I'm very psyched about this setting. I have been waiting for a setting where the great and long struggle between Good and Evil has been resolved, and guess what? Evil won!
Unlike regular campaigns like say the Forgotten Realms where the good guys always win against recurring threats from evil organizations, in Warlord the heroes have already lost. Most heroes have been killed and persecuted to extiction, and the few remaining fight not to win and overthrow the evil rulers but instead fight for sheer survival.
There are other dark campaigns settings to be sure, but Ravenloft is too horror oriented and Midnight at the end has basically only one primary evil to overcome.
Warlord on the other hand is not horror oriented like Ravenloft, but a world much like the Forgotten Realms or Greyhawk or Dragonlance, the major difference beign that in Warlord you get to play not heroes who are protecting the world from evil but heroes who are trying against all hope to reconquer the world from a thriumphat evil.
Imagine if instead of beign twarted everytime, evil organizations like the Red Wizards of Thay, the Shade Empire, the Drow, the Orc/Goblin races, the Demons, the Queen of Darkness, the Scarlet Brotherhood, the Zhentarim, and Bane defeated the Harpers and all the other goody-two-shoes. That's what Warlord gives you.
Unlike Midnight, Warlord does not have a primary evil to overcome but many evils and evil parties in conflict and weary of one another as they are unified in the destruction of all the good parties. I remember how in Dragonlance, evil was said to always be defeated because the different evil parties could never work together while the good parties unified against a common threat.
Well imagine if that where not the case. Imagine not only that the different evil parties put aside their differences and their individual ambitions long enough to create a common and unified front in order to defeat the good parties, but these very same evil parties, umbeknownst to them, where being manipulated by others and these others where themselves being controlled and manipulated by the true puppetmasters.
Warlord has many evils and evil organizations and you do not know who the ultimate evil truly is. Layers and layers of wheels within wheels and plots within plots. Add the massive armies from these evil organizations on the brink of war with one another for ultimate supremacy and you have an epic to play in.
Warlord has added a little Dark Sun and Birthright, together with a pint of X-Files and Illuminati, and mixed it with a hint of Warcraft and come up with a campaing setting that I can't wait to get into. My only gripe about it is the silly name. Warlords of the Accorlands does not due the setting justice, nor does it give it that sense of fighting against overwhelming odds for a cause already lost which is the setting's primary aspect.
The excerpt bellow was taken from the official website at
http://www.warlordrpg.com/
and will give you a better idea of the setting.
Warlords of the Accordlands Resources - Warlord World Overview
Humans, elves, dwarves, monsters, the epic battle of good versus evil.
Hmph. Sounds like just another fantasy universe. Wrong. The world of Warlord turns fantasy gaming on its ear with one of the most original and ambitious projects ever. These are not Tolkien’s elves and dwarves and monsters. They are as fresh and raw and as dangerous as the world they populate.
It began with a D&D campaign originally created by the president of AEG, John Zinser, for his roleplaying group. His players wanted to play an evil campaign, so they set out to conquer the world, and that they did. They became the mightiest evil overlords. Then at the height of the player characters’ power, the Dungeon Master took away their characters and made them create new ones. These new characters would have to fight against the very evil empires that they had created. These evil overlords were the genesis of the Medusan Lords who play a prominent role in the world of Warlord.
Zinser took these elements from his old campaign and used them as the seeds for the creation of a new fantasy universe. This universe became the Warlord: Saga of the Storm Collectible Card Game. The Warlord CCG first appeared in 2000 with the introduction of hundreds of thousands of demo decks included with game industry magazines.
With game mechanics based loosely on Third Edition Dungeons and Dragons, the card game was easy to learn but had a depth of strategy and tactics that intrigued even older players. This marketing blitz was a success, launching Warlord in the volatile CCG scene. Nowadays, after eight expansion sets, the Warlord CCG is still going strong, with its unique mix of exciting gameplay, beautiful cards, and detailed world background.
This world background was too rich and intriguing for a single medium, and AEG wanted to bring the Warlord Universe back to its roots, the roleplaying game. Development of the Warlord RPG began in 2002. It was a huge project that aimed to leap full-blown into the world of RPGs, with four massive hardcover books and over a million words of rules, monsters, background material, and even a huge, epic adventure campaign. The Warlord RPG took the d20 System mechanics and made them its own, creating new races and character classes unlike any other d20 System product. Also unlike other d20 System products, the Warlord RPG stands on its own. It does not require any other d20 System book, although its rules are compatible with other d20 products.
