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Galactic Distractions
Galactic Distractions

The crowd cheers when the first blow is struck in the one hundred and seventy-second Tobian Conteste Ex Martial, the local favourite drawing first blood against a foreign underdog. Hundreds of thousands roar to the rafters when the Aslan strikes back, millions watch on broadcast comms around the planet, and billions of Credits hang in the balance.

Tobia, one of the crown jewels of the Trojan Reaches, hosted these sporting events seasonally and the people always seemed to enjoy it - but the bookies and gamblers...they loved them. For weeks before one of the Conteste Ex Martials were to be held, the cities of Tobia were a tremendous and exciting place to be for fighters and fight-fans from all over the Reaches. Fighters like Dushaneyl, the 'Destroyer from Monteigh', are held up like gods amongst mere mortals; making rumours of scandal and cheating surrounding him to be synonymous with downright heresy.

Galactic Distractions is a scenario arc set in the Third Imperium that places the characters on a path that begins with unbelievable fortune and luck that makes them some of the most envied people on the planet. The path will take them many places; from inside the spotlight of the largest night club of the Tobia scene to a blood-slick abattoir filled with intergalactic mobsters. What the characters do with their new-found connections, whether they choose fame or infamy, will set the stage for the events this scenario contains. Perhaps the characters will survive unchanged by the corruption around them, or perhaps they will be swept up into the maelstrom of controversy, crime and tragedy.

Size: 128 pages, Softback
Interior Art: Black and white
Author: Bryan Steele

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27.50 €
Legendary Heroes (HC)
Legendary Heroes (HC)

Throughout the teeming masses of lives that are born, live and eventually die in the spanning worlds of this reality there are a handful of shining beacons of hope that show the rest what they are capable of. These brilliant stars of life are far and few between, making their appearance in the tides of normal lives something truly special. They walk amongst their fellows like giants of deed and duty, a living reminder that the world is shaped by the actions of the bold and powerful.

They are the legends of this world.

Legendary souls that have carved a niche in history through their actions, these heroes are what the stories are written about and how epic tales are born. From the stalwart hero standing in the path of a hundred rampaging savages, to the lonely wanderer who one day overthrows a corrupt king � legendary heroes walk this realm in many forms. One universal rule, though, is that they seem to change the very pattern of the world wherever they go.

These powerful and influential beings are often responsible for performing great deeds and services for others on a grand scale. Unlike the common hero who might champion the cause of a single mistreated servant, a legendary hero would likely champion the cause of the kingdom that would allow such mistreatment to go on unchallenged. They are a bane of evil and wickedness, raising their weapons against their foes no matter the odds or the possible cost. True legends are made from unquestionably strong stuff, with the results cascading down through future generations as folklore and fable.

Anyone can hope to eventually count themselves amongst the small number of proven legendary heroes. It takes dedication to a cause, the willingness to set aside personal goals in lieu of a higher purpose and more than a little luck in the day to day struggles of an adventuring hero. It takes years' sometimes decades' to have the stage set to turn a veteran hero into a legend. It seems to happen when the hero is least expecting it; a legendary act performed out of need rather than want. Sometimes the hero does not even wish to become a legend, but wears the heavy mantle on broad shoulders. Not because he wants to, but because he has to.

While rare, the movements and choices of these select few are felt universally across their worlds. The common man wants to be them, the forces of good wants to recruit them, and the forces of evil fear and despise them. These are the adventurers that affect their worlds on an epic scale

and now you can join them.

This book is a guide to how to aspire to be, creating and play as Legendary level heroes in the Runequest game setting. It will explain what it takes to count a character amongst the ranks of the legendary, and what it takes to survive there. We will give both players and Games Masters the tools they will need to add Legendary Heroes to their existing chronicles, or even to create a Legendary Campaign that should even challenge the previously unmatched characters of this level.

Format: 96 Page Hard cover book, black and white

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25.00 €
Namegivers of Barsaive (HC)
Namegivers of Barsaive (HC)

THE NAMEGIVERS
Eight Namegiving races dwell in the land of Barsaive, each with its own culture and traditions. Despite their differences, they are bound by shared experiences, beliefs, and love for their land. Together they embody the heart and soul of Barsaive. This volume provides an indepth look at the Namegiver races of Barsaive:

Dwarfs: stout and stubborn, the industrious dwarfs are the cultural and political leaders of Barsaive.

Elves: beings of deep feeling and spirituality, they seek to restore their culture’s former glory.

Humans: having lived through a history of destruction and war, humans remain versatile enough to adapt to any situation.

Obsidimen: ancient beings of living rock, these stone giants are perhaps the oldest and most mysterious denizens of Barsaive.

Orks: passionate and savage, their love for life is surpassed only by their love for battle!

Trolls: bestial in appearance, these gargantuan mountain dwellers are both fierce and honourable.

T’skrang: flamboyant, reptilian beings, whose swashbuckling bravado reflects their zest of life.

Windlings: small, winged beings whose passion for change makes them mischievous and unpredictable.

The Namegivers of Barsaive book details the eight Namegiver races and provides extended game information, including new Disciplines, talents, knacks, and goods and services, as well as special rules for playing each race in your Earthdawn Third Edition games. Requires use of the Earthdawn Player’s and Gamemaster’s Guides.

Size: 256 pages, Hardback
Interior Art: Black & White
Author: Carsten Damm, Eike-Christian Bertram, James Flowers

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44.00 €

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