Total Verbage Overall: 118,760
Earthdawn is what sword and sorcery
games were meant to be. High fantasy in the finest tradition. The course
of the world can be changed by a few staunch heroes in the right time at
the right place. Complex politics allow for intrigue in a grand style.
Earthdawn is copyright and a trademark of FASA Corporation, and is used here noncompetitively to refer to their rolegaming system. |
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Qural
Lo'tectica
1176 words A Horror construct that originally appeared in Earthdawn Journal #2. Very nasty critter, not something you ever want to run into. |
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The
Fountain Parchment
An Ancient Mystery Island of Fear 4500 words These are basically short-short stories with plot hooks for further gaming, and a separate rules section in the back of the book for the GM. My favorite remains the Dreaded Tiki Horror. |
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Deep
Trouble
8000 words Spelunking, dwarf politics, and a curse of darkness on a city not yet open for settlers plus a rival team of adepts put the player characters into some nasty situations, not all of which can be resolved with swordplay. |
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Ardatha
8526 words A city that was deliberately built to be a trading point, at a strategic location where two rivers join. Some politics, some intrigue, some plot hooks, the usual stuff. As the magazine is out of print, the article is available on the magazine's web site. Children of Jaspree 2119 words Several new creatures including the Ufghant, Kygren, Spoogra, and Kyrell. As the magazine is out of print, the article is available on the magazine's web site. |
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Children
of Jaspree
3375 words New creatures including the Diva Bird, Tigathna, Thunder Tree, and Qural. As the magazine is out of print, the article is available on the magazine's web site. Servalen 4844 words A town deep in the Servos Jungle, a hangout for pirates and mercenaries and worse, much to the consternation of the townsfolk. As the magazine is out of print, the article is available on the magazine's web site. |
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Anghali
G'Hosteren
6185 words A Dinganni tent city in southwestern Barsaive, a major trading point and a hotbed of intrigue. As the magazine is out of print, the article is available on the magazine's web site. |
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Concerning
The Weather of Barsaive
2446 words A discourse on the weather (or lack thereof) in Barsaive Children of Jaspree 4866 words More creatures, including the jidwar, pencarrig, tabri, turfcutter beetle, vofoq, jacoti and ntelok |
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Useful
Magical Items
744 words More common magic items to blow your money on The Floating Kaer 627 words A legend for Earthdawn, aboard an airborne kaer Children of Jaspree 3934 words Storm Spirit, Kwaltec, Tonduy, Walking Heads |
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Cookery
of Barsaive
1834 words A collection of recipes for Barsaivian food. Tested and player approved. Children of Jaspree 2259 words More new creatures, including the Gelteckin, Floating Heads, Vuljecn, and Azontu The Stolen Sword 1205 words A legend from Iopos, involving the theft of a Pattern item from one of the nobility |
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Tesrae
Ti'Serenmistishsa
16,961 words Citadel of the True Followers, a city of orthodox elves laid out and managed according to elven spiritual and philosophical beliefs. Easy to get into trouble there, as there's two police forces, one secular and one spiritual. |
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Children
of Jaspree
6583 words A collection of critters, including the ojovi, linfait, tepnidhu, edex, gudrisn, p'zoul, and oxetat |
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Swamp
Creatures
3561 words Unpleasant Animal Encounters for the Mist Swamps, including the himme'oy, qelodo, gotampeuy and fisher wasps The Grimoire 682 words New spells, including Bridge of Light, Dazzling Cloud, Enigmatic Eye, Icewall and Spirit Blade I also edited this issue. Would have edited Issue #10 but the publisher went out of business after I'd already sent in the interior proofs. |
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Elves with guns, dwarven computer
hackers, ork street samurai, troll mercenaries, riggers who jack into their
vehicles, and corporate mages. What more could you ask for? Besides a Really
Big Gun and a Quickened Personal Antispell Barrier, that is...
Shadowrun is copyright and a trademark of FASA Corporation, and is used here noncompetitively to refer to their rolegaming system. |
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Nissan
Stallion
154 words A high-powered street bike that tends to attract a lot of attention, not all of it wanted. Acers 1563 words Power armor for Shadowrun MAO Inhibitors 721 words Drugs that keep your adrenal boosters from getting flatlined by that secguard with the Ares Squirt loaded with DMSO/MAO. Cop Gear 1488 words Why it is that the officer knows what you're carrying from across the street. The General Store 3632 words New decking utilities, a decker's hangout and a legendary decker all in one place. |
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McKissack's
Chameleon
250 words Not all paranimal threats are big nasty eat-your-head type critters. Fast and sneaky can be just as annoying. |
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Vatjob
18,525 words A street-level run for starting characters, set in the Davidsford Sprawl, what used to be known as Nashville, Tennessee. Designed for a mixed group of low resources. Played as a tournament module at Gamicon. |
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The first major release for Fractal
Dimensions' SORD, Da'akfal is a gameworld with very limited resources,
a tribal culture, and conflicting theocracies. Recommended for the mature
roleplayer, as this is not hack'n'slash.
SORD and Da'akfal are copyright and trademarked by Fractal Dimensions, and are used here noncompetitively to refer to their rolegaming system. |
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Lost Knowledge
28,000 words and still growing (it's a campaign sourcebook, whaddaya want?) The usual sort of adventure I write, a main plot and several complicated subplots that involve a missing scholar, an ancient artifact, and academic politics. Stuff you can't hack your way through, that requires serious roleplaying to get anything accomplished. |
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Put out by White
Wolf Game Studio, Mage is a game of conflicting ideologies and
views, where magic is determined by how you see the world and where disagreements
over the future of humanity drive the war. Subvert the dominant paradigm.
Mage: The Ascension is copyright and a trademark of White Wolf Game Studio, and is used here noncompetitively to refer to their rolegaming system. |
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Kopa Loei
8000 words Polynesian magical traditions rendered into Mage: The Ascension terms, the Kopa Loei are a Craft, not making much of a distinction between a Hedge Wizard and a True Mage. Their magic is strongly based on their religion and cultural tabus, dividing up more by social function than by Sphere. |
Cover art and logos used on this page are copyright by the game companies whose headings they appear under, and are used noncompetitively to advertise the products represented. Any questions regarding the use of this artwork should be addressed to Disturbance, [email protected].