So what is it that makes the Warlord fantasy universe different from other fantasy offerings in the gaming industry? Why would a player shopping for a new roleplaying game want to give Warlord a try? For one, his eye might be drawn to the striking covers and interior artwork of these full-color books, or maybe to the large poster maps in each book. But these will serve to draw the prospective player into the real substance of the Warlord universe, the story, the characters, and the action. The action comes from perhaps the most exciting, challenging aspect of the Warlord universe: the Bad Guys have already won. All the heroes and leaders of the world are dead, murdered, assassinated in a massive, painstakingly orchestrated campaign that became known as the Assassins Strike.
The story of the Warlord universe begins with a dragon, but not just any dragon. The Eternal Dragon, a creature the size of mountain, with power so terrible that entire kingdoms were laid to waste. This beast terrorized and ravaged the lands of men, elves, and dwarves for centuries, until all the races and nations of the world banded together to defeat it. The Eternal Dragon was slain and cast down into the depths of the earth. The spirit of cooperation and camaraderie born of the titanic struggle among all the races created the Accords. The Accords brought peace and prosperity to all, so that all the lands of the world became known as the Accordlands.
But a creature of such cosmic dimension as the Eternal Dragon might not stay dead, and its corpse still contained untold power. Someone had to guard it. The Dwarves volunteered for this task, and so burrowed deep into the earth and passed out of all memory. Forgotten by the surface races for a thousand years, the Dwarves burrowed under the surface, building vast cities and untold leagues of tunnels and passages, all the while guarding the deepest, darkest places of the world. But the Dwarves did not forget. The surface world lived on in their legends and stories. They keep their sacred duty unto death.
The Dwarves were right to fear the power of the Dragon’s corpse.
Before long, foul, hideous, bloodthirsty things began to crawl out of the deepest abysses. At first they were nothing more than a few mindless, ravening fiends intent only on destruction and chaos, but over time their actions have grown more cohesive and organized, and their numbers have drastically increased. The untold, teeming masses of Abyssals are the stuff of nightmares, but the Dwarves hold firm, sacrificing themselves to prevent the Abyssals’ eruption into the surface world.
The surface world is covered by many lands and kingdoms and races, dominated by the crumbling Deverenian Empire. For hundreds of years the Deverenians controlled most of the known world. The Deverenians are a strictly hierarchical human society based on ancient notions of honor and fealty, paying tribute to their Emperor on one hand, and the politically powerful Church of the Storm on the other. A land of knights and dukes, princesses and paupers, Deverenia has long since begun to fall into ruin. Their iron-fisted rule created one rebellion after another over recent decades, and many human lands successfully broke away from the Deverenian Empire, calling themselves the Free Kingdoms.
The Free Kingdoms are lands replete with refugees and vagabonds, and they form a loose confederation of allied kingdoms, drawn together by their distaste for Deverenian rule. They have much to fear from Deverenia, who still considers these lands part of their domain, but there are other threats to peaceful existence, the Nothrog Legions, and the ravaging Elves.
The Nothrog race was created by the interbreeding of orcs, goblins, ogres, trolls, and other monster species. They now consider themselves a separate race, even though the original races still exist in small, scattered tribes. And the conglomeration of those races created something greater than the sum of its parts. The Nothrogs are a major force for war and conquest, and they represent the largest military force in all the Accordlands. They have developed war into an art form. Their massive, clan-based legions make war on themselves and on their neighbors in an endless struggle for power and territory. They have conquered and subjugated huge swaths of what was once the Deverenian Empire. They are the most well-trained, well-equipped, and organized military force in all of the Accordlands.
The Elves are the most surprising race of the Warlord universe. These are not Tolkien’s elves; they take nearly all the long-held traits of fantasy elves and turn them on their pointed ears. An elven lifespan is only about thirty years, making them a wild, greedy people. The dream of all elves is to transcend their few paltry decades of existence, to achieve immortality, so they turn their formidable magical talents to necromancy.
