This third edition of A Magical Medieval Society: Western Europe adds an entirely new chapter about how to make realistic place names. A total of 18 new pages of material are contained in the 3rd edition. The below quote was said about the 1st Edition of A Magical Medieval Society: Western Europe.
"If you're a DM and running a D&D game, you should have this book. Period." Monte... [click here for more]
He killed the God of War. He ascended into his divinity. No one told him that was the easy part. Look into the inner workings of gods and how they build worlds. From a divine perch, map your world and experience tectonics, magical geography, predation, ecological conflict, and cultural development. Following in the foodsteps of A Magical Medieval Society: Western Europe (Gen Con ENnies 2003 Best Setting... [click here for more]
A Magical Society: Silk Road is a 160 page supplement detailing great overland trade routes. Borrowing extensively from the caravans of Central Asia,
A Magical Society: Silk Road covers a variety of topics: what factors engender great overland trade routes, what elements accompany the existence of silk roads, and how do caravans function on the road (with consideration to terrain). Due to general... [click here for more]
Your Guide for Half-Races in Your 4e Game!
Castoffs and Crossbreeds is 24 pages packed with tools for using half-breeds in your 4e game, including:
12 new half-races from the usual suspects to unique concepts Tools to introduce countless others of your own design The Demiurge, a potent source for any number of half-breed races in your campaign ... [click here for more]
After a fruitless private investigation, De Beers still suspects that one of their executives is stealing diamonds and has asked for professional assistance. The characters are ordered to trail the prime suspect, a Mr. Julian de Haan, to see if they detect anything unusual in his movement or behavior. During the mission, the characters travel to the exotic streets of Zanzibar, to the wild savanna on... [click here for more]
Plague.Few words in any language conjure such feelings of dread and fear as this doom-laden word. Plague has the power to devastate an entire civilization, causing unimaginable suffering as it lays waste to the smallest village and the greatest city alike. As well as an almost unparalleled destructive force, plague can also be an agent of change, allowing a GM to usher in a new age into his... [click here for more]