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Description for The Dying Earth

Pelgrane Press

Attractive maps of the Scaum Valley Gazetteer, Kaiin and the Dying Earth, created by Sarah Wroot and supplied rolled in a sturdy tube. See the map descriptions and images below for more details.

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A future, unimaginably distant... The sun, now in its dotage is a swollen maroon orb. It stutters and blinks. At any moment it may finally go out.

Earth, immensely old... Dig anywhere and find a buried city or the shore of a vanished sea. Deodand-haunted woods stretch from decadent Kaiin to the Land of the Falling Wall. Erbs and grue hunt in the wilds. Isolated villages embrace surprising customs. Larger towns favor debauchery and miniching murder.

Magic, rich and colourful... Enchantment shapes the world. Any dabbler may know a few simple cantraps. Magicians in lavish manses struggle to master Earth's last great spells, while all- powerful cabals intrigue against rivals or plot revenge for ancient feuds.

Enter this vivid world in the first roleplaying game authorized by master fantasist Jack Vance. Here a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion.Create an adventurer for any of three different kinds of stories: a typical mortal such as Cugel the Clever,surviving by wits and cunning an ambitious magician searching for lost lore,like Turjan of Miir a supreme mage to rank with Rhialto the Marvellous , commanding the omnipotent but quarrelsome sandestins The Dying Earth features easy, fast-playing rules that encourage creativity and interaction. No knowledge of Jack Vance's work is needed for play,but fans of the stories will enjoy the comprehensive summary of the world's places, creatures,and known spells. Authorized and approved by Dying Earth fantasy novelist JACK VANCE Based on the Dying Earth book series by Jack Vance.Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza,Ltd.

(192 pp Hardback on gloss art paper)

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by Aaron Allston, Robin D Laws and Phil Masters

For sound commerical reasons, we have made this supplement indispensable to both players and Game Moderators alike. A mere sample of this supplement's contents offers proof:

  • A new power, the Tweak: Procure advantage in specific situations. Neagate a blunder with "Forgive my companion, who was dropped at birth." Persuade your mount to obey with "There's turnips in it for you"
  • Arcane magical items and intriguing equipment: The cornucopia of discreditable secrets, Distracting Baubles, The Diamonds That were Kathakl Thark Spring-Heel boots and three dozen other practical adjuncts.
  • 24 clever Cantraps
  • and other essentials: learn to negotiate to your advantage, dress outrageously with the Random Costume Generator and line your pockets with guaranteed confidence tricks.
  • For all adventurers, especially those of Cugel-level
  • Effervescent wit of famed authors<
  • Confidence Swindles
  • Stratagems for negotiation
  • Art by the extraordinary Ralph Horlsey

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Explore the most decadent city in a world of decadence. 100,000 words by Robin D Laws describe 100,000 inhabitants in this innovative and highly play-tested source book. PCs are assumed to be knowledgeable veterans of the White-Walled City, not ignorant mooncalves. No longer will the GM be the sole arbiter of adventures; players are encouraged to choose from hundreds of plot hooks and contacts to create sublime gaming sessions. From the self-indulgent aristocrats of Odkin Prospect to Prince Khandive's pleasure barge, the whole city is mapped out using fine words, pictures and... maps. The ideal supplement for long-term adventuring in the Dying Earth.

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Exotic Vistas... Outlandish inhabitants... Limitless adventure!

Welcome to the finest river valley in gaming. From the Maurenron Mountains to Sanreale Bay, the valley is thick with ancient forests, picturesque ruins and somber tombs. It is alive with vibrant towns and glittering palaces. It teems with eerie creatures, exhilarating predators and glittering palaces.

Complete with frightful curses, new spells, creatures and magic items, the Scaum contains material for many months of exceptional gaming. Suitable for any level of play from Rogue to Arch-Magician.

Exotic Vistas, outlandish inhabitants and limitless adventure... aeons to erode - yours for a pittance!