For centuries, elven wizards have sought the secrets of immortality, at the expense of performing experiments on thousands of human captives, taken in raids against the human kingdoms. In their hidden forest strongholds, the elves committed atrocities beyond description, and made ceaseless war against their human neighbors. Just over a hundred years ago, the humans managed to band together and defeat the elves. As part of the terms of surrender, the elves agreed to be put under an enchantment that prevented them from using necromancy for one hundred years. That enchantment recently expired, and the elves launched themselves into a war of vengeance against the human kingdoms that had bound them. The elves have ravaged great portions of the Free Kingdoms, and their lust for vengeance is not yet sated. Aside from these major factions all vying for power, other forces are at work in the Accordlands. Not long after the Eternal Dragon was cast into the Abyss, the Storm appeared. It can best be described as a huge, sentient hurricane that moves with power and purpose throughout the Accordlands. The Deverenians worship the Storm as the supreme god of all things. The tentacles of the Church of the Storm extend throughout the Accordlands, exerting the Church’s will in every corner of the civilized world. The Storm is more than just a mindless force of nature; it is intelligent, and purposeful, and only the Hierophant of the Storm can claim to know its will.
Another force of nature that shapes events throughout the world is a renegade moon that threw itself into orbit around the world of the Accordlands a few centuries ago. This moon has many names, with Bascaron chief among them. Also known as the Banshee Moon, Bascaron caused catastrophic destruction when it was snared into orbit. The forces of its arrival created earthquakes and upheavals that wiped out half a continent. Cities and kingdoms, ancient civilizations, were demolished in the blink of an eye. This vast wasteland is now known as the Shattered Lands. Stranger still, the Banshee Moon is infused with otherworldly energies that corrupt and distort the creatures exposed to it. Untold numbers of hideous, twisted creatures slither and wander out of the Shattered Lands, causing terror and destruction wherever they go. Today, Bascaron’s orbit is erratic and unpredictable, moving swiftly across the sky like a blood red, ruptured eyeball. Cults draw upon its powers for their own dark rituals, astrologers attempt to chart its movements, twisted abominations bow to it like servants, and its coming is never a good omen.
The most powerful beings in the Accordlands, however, are a super-secret cabal of evil masterminds known only as the Medusan Lords. Through their hidden power and influence, they shape and guide events throughout the Accordlands to their own nefarious ends. Their very name strikes terror into the heart of the most jaded adventurer, and only they can claim to know their ultimate purpose. Many believe the Assassins Strike was the work of the Medusan Lords. In a single blood-drenched night, assassins swept through every city and town in the Accordlands and murdered prominent leaders, heroes, clergy, anyone who might be a force for peace and justice. The Accordlands have never been a peaceful realm, but since that night, the lands have erupted into war, ancient vendettas have been executed. Lawlessness, chaos, and death are the rule, and peace, compassion, and justice are all but forgotten. From their shadowy, strongholds, the Medusan Lords enact their will. No one knows who they are or where they came from, but one thing is certain; they are feared. They mean to rule the world one day, but the time is not yet right. They will let the wars rage and Warlords come and go, and when the time is right, they will seize power. All these forces and factions are created in painstaking detail, with richly drawn characters, engaging subplots, and interwoven storylines, perfect for anyone who wants a story they can sink their teeth into.
AEG proudly brings you the Warlords of the Accordlands roleplaying game! Based on the enormously popular Warlord CCG, this massive four-book collection offers a uniquely expansive setting and over 1,300 pages of unprecedented support material, immersing players into the ultimate fantasy role-playing experience!
This ambitious product line provides fantasy players and DMs alike with thousands of new and re-envisioned tools, empowering them like never before. In our first book: The Master Codex, we present all the rules needed to play any character or design any challenge in the Warlord setting, all in one easy location. Our second book: The World Atlas contains an intimately detailed view of the Accordlands, including sections for every major city, with notes on their histories, economies, principal encounter locations, and more. The third book: Monster and Lairs takes the concept of random encounters to an entirely new level, featur-ing not only traditional descriptions for the many original species living at the fringe of society, but also maps and detailed location listings for forty of their lairs! Finally, the forth book: The Campaign Adventure Book brings all the material in the first three books to vibrant life, thrusting your characters into a desperate struggle against the vicious Medusan Lords, the Accordlands’ most dangerous enemies!
Twenty-five original interlocking adventures may be played independently or as one or more epic campaigns. Dozens of provisions to shift between adventures allow for unlimited customization and replayability! Guide your characters through many of the locations seen in the World Atlas (and more than a few encounters from Monsters and Lairs) before they penetrate the Lords’ front lines and face the setting’s greatest villains!
Each of the four books contains two poster-sized maps accompanying many maps and pieces of art to bring your role-playing experience to life.
