Description for The Dying Earth
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.
RPG Core Rules
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
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)
RPG: Cugel's Compendium of Indispensable Advice Print Edition
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
- For all adventurers, especially those of Cugel-level
- Effervescent wit of famed authors<
- Confidence Swindles
- Stratagems for negotiation
- Art by the extraordinary Ralph Horlsey
RPG: Player's Guide to Kaiin Print Edition
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.
: Scaum Valley Gazetteer Print Edition
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.
: Turjan's Tome of Beauty and Horror Print Edition
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.
• 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
• Gain new powers (Tweaks) such as "Occult Horrors too
Numerous to Detail"
• Discover contacts and potential enemies of cruelty and
• Create Vat creatures as retainers, bodyguards or even
: Demons of the Dying Earth Print Edition
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
: Compendium of Universal Knowledge Print Edition
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.
RPG: Rhialto's Book of Marvels Print Edition
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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 !
RPG: Revivification Folio Softcover
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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.