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Rapture the Second ComingLucifer,
the “Light Bearer,” announced
his return in August 1945, with the fire of two new suns. When they
flashed into existence
over
two cities in Japan, the last sight thousands saw before their retinas
melted were the compassionate and smoldering eyes of the Fallen One.
Nothing remained but the faint shadows of their souls etched into the
concrete
ruins of buildings and streets. A new age had dawned, for Earth had
become the Throne of Hell. |
41.95 |
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FADING SUNS (Second Edition) roleplaying game rulebookIt is the dawn of the sixth millenium after Christ and the skies are
darkening, for the suns themselves are fading. Humans reached the stars
long ago, building a Republic of high technology and universal emancipation
-- and then squandered it, fought over it, and finally lost it. A New Dark
Age has descended upon humanity, for the greatest of civilizations has
fallen and now even the stars are dying. Feudal lords rule the Known Worlds,
vying for power with fanatic priests and scheming guilds. |
34.95 |
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Fading Suns: d20 Character CodexPlayer
characters come from all walks of life: nobles, priests, guildsmen,
aliens and barbarians. Now, they can come from even more freakish
backgrounds! The Fading Suns: d20 Character Codex is an invaluable
expansion to the Fading Suns: d20 rules. It includes alien races,
the Changed (genetically engineered mutants), prestige classes
(the True Knight, the Saint, the Talent, the Phoenix Guardsman,
and the Manifest Light Commando), new psychic powers, new theurgy
rites, weapons, equipment and valuable information on knightly
orders, new religions, guilds, and military units. |
37.95 |
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Lord Erbian's Stellar BestiaryThe 23rd edition of the original
Lord Erbian’s, verified by Imperial
exchequer — accept no imitation. Surveying the Known Worlds and beyond
since 4732. The foremost guide to dangerous and intriguing zoology, xenology
and cryptoxenology, including beasts and aliens real, imagined and devilish.
Don’t be taken in by false editions! Let the original and verified
Lord Erbian’s mentor your purchase or safari! |
31.95 |
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Fading Suns Worlds of the RealmA
deluxe, one-volume collection of the Imperial Survey series — including
the new Imperial Fiefs survey. |
37.95 |
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Fading Suns Heretics & OutsidersThe Known Worlds are rife with those who refuse to follow the social order. Whether practicing their rebellion in private or fomenting public revolt, these malcontents threaten the powers-that-be. Heretics refuse to follow the Church’s doctrines of proper faith, and so risk their own souls and those of others through their example. Psychics plot to overthrow mundane humanity — or worse, attempt to force psychic awakening on others through the mysterious Sathra Effect. |
28.95 |
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Spies & RevolutionariesBlur suits and wireblades now complement the cloaks and daggers of the past. In the 51st century, spies are a necessary evil. Without their deft fieldwork and cunning intelligence, noble reigns would topple and guild monopolies crumble. Although small in number and incognito in guise, these spies daily betray trusts, seed lies and mistruths, steal high-tech secrets and even poison rivals — all in pursuit of their patrons’ power. Even the Church plays these games of death and deceit, using ill-gotten secrets to sway their secular rivals — or protect them from a greater darkness. |
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Legions of the EmpireIn the far-future Fading Suns universe, might equals power. No one rules for long without military might to back him up - even the Patriarch has a fleet of battle cruisers! This book brings out the Known Worlds' most dangerous people and places with a bang, allowing gamemasters to put players in the middle of the bloodiest conflicts against the most feared warriors - including the Symbiot-fighting Stigmata Garrison! New weaponry and war tech provide numerous excuses to blow things up. |
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Merchants of the JumpwebThe nobles and the Church may vie for the leadership and minds of the Known Worlders, but the merchants own the stars. Without their high-tech savvy or the loans from their coffers, travel and commerce could not take place. This book details the histories and modus operandi of the Merchant League guilds, from the weird Engineers to the stately Reeves. |
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Aliens & Deviltry re-presents two classic Fading Suns sourcebooksCHILDREN OF THE GODS: OBUN & UKAROne of the earliest sentient races humanity discovered was the Ur-Obun — peaceful and wise philosophers. Soon after, humanity met their cousins, the Ur-Ukar — vicious and cruel warriors, with a starfaring empire of their own. Humanity has played the two against each other ever since. These two races were gifted by the gods — the ancient Anunnaki jumpgate builders — with unique technology. Xenologists now scour their homes and myths for clues to the riddles of the ancients. But some wonder: How long will the gods permit such transgressions against their children? |
34.95 |
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Sinners & SaintsHere is a rogues gallery of people and creatures from the Known Worlds and beyond: noble rivals, well-meaning (and not so well-meaning) priests, space pirates, deadly mercenaries, assassins, alien animals (pets and predators), bizarre creatures and more. Each has a story to tell and will lead player characters into intrigue and adventure. Each comes on its own sheet for ease of use by both players and gamemasters. |
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Orphaned Races: Ascorbites & HironemEach book in the Alien Expeditions series examines one or more alien races, detailing their histories, cultures, and planets of origin from multiple perspectives. Orphaned Races features dual-stats for both Holistic's Victory Point System and the d20 System |
26.95 |
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Colombia: d20Colombia’s history
is rife with revolution. From the Spanish conquests of the 16th century
to the 19th- and 20th-century peasant
uprisings, the
land has seen much spilt blood and little stability. In the modern
era, the Drug War ups the ante even more, with drug lords, leftists guerillas,
right-wing paramilitaries, and U.S. special ops troops and mercenaries
all fighting one another for what they perceive as theirs, whether
it
be money, political power or protection of oil pipelines. The little
guy,
as always, is caught in the middle, trapped between warring ideologies. |
27.95 |
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Somalia: d20For centuries a battleground
for empires and enemies, Somalia is no stranger to war and strife.
During the Cold War, the United States
and the U.S.S.R.
sent tons of weapons to this country, and these quickly spread throughout
the land. However, the post-Cold War era provided the worst weapon:
famine. Turned into a tool of extermination by ruthless warlords, Somalia
soon
became a test for the rest of the world’s ability and resolve
to bring peace. This grand effort to create a New World Order died
in the
sands next to the gaunt corpses of starved babies. |
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Afghanistan: d20Long before war rocked its steepest mountains and destroyed its dreams,
Afghanistan civilization had lasted for millennia, giving birth to philosophers,
scholars, warriors and poets. Alexander the Great made its lands a central
part of his empire, and Mongols, British, Russians and others have fought
over its rough lands and stark beauty. |
Last updated Feb 18 2004