A tabletop fantasy roleplaying game about adventurers exploring and discovering the remnants of a forgotten, better age. Players take on the roles of lore-seeking travelers, fortune-seeking pioneers, and adventure-seeking heroes in a time devoid of them. The game is designed to value creativity, roleplaying, and exploration, over excessive combat. While getting into fights is still a part of the game, players are almost always given the opportunity to talk their way out of conflict. NOTE: This is the Beta edition of the rules.
Almost every creature or â€œmonsterâ€ you encounter in the Land of Eem is a person. They can speak a language, they have thoughts and feelings, desires and motivations; and you should be willing to parley before running headlong into a slugfest. True, some creatures may ultimately be selfish, ruthless, evil, or more difficult to talk to, but it would be wrong to assume that every manticore wants to eat you, just as it would be foolish to think every human you meet wants to kill you.
Whatâ€™s in the PDF Rulebook?
- The Core Rules
- 6 Classes with 10 unique abilities each
- 100 Random Encounters
- 100 Magic Items
- 20 Relics
- 20 Creatures
- The Wallyâ€™s Waffles and Weorgs Introductory Adventure!