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The Strange. It is an RPG set on Earth, in the modern day. But a few people a very few people have discovered how to travel to other places. They call them recursions, and they are like limited pocket dimensions with their own laws of reality, connected to Earth via a dark energy network beneath the normal matter of the universe. A dangerous, chaotic network they call the Strange.
"There have been eight previous worlds ... Each left behind remnants. People of the new world, the Ninth World, sometimes call these remnants magic, and who are we to say they're wrong? But most give a unique name to the legacies of the nigh-unimaginable past. They call them Numenera. The Ninth World is built on the bones of the previous eight. The game of Numenera is about discovering the wonders of the worlds that came before, not for their own sake, but as the means to improve the present and build a future."--Page 4 of cover.
They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations. They reached heights we cannot even imagine now: they spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their vast outlines and barest remnants. This is the Ninth World. The people of the prior worlds are gonescattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the... Two 416-page corebooks, two poster maps, a handsome and sturdy slipcase, a metal medallion, and additional play aidsall for the price of the corebooks alone. All existing Numenera supplements remain compatible with these corebooks.
Every wraith has his own personal whisperer in darkness, telling him that it's a very good thing to be bad. They call the voice the Shadow, and every wraith must strive to resist its efforts to drag him down to Oblivion. This Shadow will urge the wraith to untold acts of depravity and evil until he is lost forever to the Void.
The cult of Hastur no longer threatens Thrushmoor, and now the adventurers discover the final clues needed to solve the enigma of their lost memories. Boarding a riverboat to Cassomir, the adventurers begin researching the manuscripts found in Iris Hill during the previous adventure. From these esoteric tomes, the adventurers discover a ritual that allows them to explore the Dreamlands in order to reclaim the parts of their minds they lost and track down their obsessed and corrupted former employer. After completing a number of bizarre and demanding dream quests, the adventurers find the answer to their fragmented minds, but they learn a greater threat looms over Golarion. Can they survive the perilous Dreamlands and emerge complete or will the adventurers be stranded in a dimension of nightmares? "Dreams of the Yellow King" is a Pathfinder Roleplaying Game adventure for 7th-level characters. The adventure continues the Strange Aeons Adventure Path, a twisted delve into madness that pits the heroes against the cosmic horrors of the Cthulhu Mythos. Several new monsters, a look at encounters found along the Sellen River, and the next installment of the Pathfinder's Journal round out this volume of the Pathfinder Adventure Path. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
The complete guide for building Forgotten Realms characters. This guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting.