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Outcastia: A land filled with mystery, adventure, danger, and....dragons! The history of Outcastia has been obscured by its legend and by the humans that talk of it. No matter what is said one thing is always consistent in any story that humans preach of this land, it is a remarkable country. Within this book you now hold you will read the truths and myths associated with one of the most powerful and alluring places in the realm. You will read of its origins and its heroes. Its gods and its monsters. Its people and its cities. You will no longer be in darkness about this country that most refer to as "The Land of Dragons". The Outcastia Campaign Setting is the book that became too big for one volume. In Book I: World Tour, you will be taking a virtual walkabout through the world of Tærra-Söl and learning all that is needed to be a productive citizen therein from this 300+ page Tome. Along with Outcastia you will also learn of the neighboring kingdoms such as Alagar and Gimland.
The Enshrouded Lands ' an earth-like world where magic bubbles away beneath the surface, beyond the ken of the common folk ' may take so many forms that they really are a thousand worlds in one. This is the second rulebook for the Omnifray RPG. It continues on from the Basic Handbook, delving deeper into the mysterious fabric of the Enshrouded Lands, with detailed information on possible backgrounds for player characters and masses of material on an array of secretive cults. It presents the standard advanced rules for fantasy Omnifray in full. The complete Omnifray system awaits you. This book gives your PCs greater access to feats of physical energy and concentration as well as full access to feats of elder magic, unholy magic, holy magic, mystical power and destiny, downtime feats such as divination and herbalism and feats of combined physical energy and concentration. You must be familiar with the Basic Handbook to use this book. Omnifray is intended for a mature audience.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
A groundbreaking study of witchcraft in modern-day Bavaria between 1300 and 1800.