This is not just another d20 product... It’s a roleplaying experience beyond anything you’ve ever played. This is the role-playing experience that you will remember with your friends for the rest of your life. Join the adventure... Live the legend...
Experience the Saga of the Storm!
The Saga of the Storm
Master Codex
At over 300 full-color pages, this is the only rulebook you’ll ever need to play in the Accordlands!
A Complete Rules Encyclopedia!
"Did that feat come from the Player’s Handbook, the paladin book, or the fighter book?"
"Actually, it was from that module we ran last week."
If you’ve ever groaned about running or designing character for an RPG with dozens of reference materials, you’ve come to the right place! With literally every rule and every chart that you might ever use within this single volume, cross-referenced with a comprehensive and easy-to-use index, answering rules questions and looking up even the most obscure rules clause is a snap! Less time wasted generating characters and referencing rulebooks means more time playing the game.
One Rule Book to Rule Them All!
The Master Codex is a fantasy tour de force, coupling hundreds of new feats, spells, items, prestige classes, and other character and DM options with the very best OGC material on the market today. This treasure trove of crunchy mechanics goodness can spawn countless characters and support endless adventure, whether you’re playing the official Saga of the Storm campaign or not. Inside this tome you will find more information than most Role-Playing Games bring you in their first ten releases!
Bigger, Better, and a Whole Lot More!
Warlord is the highest of high fantasy, but it’s far from your "run of the mill" world setting. Not only does it take the familiar standards you love and turn them on their end, giving them a fresh new spin and a whole new attitude, but it also brings many entirely new concepts to the classic gaming arena.
Player’s Handbook and Dungeon Master’s Guide classes are given an entirely new direction according to their place in the Accordlands. The paladin, for instance, is expanded to not only allow for the classic ethical paragon, serving the gods of justice, but also the holy warrior, pledging his allegiance to a god of the alignment of his choosing. Other classes, such as the necromancer and illusionist (traditionally specializations of the wizard class), as well as the scout and assassin (traditionally prestige classes), are pillars of the Warlord setting, and expanded as full 20-level core classes, available to characters at 1st-level.
Back to the Old School!
Saga of the Storm captures the excitement and glory we all experienced when we first picked up a 20-sided die, returning fantasy roleplaying rules to their time-honored roots. Our barbarians, for example, possess anti-magic abilities. Terrain specialties define our rangers rather than their favored enemies. And our rogues are less inclined to backstab than slip through the shadows and steal things (though they still retain some sneak attack bonuses).
New Depth for Races!
Not only does Saga of the Storm offer an entirely new storyline take on dwarves, elves, and orcs (nothrog), but it backs up this alternate vision with race-specific spells, feats, abilities, and other character options. Hundreds, if not thousands, of unique feat and ability combinations are now possible for each race, opening up new levels of character design for the serious gamer! Competitive players will enjoy finding combinations of spells and feats to obtain varied effects, where story based players will enjoy making characters that are radically different from those of their fellow players. Although your party may contain two rangers, you may find that those two rangers are as different as your wizard and barbarian.
Everything you need... EVERYTHING!
Character creation is only the beginning. Additional rules are included in this landmark release for mass combat, chases, poisons, called shots (including special critical hits that cleave limbs and produce other nasty effects), and much more, and the book is topped off with a huge master index for all four Saga of the Storm books!
World Atlas
Direct from the minds of the Warlord Story Team - Chris Burns, Dana DeVries, Andrew Getting, and Rusty Priske - comes over 300 full-color pages detailing the war-torn Accordlands in all their savage glory!
All the Answers, None of the Hassle!
The Warlord CCG opens the floodgate into an incredible world beyond imagination, but it leaves much to the minds of the fans who build the world through interactive tournaments and exclusive events.
If Syneri says this Ablung guy’s a nutjob, why does she still work with him? How is it that Deverenia used to rule the known world, but now it only lords over a tiny corner of it? What’s the link between the Arioch Paladins and the Black Sun Knights, and what drove the Arioch out of the alliance between them? Why did Gahid attack Myreth forest when he couldn’t even hold onto Phrygai? What in the name of Amoudasi is up with those guilds, anyway? This book finally answers all the questions you’ve been asking since the beginning.