174 pages of vibrant characters, dangers and curses. Suitable for any level of play from Rogue to Arch-Magician.

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If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather than conning a stall holder of his terces, then this is the tome for you. The first volume of Jack Vance's Dying Earth has a very different tone to the later books. It has elements of horror, powerful sorcery, and even genuine heroics. This supplements lets you roleplay these puissant magicians, questers and driven heroes.

You can

•  Gain options for Magician characters, and get advice on playing Turjan-level campaigns,

•  Encompass new, esoteric spells, scribbled by madmen and fraught with danger in their use,

•  Face untold peril as you follow adventure hooks set on the Dying Earth and beyond,

•  Uncover arcane items from the ruins, or guarded by otherworld beings,

•  Gain new powers (Tweaks) such as "Occult Horrors too Numerous to Detail"

•  Discover contacts and potential enemies of cruelty and renown,

•  Create Vat creatures as retainers, bodyguards or even companions .

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Sucked up from unspeakable subworlds, demonics are fearsome and worthy opponents for Turjan-level magicians. Even Turjan's mentor Pandelume was given pause by such an otherworldy abomination.

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This is the book we should have released second. It is a 296 page comprehensive guide to the Dying Earth. It details all the major people, places, creatures and phenomena within the Dying Earth and also offer the expansions, speculations and comments of other contributors, as well as asides into the Vancean oeuvre.

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Too long have the Dying Earth's arch-magicians labored without a sourcebook to call their own. Now you can fully immerse yourself in the impossibly powerful milieu of the world's most notable denizens.

With new rules for competitive play, you can finally prove to your fellow wizards that you are the most quick-witted, fashionable, seductive, and pedantically obstructive of them all !

Armed with the information in this invaluable tome (a bargain at treble the price), you can :

•  dominate arch-magical politics, mastering the rules, regulations and customs of the Conclave!

•  construct elaborate manses, packed to the rafters with rare and expensive artifacts then animate them and send them into battle against each other!

•  uncover the quirks, secrets and foibles of 22 arch-magical colleagues!

•  cast aside wizardly robes to adopt a terrifying new role, as a horrifically mighty archwarrior!

•  delve into the forbidden secrets of the lackadaisical and omnipotent sandestins!

•  shudder at the slippery visages of your sworn foes, the archveults!

•  recoil squeamishly at the very thought of those distressingly female enemies, the witches!

•  curse the effrontery of rogue magicians, who reject the solemn majesty of the conclave!

•  contemplate schemes to enslave those most dangerous of entities, the gods themselves!

Ignore these deathless pages at your peril. Your fellow players - that is to say, your opponents - doubtless have it already, and are studying up !

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This book presents a new, streamlined way to introduce and play the Dying Earth Roleplaying Game. It presents a slightly tuned version of the Skulduggery rules system, as also seen in the standalone rulebook of the same name. You do not need the Skulduggery book to play the game. All the rules you need to play appear in this exquisitely presented folio. The adjusted rules presented in this volume address the primary stumbling blocks GMs confronted when pitching the game to their groups. Some players demonstrated regrettable resistance to the setting’s piquant ironies. Many feared that they couldn’t muster the verbal eloquence it calls for. Then they would play. Within moments, aided by the tagline system and the reversal-filled core mechanics, they’d be spouting perfect Vancian dialogue, backstabbing and swindling with aplomb. The Revivification Folio rules get players started within minutes. They set aside the extended, decision-heavy character generation of the original version for a system based on the random distribution of cards, which together take the place of a conventional character sheet. Players step more readily outside their established comfort zones when you can get them playing right away. When they spend less time creating their characters, they’re more open to seeing them meet the ironic comeuppances the game so often demands. Now you can immerse them in the unique vibe of the game before they have time to doubt their ability to keep up. Changes to the tagline rules bring them to the forefront. They train players to speak in elevated Vancian lingo.

Entering the Dying Earth has never been easier.