From the back of the book:
The world of Dawnforge is a mythic land rich in magic and wonder
where great empires clash, intrepid explorers journey beyond wild
frontiers, and mighty heroes brave epic dangers. It is a land where
familiar and beloved races and archetypes are reaching the pinnacle of
their glory and wonder. It is a vast and rich realm where newborn
nations are still islands of civilization in a dark and unexplored
wilderness sea. The world of Dawnforge is a land where the greatest
deeds have yet to be done and epic heroes are wrought in the crucible of
legend.
This book gives the background for the Dawnforge setting, describing
the history and geography of the world. In terms of rules, it defines
all the (sub-)races available for character (sixteen in total). Each
race has certain racial transformations, special abilities that may be
selected when a character gains levels.
Four new classes are defined. These are:
- Disciple: Worshippers of powerful beings, the immortals, who draw power from these immortals. Replaces the Cleric.
- Shaman: Spellcasters who use the force of nature for their magic. Replaces the Druid.
- Shaper: Spellcasters who directly use the Spirit, the true divine essence of the world.
- Spirit Adept: People soaked in the Spirit, resulting in increases abilities.
Characters in Dawnforge are supposed to shape the world, and become
characters of legend. Each important deed that helps shape the world
will gain a character a Legend Point, which will make him advance along a
Legendary Path, gaining more special abilities, and eventually gaining
access to the legendary classes: Dawn Archer, Fleetwind, Epic General,
The Icon, Master Arcanist ahd The Unsuffering.
"Go to the sign of Marvel'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
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