The World Atlas is an exercise in total immersion. Critical events in Accordlands history are provided, offering insight into current events and untapped adventuring options. Major and minor NPCs are described and given statistics. Insert any or all of them into any campaign without preparation. Important locations and cities across the continent are brought to life, and a giant section is dedicated exclusively to the capital city of Baraxton. Exotic artifacts are detailed, from the Blade Excessus and Morghen’s missing bits to the legendary faction weapons, over which sweeping wars have been fought and untold blood has been shed. The many religions of the Accordlands are explained and compared, illustrating why people worship Neus now when Ishara was the mainstay a hundred years ago and what separates the Yscarite Heresy from the Cult of Baraxton. Rules and storyline support is even included for creating your own Nothrog totem! The darkest and most terrifying secrets of the Storm itself are finally laid bare!
No More Secrets!
You might have noticed that the last item above promises the secrets of the Storm itself, but that’s only the beginning - we’re pulling out all the stops for this release, and making sure that DMs learn all the setting’s secrets. After reading this book, any DM can run the entire Warlord meta-plot without worrying that he’ll conflict with any part of the official campaign. After this, the only secrets will be those the DM keeps from his players!
Strongholds of Light!
After the bloody Assassin’s Strike, the Accordlands needs able and willing recruits to fight back the hordes of darkness. This book provides your characters with loads of instant entry points into the world - join the struggling Free Kingdoms into their own, overcoming internal strife and a crashing wave of enemies, or fight along side the nothrog legions against the rebellious Merrick rebels. The world book contains the details your players need to bring them into the world and give them the feeling of living the adventure, rather than just playing it.
Legions of Evil!
It’s no secret that the Warlord CCG is based on Alderac Entertainment Group CEO John Zinser’s infamous D&D games of yore, or that he’s one of the most deviously inventive DMs ever to host a table. His creation abounds with warring factions bent on each others’ absolute destruction, but the truest evils lurk in the shadows, waiting for the moment to seize power and grind the forces of good beneath their iron heel! The Master Atlas details all these villains - the Abyssals and their cunning plots, the Bascarites and their wanton cruelty, the Nothrog vying for power in Baraxton, the miscreants of Misearis, the religious conquerors of Deverenia, and even the ultimate forces of evil in the land, the Medusan Lords!
Personal Details, Living Characters
Beyond the true history of the world are the true beliefs of its citizens and religions, the closely shielded mysteries of magic, the long-awaited stories behind blackiron and ironcloth, and an exploration of the planes, from the dreaded gifts of Bascaron to the terrible shadowy tides of the Storm. Just a few of these cultural details can breathe fresh life into even the most basic character concept, and instantly spark campaign options for any party of adventurers.
Monsters and Lairs
Over 300 full-color pages of detailed monster and lair descriptions - the ultimate encounter compendium!
Creatures Old and New!
The Accordlands is a big place, populated by all manner of dangers. From men to monsters, from tiny homunculi to the awesome power of the Abyssals, from mystical gargoyles to mighty dragons, hundreds of terrifying and wonderful creatures walk the land. As with character options, Saga of the Storm’s monstrous races include new designs (like the Jackals of Mourn, the beasts of Thune, Signon’s Disciples, and even that thing on the Summon Imp card), as well as innovative spins on the classics - enough to challenge even the most jaded fantasy roleplayer!
Forty Monstrous Lairs!
Beyond mere statistics, the most useful random encounter aids are lair descriptions. So we’ve taken it upon ourselves to give them to you - 40 of them, each a completely mapped mini-dungeon, fully described and stocked with adventure! Use them as quick dungeon crawls or incorporate them into larger adventures (or even larger dungeons) of your own design.
Classic d20 Design...
Though each of our writers - both here and in each of the Saga of the Storm companion volumes - has taken great pains to make the Saga of the Storms RPG unique, the basic underpinnings of the d20 system remain intact. Anyone familiar with d20 can hit the ground running with this product, as each monster is presented in the same clear and concise format used in the Monster Manual, and every effort has been made to ensure the highest level of play balance and presentation quality.
...Wild New Direction!
The Warlord CCG offers a healthy number of original monsters, only a fraction of which are named. Have you ever wondered exactly what Gethseme Steelhard is riding? Think you know the beast pinioned beneath Lady Tornhawk’s blade? What the heck is a Jacarra? And just what is that thing on the Summon Monster card? The answers to all these questions and more await you here.
A Little Something Extra...
Beyond the classic retakes and CCG imports, the Monsters and Lairs book brings you many all-new creatures that will make their way back into card game releases in coming months as well.
Player Character and Template Monsters!
