The Year is 2050
The blending of technology and human flesh began in the 20th Century. Interfacing the human mind with computers was just the first step. Implants the "jack up" reflexes and cybernetic replacements followed quickly. The came the Awakening. A five-thousand-year lull in the flow of mystical energies subsided, and Magic returned to the world. Elves, Dwarfs, and Trolls assumed... [click here for more]
See the sights!
Take a tour of North America with the slightly warped. Learn the ins and outs of major cities like Atlanta, Chicago, Dallas/Fort Worth, New York, San Francisco, and Washington D.C. Make your next vacation an exciting one, one they’ll never forget.
The Neo-Anarchist’s Guide to North America details the countries, states, and politics of Shadowrun’s... [click here for more]
Before science, before history, there was an Age of Legend…
For years humanity huddled in underground kaers, as the astral beings known as the Horrors ravaged the land in an orgy of terror and destruction. Now the long, dark age of the Scourge has passed, and brave adventurers emerge to reclaim their world.
Elf, ork, t'skrang, human, and other wondrous races explore a world that teems with... [click here for more]
Steeped in tales of legendary heroes, Barsaive lies at the heart of the Earthdawn universe. This set includes cards depicting many of the treasures and creatures found in Barsaive, a map of the land, an Explorer's Guide that describes many facets of life in Barsaive, and the Gamemaster's Book, providing gamemasters with what they need to present a fully realized Earthdawn campaign to their players.... [click here for more]
Nachdem die Völker der Welt vierhundert Jahre lang in ihren magischen Festungen dem Eindringen der Dämonen getrotzt haben, öffnen sich nun wieder die Pforten ihrer selbstgewählten Gefängnisse. Doch die Bewohner Barsaives müssen feststellen, dass ihre Welt vollständig verwüstet wurde und ihre alten Feinde immer noch gegenwärtig sind. Es liegt am Zwergenkönigreich... [click here for more]