[FASA] Earthdawn bestiary now available!


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CREATURES OF BARSAIVE

Fearsome and Fascinating!

"The contents of this book have been transcribed from the speaking of Vasdenjas, a most noble and intelligent dragon. I have written down his words almost without alteration, as I found his rambling style of speaking most entertaining."

—Tiabdjin the Knower, Scribe and Scholar of the Great Libray of Throal

The Horrors are not the only threat to those who travel across Barsaive. The wild creatures of the land, some twisted by the Scourge into living nightmares, pose many dangers to the adventurer unlucky enough to cross their path. The beautiful death moth, with its fatal sting... the fierce pangolus, whose claws can disembowel a troll with a single stroke... the hell hound, whose magical fire burns everything it touches... all these creatures and more may be the death of the unwary adventurer unless he can defeat them in the pursuit of his quest.

Creatures of Barsaive describes fifty of the most fearsome and fascinating creatures in the province of Barsaive, bringing them to life with a wealth of detail and beautiful illustrations. Told from the point of view of a great dragon, Creatures of Barsaive also offers some insight into that mysterious and powerful species.

Creatures of Barsaive™
Pathfinder RPG Edition Sourcebook
Published by FASA Games, Inc.
Format: 96 pages, 6.14" x 9.21", B+W Interior

LINK: Creatures of Barsaive

It is also available for Savage Worlds here!

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Also Available!

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THE EARTHDAWN PLAYER'S GUIDE

THE AGE OF LEGEND

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 the brave adventurers emerge to reclaim their world.

Elf, ork, t'skrang, human, and other wondrous races explore a world that teems with strange creatures and unseen dangers; a world of lost cities, or ancient, long-forgotten treasures and idescribable wonders; a world where the very earth and sky vibrate with powerful arcane energies.

The Earthdawn® Player's Guide contains what every Pathfinder Roleplaying Game player needs to create one of these brave heroes and help rekindle the glory of days past, including new races, equipment, skills, spells, feats, and rules for being an Adept. Join the adventure and begin roleplaying in Earthdawn, the Age of Legend!

PLAYER'S GUIDE

The Savage Worlds version is also available here!

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The Earthdawn Game Master's Guide

A Land of Wondrous Beauty and Unspeakable Evil...

...When the Wizards proclaimed that the Scourge had ended, Jaro, I, and three others broke open the seals on the doors and walked outside. We hoped to find a new world brimming with life. Instead, a barren landscape stretched before us. As quick as thought, the sky grew dark with creatures, their attack nearly overwhelming us. We fought our way back to the kaer, thinking ourselves safe. We soon learned that a Horror had entered the mind of Jaro...

Explore the province of Barsaive, a land that encompasses the high mountain realms of savage troll raiders, lush green jungles that conceal long-forgotten cities, vast plains filled with strange and deadly beasts, and the life-giving waters of the mighty Serpent River. An untamed land still recovering from the depredations of the Scourge, Barsaive now teems with orks and elves, t'skrang lizard-men and human settlers, all drawn by the promise of her breathtaking wonders.

The Earthdawn® Game Master's Guide contains a detailed tour of this troubled province; stats for dozens of new monsters that stalk her lands, including several loathsome Horrors; descriptions of over 30 common and Legendary threaded magical items; rules for the vile practice of Blood Magic; and the esoteric mysteries of ancient legends and nefarious secret societies to populate your campaign!

Game Master's Guide

Also available for Savage Worlds here!

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Denizens of Barsaive Volume I

The Namegivers

The eight Namegiving races of Barsaive form the heart and soul of the land. They share many experiences and beliefs, but have their own cultures and traditions. Each race is unique and together they breathe life into the land of Barsaive. Denizens of Barsaive Volume One provides an indepth look at four of the Namegiving races of Barsaive:

Elves: Beings of feeling and spirituality, they seek to restore their culture's former glory.

Humans: Versatile enough to learn the unique abilities of every race, they adapt quickly to most any situation.

T'skrang: Flamboyant, reptilian beings with a bravado that reflects their zest for life.

Windlings: Small, winged beings whose passion for change makes them mischievous and unpredictable (and annoying to some).

Denizens of Barsaive Volume One describes the elves, humans, t'skrang, and windlings in detail, and provides race-specific Disciplines, new Adept Skills, unique equipment, and special rules for playing each race. This fascinating and invaluable reference is for Earthdawn Pathfinder RPG Edition players and Game Masters alike.

Denizens of Barsaive I

Also available for Savage Worlds here!

