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Earthdawn - Living Room Games (2nd Edition)

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Earthdawn rulebook, 2nd Edition
"Before science, before history, there was an Age of Legend – and Legends never truly die...

For years, the Name-givers – those races gifted with the ability to Name, and shape the very magic of the world – were forced to live in underground citadels known as kaers, while malevolent creatures from astral space, so terrible they could only be called Horrors, ravaged their world.

The time of hiding has passed. Now, the Name-givers have returned, and reclaimed their place in the world. The fight is not over. The Horrors still linger in this world – in the cities and ruins lost during the Scourge. A corrupt Empire seeks to reclaim its provinces, and Name-givers with dark ambitions seek to set themselves up as the new power in the absence of the Empire.

In this Age of Legend, only heroes can stand against the soul-rending power of the Horrors, and the dark machinations of those corrupt with power.

Become these brave souls, and roleplay in Earthdawn, the Age of Legends."

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Paperback
2000 ... 352 pages ... LRGED 200 ... ISBN 0970419112
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Hardcover
2005 ... 352 pages ... LRGED 200H ... ISBN 0975520644
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Earthdawn Companion, 2nd Ed.
"During the Scourge, the Horrors ravaged the world unchecked while we were forced to hide in the magical citadels and kaers. It was only through the magical traditions passed down from generation to generation that we were able to face these evil entities, and reclaim what was ours. new battles call for new ways, however, and the power of tradition has grown stronger, augmented with the knowledge of a people at war with the creatures that would destroy our world or those who seek to claim it for their own power-hungry purposes.

The Earthdawn 2nd Edition Companion takes up where the Earthdawn 2nd Edition Rulebook left off. This book provides Earthdawn players and gamemasters with guidelines for advancing characters well beyond the limits set in the basic rules. The Companion includes dozens of new talents and spells, and systems for large scale battles. The Earthdawn Companion also expands the workings of magic in Earthdawn, as well as providing rules for playing questors of the Passions."

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Paperback
2001 ... 222 pages ... LRGED 201 ... ISBN 0970419120
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Hardcover
2005 ... 224 pages ... LRGED 201H ... ISBN 0975520695
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Path of Deception
"RETURN TO PARLAINTH

The Circle Path Company, a Throalic Merchant House, did not survive the Battle of Prajjor's Field unscathed. Now it finds itself under inexperienced and reluctant leadership. When this new leader becomes lost in the ruins of Parlainth, a band of Adepts is assembled to discover what has happened to the missing head of the company. From the streets of Haven, to the Horror-infested sewers of Parlainth, the path of that investigation is one fraught with peril, where the truth is as rare a commodity as a place of sanctuary . . .

An Earthdawn Adventure for characters of Third to Fifth Circles. Introducing a new Discipline, the Bodyguard!"

2000 ... 116 pages ... LRGED-100 ... ISBN 1555604501





Barsaive at War
"The landing of the Theran behemoth atop the Ayodhya Liferock was like a thrown gauntlet to the nations of Barsaive. Now, the Dwarf kingdom of Throal picks up that gauntlet, and attempts to gather the forces of Barsaive in a climactic struggle for independence from Thera...

Barsaive at War is a campaign supplement for Earthdawn. It introduces eight significant events, which outline an epic-style campaign. Each of the events can also stand alone, to form mini-campaigns. Taken together, the characters are placed in the center of a story that changes the face of Barsaive, and its future, forever. Barsaive at War is intended for characters Fourth Circle and above, of any Discipline."

2000 ... 156 pages ... LRG 101 ... ISBN 0970419104

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Barsaive in Chaos
"THE WAR IS OVER

The forces of Thera have been pushed from Barsaive's borders. But what of the aftermath? The Denairastas family holds Jerris in its iron grip. The orks of Cara Fahd continue to struggle as its tribes strive to become a nation in more than just name. Vivane has become a city of the living dead. King Neden of Throal has locked himself away in his chambers. The Horror Clouds are rampaging across Barsaive, leaving devastation in their wake. And where have the Horror Stalkers gone? First there was the darkness of the Scourge, and then there was the darkness of War, and the dark days seem far from over.

