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To get the full experience of A Song of Ice and Fire Roleplaying, you'll want to play a chronicle so you can engage in the Game of Thrones. With a setting as rich as Westeros though, where do you begin? The answer is the Chronicle Starter. This useful sourcebook details six sample houses, any of which can be run by the Player Characters. Choose your house and allegiance (Arryn, Baratheon, Frey, Lannister, Stark, or Tully) or make up your own house and make allies or enemies of those provided. The Chronicle Starter also includes a complete scenario so you can kick off your adventures right away. Get ready to make your mark on the Seven Kingdoms!
A Song of Ice and Fire Campaign Guide is your complete resource on George R.R. Martin's Westeros. In its pages you will find a complete history of the Seven Kingdoms, from the days of the First Men to the reign to the Targaryen kings and the War of the Usurper. Its chapters cover the lands from the North to Dorne, the Iron Islands to the Stormlands, the Free Cities and beyond. You'll also find descriptions and game stats for the major players of the Game of Thrones, from the Starks and Lannisters to the Baratheons and Tyrells. This new edition revises and updates the original book, making it the indispensable guide for fans of the novels, the TV show, and the roleplaying game.
Should you succeed in the game of thrones, you might find yourself among the Starks and Lannisters, gaining the favor of the king, and securing your place in history. Should you fail, your rivals destroy you on their own desperate climb to greatness. This rulebook comes in a convenient size and includes the content updated with all known errata.
Even years after the fall of House Targaryen, their legacy is not forgotten. When a band of ruffians bound for the Wall seek shelter for the night, one of them reveals a secret that sparks a quest across Westeros and even the Narrow Sea to Braavos, seeking the clues to reveal the location of untold riches: part of the Targaryen treasury, spirited away in the final days of Robert's Rebellion! But our heroes are not the only ones seeking the lost dragon's hoard, and their rivals will stop at nothing to beat them to it and claim it for themselves. In the end will it be riches...or ruin? Dragon's Hoard is an epic adventure for A Song of Ice and Fire Roleplaying able to fuel your chronicle for months of game play.
The true history behind the hit HBO fantasy show and George R. R. Martin’s bestselling Fire and Ice series. A wall in the distant north cuts the world in two. Ruthless sea-born warriors raid the coasts from their war galleys. A young nobleman and his kin are slaughtered under a banner of truce within a mighty castle. A warrior king becomes a legend when he smites his foe with one swing of his axe during a nation-forging battle. Yet this isn’t Westeros—it’s Scotland. Game of Thrones is history re-imagined as fantasy. The History Behind Game of Thrones turns the tables, using George R. R. Martin’s extraordinary fictional universe as a way to understand the driving forces and defining moments from Scotland’s story. Why were castles so important? Was there a limit to the powers a medieval king could use—or abuse? What was the reality of being under siege? Was there really anything that can compare to the destructive force of dragons? By joining forces, Westeros and Scotland hold the answers. Writer and presenter David C. Weinczok draws on a vast array of characters, events, places, and themes from Scottish history that echo Game of Thrones at every dramatic turn. Visit the castle where the real Red Wedding transpired, encounter the fearsome historical tribes beyond Rome’s great wall, learn how a blood-red heart became the most feared sigil in Scotland, and much more. By journey’s end, the cogs in the wheels of Martin’s world and Scottish history will be laid bare, as well as the stories of those who tried to shape—and sometimes even break—them.
Every artist needs a little pep talk now and then. An inspiring tool and beautiful art book in one, Creative Pep Talk offers illustrated words of wisdom from 50 of today's leading creative professionals. With full-color, typographic prints and explanatory statements from a host of creative luminaries—including Aaron James Draplin, Oliver Jeffers, Lisa Congdon, Mike Perry, and many others—this volume encourages artists to stay excited, experiment boldly, and conquer fear. "Create curiosity," "Learn to say no," and "If you can't be good, be different" are just a few of the motivational maxims in this visually rich collection that's perfect for students, designers, artists, and creatives at any stage in their careers.
Writing about the economic collapse and social unrest of her 1970s childhood in Buffalo, New York, Laura Pedersen was struck by how things were finally improving in her beloved hometown. As 2008 began, Buffalo was poised to become the thriving metropolis it had been a hundred years earlier—only instead of grain and steel, the booming industries now included healthcare and banking, education and technology. Folks who'd moved away due to lack of opportunity in the 1980s talked excitedly about returning home. They mised the small-town friendliness and it wasn't nostalgia for a past that no longer existed—Buffalo has long held the well-deserved nickname the City of Good Neighbors. The diaspora has ended. Preservationists are winning out over demolition crews. The lights are back on in a city that's usually associated with blizzards and blight rather than its treasure trove of art, architecture, and culture.
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
When a mercenary and his company are charged with putting down a local rebellion, the consequences will be larger than they ever imagined in this action-packed sequel to The Red Knight. Loyalty costs money. Betrayal, on the other hand, is free. When the Emperor is taken hostage, the Red Knight and his men find their services in high demand -- and themselves surrounded by enemies. The country is in revolt, the capital city is besieged and any victory will be hard won. But the Red Knight has a plan. The question is, can he negotiate the political, magical, real and romantic battlefields at the same time -- especially when he intends to be victorious on them all? If you're a fan of Mark Lawrence, John Gwynne, or Brian McClellan you won't want to miss out on the second book of this intricate, epic fantasy.
London 2012. Mithras, god among vampires, returns from diablerie at the fangs of Montgomery Coven. The Heralds of the Sun awaken from torpor unable to remember who they are, but driven to seek five artifacts to restore their master to his full glory. The Second Inquisition rises to burn London's Kindred to ashes. The characters find themselves embroiled in history as it unfolds. Their actions might see a god return, or cast him down to the darkness from whence he came. London burns under Operation Antigen, one of the earliest and most devastating attacks of the Second Inquisition. All the while they slowly uncover the shards of their own identities. What legacy do they leave? The Fall of London includes: A sprawling chronicle covering 6 large chapters 6 different endings tailored to the coterie's choices 5 pregenerated characters as the Heralds of the Sun 6 new Loresheets, including one for secret diablerists Statistics for 7 venerable elders, including Mithras and Queen Anne A detailed description of London, to facilitate additional chronicles before the Fall An epilogue to use for chronicles set after the Fall Made in the UK.