Joe wants to play a lizardman shaman? We’ve got him covered. Ellen loves the idea of a centaur paladin? You bet. Many monsters featured in this book are fully converted into playable PC races, available at the DM’s discretion.
We’ve also got a bunch of monster templates ready for you - ways to twist the beasts in this book through sorcery, slavery, or other conditions, leaving them changed - new threats your party will never see coming! Templates include beasts of pure shadow, celestials, Abyssals, dire animals, nothrog slaves of all species, and more. This equates to one thing: Time saved. Every minute saved, means one more minute you and your player will spend living the game.
Human Predators!
Some of the most savage monsters are actually human! Whether you need some quick thugs for a bar brawl, extra enemies to throw into a fight when things have gotten a little too easy on the heroes, or the statistics for every member of a Deverenian phalanx, the Monsters and Lairs Appendix has everything you need. Sample combatants are offered for all races, classes, and levels.
Campaign Book
The legendary 400-page campaign that you and your group will never stop talking about!
There’s Never Too Much Adventure!
This struggle to defeat the mysterious Medusan Lords is designed to take characters all the way from their humble beginnings at 1st level to their ultimate prime at 20th, and draws from and expands upon all three other Saga of the Storm releases. With no less than twenty-five fully mapped and detailed interlocking adventures, this is the largest, fiercest module collection on the planet!
A World Without Heroes!
The adventure begins on the night of the Assassin’s Strike, as the world’s heroes are stricken down in one night of bloodletting. The PCs soon find themselves drawn into a web of intrigue and danger that spans the breadth of the Accordlands, with one chance to rebuild what’s been lost - to return justice to civilization and bring vengeance to the enemies of peace. Along the way, they’ll forge epic final battles against each of the hated Medusan Lords and might even become Warlords themselves, with the power to shape and guide entire nations!
Spotlight the PCs! Highlight the Cameos!
The adventures closely follow events in the CCG, taking characters through the Assassin’s Strike, the Abyssal Attack, the Assault on Kcal’den Fortress, the Siege of Baraxton, the Dragonlord, and finally the Medusan Lords. Along the way, you can expect them to encounter more than a few of other favorite CCG characters, including Kcal’den, Morghen Dythanus, Modred of Carcius, Sceth Hellbringer, Sorscha, the Terror of Sharn Keep, Tepheroth, and the Dragonlord, to name just a few. Familiar characters excite the players; excited players lead to more exciting play.
One Campaign, Endless Adventure!
If the quest to rid the world of fathomless evil isn’t enough to sate your players’ thirst for adventure, we include dozens of side quests and trigger events that evolve as the campaign grows and takes its shape.
The campaign’s interlaced structure allows them to jump back and forth between locations and events as needed, and every decision the characters make changes the world, closing some doors and opening new ones. The book is designed to assist the DM in every way. If your players kill off a critical character that appears in a later adventure, the Campaign book will make sure that you are prepared to deal with the situation.
It All Ties Together
This book brings all of the books together. As your party travels from adventure to adventure, the DM will be able to throw an encounter from the Monsters and Lairs Book at them or have them stop over at one of the many detailed cities presented in the World Atlas. Players will not just skip from adventure to adventure, the DM will be equipped with the tool to keep them on their toes.
Our goal is to give the DM every single tool that we can dream up to empower that DM to new heights of Dungeon Mastering Greatness.
Among those tools are maps. As previously mentioned, each book includes two full sized poster maps. Among the subjects of these maps is a HUGE two part world map, multiple city maps and detailed maps for use in some of the more critical adventures and lairs in the Monster and Campaign books. You like maps, we love maps. We love full sized, full-color maps even more. We want to bring you as many as possible. Furthermore the release of the game will feature all four books being released at one time. You will not need to wait for that third month to being playing; all four books will be made available at launch. Action from the moment of purchase - our promise to you!
That "One Campaign"
Most gamers have had that "One Campaign." The "One Campaign" that is seen as the pinnacle of their gaming lives. That "One Campaign" the will never be duplicated. This is your new "One Campaign." This is not just another d20 product; this is an experience. Most of us in the office can spend hours upon hours talking about that "One Campaign" that defined so much about our gaming lives. We are trying to take all that was good from those campaigns and wedge them into these 1300 pages, and we will succeed. We at AEG love gaming; it is our passion because of role-playing experiences like the experience presented in the Saga of the Storm Role-Playing Game. We look forward to sharing our passion with you.