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Denizens of Barsaive Volume II

The Namegivers

The eight Namegiving races of Barsaive form the heart and soul of the land. They share many experiences and beliefs, but have their own cultures and traditions. Each race is unique and together they breathe life into the land of Barsaive. Denizens of Barsaive Volume Two provides an indepth look at four of the Namegiving races of Barsaive:

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

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 honorable.

Denizens of Barsaive Volume Two describes the dwarfs, obsidimen, orks, and trolls in detail, and provides race-specific Disciplines, new Adept Skills, unique equipment, and special rules for playing each race. This fascinating and invaluable reference is for Earthdawn Pathfinder RPG Edition players and Game Masters alike.

Denizens of Barsaive II

Also available for Savage Worlds here!

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COMING SOON!

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Parlainth: The Forgotten City Sourcebook
The ruins of Parlainth beckon the bold explorer, promising profit and peril. For centuries, this fabled Theran city lay hidden in astral space, all knowledge of it erased by a powerful spell until a thief and his apprentice found the lost magic that would bring Parlainth home. Now this ancient seat of Theran power has returned to the land of Barsaive, its people slain and its buildings and streets ravaged by Horrors. Vast sections of it remain unexplored, concealing glittering treasures and objects of unknown power behind crumbling walls and in dank catacombs. Only the boldest adventurers dare explore mysterious Parlainth, risking its dangers in search of wealth. Only those with the courage to challenge the fearsome Horrors lurking in its ruins can claim the name of hero.

This campaign setting is perfect even for your ongoing campaign, as its unique history logically explain how the ancient city could suddenly appear back in your realm! This is also the setting of our upcoming Adventure Campaign--a six-part series of adventures that will take players from 1st to 15th level!

Parlainth Adventure Campaign Outline:
PARLAINTH ADVENTURE CAMPAIGN OUTLINE

Relics of the Forgotten City
The PCs’ search for a missing statue leads to an essential truth of Parlainth: What is lost can always be found—at a cost...
Every adventurer knows the ruined city of Parlainth is a dangerous place, but the neighboring town of Haven has dangers of its own when the PCs get involved in the search for a missing statue, sought by everyone from the dragon Charcoalgrin to Throalic agents and Theran diplomats. But only one faction can end up with the statue, and only the PCs can find who has it now. The hunt leads the PCs to into a ruined city beyond the ruined city, an ancient network of tunnels and crumbling buildings outside Parlainth—and the Theran operation that now calls those ruins home.

In Treachery's Shadow
Appearances can be all too deceiving in the ruins of Parlainth, where a battle to save the innocent turns the PCs from heroes to hunted.
Just a stone's throw away from the walls of Haven is the broke-down warren of the Smalls, where bandits, monsters, madmen, and exiles fight for territory. Here, Gynna Thorsef, the ex-Throalite, and her band of outcasts have carved out Gatetown, a bustling black market and haven beyond Haven. Watched by Charcoalgrin and her Unforgivables, Gatetown has also become a target for Throalites and Therans hoping to tap its flow of goods and information. But in the streets of the Smalls, few things are as they seem, and the PCs' simple mission to Gatetown turns to war in the streets as a mysterious Warlord lays siege to the area. Now Gynna recruits the PCs for a new mission: Protect Gatetown from destruction! Holding off the Warlord’s forces is one thing, but there may be no way out once the warlord's real target is revealed to be the PCs themselves.

The Vault of the Dreaming Dead
To uncover one of the keys to Parlainth’s disappearance, the PCs must learn the secrets of the nameless dead in the haunted spirals of the Twists.
Who are the Atl Arvoi? Haven's adventurers are flocking to the Twists in search of this mysterious sect, rumored to command beasts from before the Scourge and guard a trove of arcane artifacts. As a rogue group of Theran agents resolves to protect the sect from outsiders, Throal seeks agents to uncover the Atl Arvoi's secrets and treasures. But for the dragon Charcoalgrin, the real treasure is information on the sect's connection to her lost love. As the PCs plunge into the Twists at the behest of the Throalites, Therans, or Charcoalgrin herself, it becomes clear that the sect will find them and not the other way around. The Atl Arvoi themselves are long dead, but their legacy is a generation of Nameless spirits intent on seizing new bodies and new lives...

Dwellers of Ruin
When a terrible Wizard begins kidnapping innocents to join the ranks of his aberrant army, it’s up to the PCs to uncover and stop the sinister secret.
The Wizard Kamilar has had one goal: to transform Parlainth from a broken city to a lively Theran capital. But despite his best efforts, all that thrives in Parlainth are monsters and Horrors. There’s only way to restore Parlainth to a place where Name-givers can live—turn the Name-givers themselves into monsters as twisted as the ruins! Now Unforgivables are vanishing from the Vaults and adventurers are going missing. Can the PCs stop Kamilar before the final phase of his plan opens up a gateway to new Horrors?

