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You ask what the Jackals do in the Zaharets. I ask you, what happens if they do nothing? – Nawsi Namar of Orsem Honess, speaking to the Sar of Ameena Noani The Fall of the Children of Bronze is a grand campaign for Jackals, and includes 14 adventures spanning 9 years. Players will explore the ancient myths and legends of the War Road, from the bustling streets of Ameena Noani in the north and Sentem in the south, to abandoned temples in the wastes and mansions deep within the earth. They will encounter beings and powers from the past – ancient but far from dormant – and come face to face with the hidden hand that would the Law of Men torn down and chaos brought to the Zaharets.
The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals – adventurers, explorers, sellswords, and scavengers – and sends them out into the peril-filled land of the Zaharets to make their fortune... or perhaps fulfill a greater destiny...
Set in a mirror of our own world, Sigil & Shadow is a roleplaying game of urban fantasy and occult horror in which players take on the roles of illuminated heroes and shadowed monsters to face the rising tide of supernatural forces. Ancient nightmares lurk behind the closed doors of board rooms, entities from beyond time prowl the city streets, forgotten rituals are reborn as viral memes. Do you take a stand against the encroaching shadows? Or do you seek their power for yourself? Powered by the highly accessible d00Lite system, Sigil & Shadow focuses squarely on the story rather than the mechanics – who the characters are and what they do, not how they do it. Easy to adopt to any mythos, campaigns can be built around a wide range of plots, with players taking the role of anything from paranormal investigators and monster hunters to members of occult cabals or secret societies. The setting offered sees a modern world buffeted by the tides of supernatural power, where beings of myth wake from their slumber while modern cults sacrifice to pop-culture gods and ancient cabals pursue their age-old schemes into the digital age.
Paleomythic is a roleplaying game of grim survival and mythical adventures in the land of Ancient Mu, a harsh prehistoric world full of mysterious ruins and temples to explore, huge and terrible creatures that roam and spread fear across the land, and nefarious mystics and sorcerers who plot dark schemes from the shadows. It is a world of biting cold winters, of people hunting and foraging to survive, and tribes that wage relentless war. Taking on the roles of hunters, healers, warriors, soothsayers, and more, players will navigate a world of hostile tribes, otherworldly spirits, prehistoric beasts, and monstrous creatures lurking in the dark places of the world. Players have huge scope in sculpting the game experience that best suits them, whether it's a gritty survival story without a trace of the mystical or a tale of grand adventure and exploration in a mythic setting.
Righteous Blood, Ruthless Blades is a roleplaying game of dark adventure and heroic thrills inspired primarily by the wuxia stories of Gu Long. Players assume the roles of eccentric heroes who solve mysteries, avenge misdeeds, uphold justice, and demonstrate profound mastery of the martial arts. Character creation is designed to produce fleshed-out, potent individuals who can follow several paths, including those of the physician, beggar, assassin, thief, soldier, bandit, and more. These characters inhabit a unique martial world, or Jianghu, set in a romanticized ancient China. The towns, temples, and inns the characters can visit, and the sects and factions with whom they interact, will bring their own character to the game and provide a host of opportunities – and threats. The game is based on a simple ten-sided dice pool mechanic, loosely modeled on the one found in Wandering Heroes of Ogre Gate, and play is designed to be gritty, suspenseful, and fast, so the focus remains on solving mysteries and roleplaying your character. When combat does arise, it is consequential and swift, and often resolved in a single role of the dice. This rulebook includes a sample martial world and a starting adventure, as well as guidelines for games masters looking to run wuxia games and create their own unique Jianghu, rife with martial experts, sects, and mysterious locations.
You are one of the thirty Knights Templar who awoke on Friday, 13 October 1307, only to find themselves wanted criminals and branded heretics by the King of France. Abandoned by the Vatican and sent away early in the morning, you must leave Paris on a day of reckoning and try to find your way across a dark, mythic Europe to a mystical utopia where you can rebuild! Heirs to Heresy starts as a historical-fantasy roleplaying game, but is heavily influenced by Gnosticism, European Folklore, esotericism, and the myths and legends that surround the Templars. The game will ask you to craft the secrets of the Templar treasure, the enemies, and mysteries they will face, as your Knights undertake a mystical journey to the center of themselves along the road to Avallonis. The mechanics are a blend of narrative, storytelling rules, and classic adventure-gaming inspired roleplaying rules that work to create rich aspect-driven characters. As Templar Knights, your skill at arms is unquestionable, but it is the potential access to gnostic spells, unique powers, or intensely powerful faith sets you apart from your comrades. Can you tap into your potential, guarding the mysterious Templar treasure on this last quest you will take for the order and find the answer to the burning question: are the Templars Heirs to Heresy?
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
Rosemary Sutcliff’s Carnegie Medal-winning Roman Britain Trilogy continues more than a century after the events of The Eagle of the Ninth (The Eagle) in The Silver Branch as two cousins join the Roman side in the fight against a tyrannical British emperor. Violence and unrest are sweeping through Roman Britain. Justin and Flavius find themselves caught up in the middle of it all when they discover a plot to overthrow the Emperor. In fear for their lives, they gather together a tattered band of men and lead them into the thick of battle, to defend the honor of Rome. But will they be in time to save the Emperor...
This is what we dream of: to be so swept away, so poleaxed by a book that the breath is sucked right out of us. Brace yourselves. May 1565. Suleiman the Magnificent, emperor of the Ottomans, has declared a jihad against the Knights of Saint John the Baptist. The largest armada of all time approaches the knights' Christian stronghold on the island of Malta. The Turks know the knights as the "Hounds of Hell." The knights call themselves "The Religion." In Messina, Sicily, a French countess, Carla La Penautier, seeks passage to Malta in a quest to find the son taken from her at his birth twelve years ago. The only man with the expertise and daring to help her is a Rabelaisian soldier of fortune, arms dealer, former janissary, and strapping Saxon adventurer by the name of Mattias Tannhauser. He agrees to accompany the lady to Malta, where, amid the most spectacular siege in military history, they must try to find the boy—whose name they do not know and whose face they have never seen—and pluck him from the jaws of Holy War. The Religion is the first book of the Tannhauser Trilogy, and from the first page of this epic account of the last great medieval conflict between East and West, it is clear we are in the hands of a master. Not since James Clavell has a novelist so powerfully and assuredly plunged readers headlong into another world and time. Anne Rice transformed the vampire novel. Stephen King reinvented horror. Now, in a spectacular tale of heroism, tragedy, and passion, Tim Willocks revivifies historical fiction.
“This is a prayer hymn, a battle cry, a love song, a legendary call and response bonfire talisman tale. This is medicine for a broken world." —Daniel José Older Named a Best of 2020 Pick for Kirkus Review's Best Books of 2020 Award-winning author Andrea Hairston weaves together African folktales and postcolonial literature into unforgettable fantasy in Master of Poisons The world is changing. Poison desert eats good farmland. Once-sweet water turns foul. The wind blows sand and sadness across the Empire. To get caught in a storm is death. To live and do nothing is death. There is magic in the world, but good conjure is hard to find. Djola, righthand man and spymaster of the lord of the Arkhysian Empire, is desperately trying to save his adopted homeland, even in exile. Awa, a young woman training to be a powerful griot, tests the limits of her knowledge and comes into her own in a world of sorcery, floating cities, kindly beasts, and uncertain men. Awash in the rhythms of folklore and storytelling and rich with Hairston's characteristic lush prose, Master of Poisons is epic fantasy that will bleed your mind with its turns of phrase and leave you aching for the world it burns into being. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.