived conquest, catastrophe and chaos to emerge as the continent's
capital of decadence and sin. This volume contains a complete history of
Shelzar, details for its inhabitants, locations, and culture, as well
as adventures to challenge the most jaded of player characters.
Venture to the most decadent city of Ghelspad, learn it's secrets and
partake of its pleasures, but never let your guard down, for death
comes quickly as delight in Shelzar's smoke-filled chambers and shadowed
alleys, and the hand that delivers a soft caress one moment can hold a
poisoned dagger the next. Desire and danger are one in the City of Sins.
"When the lesser gods were instructed to create Life, they cast their
powers into the creation of the mystical CoreStone. This nexus of all
of the powers of each of the gods carried within it the perfect
symbiosis of passion and reason, of order and chaos, of reality and
unreality. It was unparalleled in its beauty and simplicity but became
the source of envy among some of the gods and soon became the
centrepoint of a grand struggle of gods versus gods.
Soon, the CoreStone shattered, and with it came the devastation of
the Core world in the centre of which the CoreStone was entombed. Shards
of the Stone were scattered to the poles of the world and great schisms
wracked the landscape as mountains fell and lakes rose from their beds
to form the peaks of craggy sentinels of the world's distress.
This is the world into which you are entering. This is the conflict
that you will soon become an active participant... or victim of. This is
the vision that will become your dream... or your nightmare...
Shards of the Stone features the greatest talent in the gaming and
fiction industry including Ed Greenwood, Jason Engle, Matt Forbeck, Dan
McGirt, Kevin Ranson, Aaron Acevedo, Jared Nielsen and many more. Shards
of the Stone is many realms made into one marvelous setting, each with a
distinctly unique and imaginative feel with a ShardMaster moderating
the realm and helping each one of you as you contribute to the grand
And the Shaintar: Immortal Legends Player's Guide has everything you
need to become one. Create and play characters in Shaintar, or any epic
high fantasy setting for Savage Worlds using:
* Eleven distinct races easily adaptable to other Savage settings * Seven styles of magic including the new Alchemy Arcane Background * Simple rules for languages and enhanced Common Knowledge usage * More than twenty adapted Edges from the excellent Evernight, 50 Fathoms, and Necessary Evil settings. * Over two dozen new Edges unique to the world of Shaintar * Enhanced rules for bypassing armor that combine seamlessly with the Called Shot maneuver * Armor, weapons, and special gear exclusive to Shaintar * More than two dozen additional Powers, both new and adapted from previous sources * New Applications mechanic for Powers to enhance Sorcerous magic * A complete overview of Shaintar to help you create characters destined for greatness
Shaintar: Immortal Legends requires the Savage Worlds rulebook,
available wherever you found this book, or online at
Magic is as real as the mean streets of the mega-sprawls.
Corporations call the shots while nailing each other through covert
operatives in cutthroat competition. Flesh and machines have merged -
the street samurai with his smartguns and impossibly fast reflexes, the
decker who can plug his own brain into the worldwide computer network,
the rigger who links his mind to his vehicle and takes hairpin turns at
fantastic speeds. And you're a part of this wired world, where corporate
skyscrapers glitter over the dark shadows they cast. You live in those
shadows. You're a shadowrunner - a street operative.
You may be human or troll, dwarf or elf. You may throw fireballs,
pull out your trusty Uzi or slice through computer security with a
program as elegant and deadly as a stiletto. No matter what, you get the
job done. You're a shadowrunner - a professional. You don't just
survive in the shadows - you thrive there... for now.
Originally Shades of Heroes was designed make money and to compete with
2nd edition D&D. D&D was produced at that time, by TSR which had
just declared bankruptcy. We had a dream (I say "we" because there were
many of us back then) that we could produce a game to fill the gap left
by TSR. It was not a bad dream, but our lack of experience taught us a
severe lesson. Two years later we were so deep in debt that bankruptcy
was our only way out. With gaping wounds and smashed dreams; Argonaut
Game Studios (yes the plural used to be reversed) and Shades of Heroes
faded out of existence.
I know nothing bout this. I don't even remember, where , when or how I got it.
From the web:
Shades of Earth is a world of where magic is the secret weapon and
the grit of simple men and women make all the difference. Secret cabals
and organization battle one another and the monsters they now know exist
in a battle for who will control the world. It is not so clear who are
the good or if someone is evil, only whether you trust them to fight by
your side. In 1938, the world stands poised on the brink of war. Some
rush towards it while others fight the rising tide. Which side do you
want to be on?
Department 12, the newest of the secret organizations, has its roots
in the League of Nations. It is a joint operation between the British
and the United States. They hope to curb the rising forces of the
Gestapo while learnign as much as they can as fast as they can. The
Gestapo work to increase the power of the Reich, gather arcane objects
and collecting vast pools of spiritual energy...by any means necessary.
The Guard of Babur maintain their holy vigil against the Thuggees. The
Thuggees, worshipers of Kali though destroyed in the 1800s, have bided
their time, waiting for their numbers to grow. They are now poised to
move. The Neter, an Egyptian cult, are pledged to guard the Gate of
Ptah, a portal to other worlds. There numbers have waned but their power
still protects the Gate. The Mafia and the Catholic Church battle
themselves as much as any other force. The Church maintains two
organizations, one dedicated to the irradiation of magic while another
dedicated to its research. Through all of it, the most ancient of them
all, the Clan of the Dragon watch as kingdoms rise and fall, petty
rulers implement their plans. The fight the Japanese in China but
maintain a much larger view of history and the future.
All of these groups pursue their own special agendas using agents and
minions to do their will. Look into your heart and ask yourself, which
side am I on?