Barsaive in Chaos is a campaign supplement for Earthdawn Second Edition. It details six significant events that span the year after the fall of Vivane, outlining an epic-style campaign. Each event can also stand alone to form a mini-campaign, and they can be used in any combination. When these events are linked, the characters are placed in the center of a battle for Barsaive's social and political stability. Barsaive in Chaos is intended for characters of Second Circle and above, of any Discipline.

Barsaive in Chaos introduces Second Edition Rules for the Purifier and Horror Stalker Disciplines, and the Lightbearers Secret Society. It also includes an extensive bestiary of Undead."

2002 ... Lou Prosperi ... 128 pages ... LRGED-202 ... ISBN 0970419139





Scourge Unending
"The war is over. The Therans have been removed from Barsaive. Everything should ke fine now, right?
That couldn't be further from the truth. The Horrors are still out there, and their threat is ever-present.
Scourge Unending is a sourcebook covering the Tainted entities that can be found in Barsaive. It updates the beings detailed in the Book of Horrors, and introduces new powerful Horrors and Horror Constructs. Included in Scourge Unending are dozens of plot hooks and all the rules you'll need to bring these Horrors to your Earthdawn campaign.
Scourge Unending can be used in campaigns of any Circle."

2002 ... 96 pages ... Living Room Games (LRG 204) ... ISBN 0970419155

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The Way of War: Makers of Legend Vol. 1
"Adepts are the heroes and legends of Earthdawn, fighting to reclaim their Scourge-ravaged land with the magic they wield. Some of these Adepts find their path defined by conflict and blood, a path known to some as the Way of War. Archers use their power to master the art of the missile weapon. Cavalrymen use their empathic bond with their mount to become fearsome fighters. Sky Raiders harness their magic to help them plunder the skies of Barsaive. Swordmasters are quick with both their well-handled weapons and their dangerous wit. Warriors use their talents to become the personifications of war. And the Zhan Shi introduces mastery of unarmed combat from distant Cathay.
Way of War: Makers of Legend Vol. 1 offers players and gamemasters an in-depth look at five Disciplines of Barsaive. This book describes these five Disciplines from the point of view of four different Adepts, and introduces a new Discipline, the Zhan Shi. Way of War also includes new talent knacks and new rules for using the Disciplines in Earthdawn adventures."

2002 ... 80 pages ... LRG 205 ... ISBN 0970419171

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The Book of Dragons: Revised and Expanded
"We are dragons, the first and most ancient Name-givers, the only ones to Name ourselves. Ours is a heritage of magic, power, and prestige, but it is also a heavy burden of responsibility and guilt-- yes, guilt for what we in our 'wisdom' allowed to happen. In our pride and arrogance, we forever changed the fate of the world. That is a fact. We cannot change what is done, we can only change what happens next." - Mountainshadow, the Far Scholar

This is The Book of Dragons for the Earthdawn Role Playing Game. Inside, the Great Dragons of Barsaive are detailed, as well as other influential adult dragons. The Book of Dragons contains all the rules necessary for including dragons, in all their might and majesty, as well as dragon-like creatures in your Earthdawn campaign. Finally, the The Book of Dragons' adventure frameworks can immediately involve your campaign in the affairs of dragons.

2004 ... 128 pages ... LRG 206 ... ISBN 097041918X

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Wanderer's Way: Makers of Legend Volume Two
"Adepts are the heroes and legends of Earthdawn, striving to reclaim their Scourge-ravaged land with the magic only they wield. Some of these Adepts find in their wanderings that they are defined not only by their Discipline, but also by the other name-givers and creatures they interact with. Air sailors crew the airships that fly the skies of Barsaive. Beastmasters use their magic to bond with animals. Scouts explore the wilderness and delve into hidden kaers. The self-reliant Thieves know how to sneak, and to steal. Troubadours serve as entertainers, storytellers, actors, and songsmiths. And the Montebanc introduces the art of manipulation practiced so commonly in the courts and cities of Arancia.
The Wanderer's Way: Makers of Legend Vol. 2 offers players and gamemasters an in-depth look at five Disciplines of Barsaive. This book describes each of these five Disciplines from the point of view of four different adepts, and introduces a new Discipline, the Montebanc. The Wanderer's Way also includes new talent knacks and new rules for using Disciplines in Earthdawn Adventures."

2005 ... 80 pages ... LRG 207 ... ISBN 0975520636

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