The Nexus Crucible
As the various factions race to learn the secrets of Parlainth's disappearance, a broken sculptor and his puppets go to war to eliminate the city's past.
For years, punters in Haven have bet on the never-ending Falsemen war games in Parlainth's War Zone, and it's soon the talk of the town when strange new Falsemen begin to appear on the battlefield. These Falsemen seem to be on a destructive mission all their own—a mission that seems to have an agenda far more sinister than previously displayed by the martial constructs. Meanwhile, the dragon Charcoalgrin recruits adventurers for a war game of her own, intent on capturing an astral nexus hidden beneath the War Zone. Whether they throw their lot in with Throal or with Charcoalgrin, the PCs finally come face-to-face with a long-lost sculptor who helped craft the ritual that erased Parlainth from the world. Tormented by Horrors, condemned to misery, the sculptor has assembled a new wave of Falsemen to help him destroy all that remains of his work... even if the result is a city once again enveloped in death and destruction. What the PCs do next could change Parlainth's future, but can they also redeem its past?

Beyond the Lost Realm
When the fate of Parlainth comes down to a dragon’s passion, a man’s pride, and a nation’s ambition, what will the PCs choose?
The time has come for Charcoalgrin to risk it all in a ritual that could tear Parlainth apart and scatter the pieces through space and time. But if the loss of Parlainth is a potential gain for Barsaive, is it worth the cost in lives? As Therans and Throalites race to stop Charcoalgrin, the PCs are faced with the ghosts of Parlainth and an irreversible choice.

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ALSO COMING SOON...

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These two massive adventure tomes will be released just after GenCon. Each contains several adventures. If both compendiums are played one after the other, the journey will take your players from 1st to 12th level!

ADVENTURE COMPENDIUM VOLUME I

THE FLAMES OF AVARICE
Stumbling upon a massacre at an isolated roadside inn, the characters discover an ancient secret on the shattered shore of the Scarlet Sea...

MISTS OF BETRAYAL
A chance meeting with an elderly Wizard Adept leads to a simple errand, one that takes the heroes on a journey of intrigue and betrayal that may end in glory--or death!

PATH OF DECEPTION
The Circle Path Company, a Throalic Merchant House, 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 . . .

TERROR IN THE SKIES
Fire-breathing Horrors plague the skies above Travar. The heroes are asked to help, but the search for a means to defeat the creatures leads to a hidden windling kaer and a lost treasure. Mystery and magic are the keys to saving the city!

ADVENTURE COMPENDIUM VOLUME II

INFECTED
Deep in the isolated hinterlands of Barsaive, where strangers are met with fear and suspicion, the black-clad fanatics of the Grim Legion purge the land from evil. Who’d have thought that a small band of unsuspecting adventurers would arrive to meddle with the Legion’s affairs?

SHATTERED PATTERN
Someone has stolen the old elf’s memory, and the heroes have few clues. On a quest leading to a treacherous wasteland plagued by the wretched disciples of a terrible Horror, the heroes can only hope to live to tell the tale.

BLADES
A quest to learn the dark secret of the ancient Blades of Cara Fahd and unlock their magical power takes the heroes across Barsaive, from the ork Kingdom of Cara Fahd, to the dark heart of the Tylon Mountains.

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And the following will also be available soon after GenCon!

HORRORS

Even now I dream of claws and fangs and of floating in a vast sea of evil, my lips only a fraction above the surface. At other times I dream of being devoured from the inside out, my skin only minutes from crumbling away to reveal my true self as a Horror ...
--Adesian Skoln, from "Regarding the Horrors, Their Origins, and Their Nature"

Horrors offers a chilling, intimate view of the astral-spawned creatures that ravaged the world of Earthdawn during the Scourge. Presented as a compilation of documents recording what is known of Horrors both great and small, this book provides players and gamemasters with a unique perspective on these abominations: what they are, what they do, and how and why they continue to attack the inhabitants of Barsaive.

This sourcebook describes more than twenty Horrors, including fifteen of the most powerful and dangerous of their kind. Horrors also offers new Horror powers and abilities and guidelines for using Horrors and their deadly spawn in adventures and campaigns.

Contributor

Added "Horrors" above (also available soon after GenCon!).


Got the PF Creatures now. Cheers!

Contributor

Mead Gregorisson wrote:
Got the PF Creatures now. Cheers!

As always, your support is appreciated! :)

Liberty's Edge

Any updates on these? Or is Pathfinder Earthdawn now dead in the water in the hands of FASA?

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