Players simultaneously roleplay in the modern and mythic ages. In the mythic age, dragons reign supreme and sorcerers make pacts with dark beings, threatening the world with their power-mad schemes. The present day is a dark and ominous time, poisoned by mystery and the occult. Magic has returned, and every secret power is out to control it. The common man is caught in the middle of countless power... [click here for more]
The Fireborn Game Master's Handbook contains all the rules and advice you need to run your own Fireborn campaign. This book gives you the tools to show your players epic adventure in the mythic age or subject them to dark mysteries in modern London. It contains setting information for London, as well as details on four epochs from the mythic age, as well as advice on how to run a Fireborn... [click here for more]
Once upon a time there was a land of twisted fairy tales. Where dreams and nightmares walked hand in hand, where wonder and despair were two sides of the same con, where magic and imagination reigned, and where kindly villagers lived next door to strange beasts.
These Gimm Lands are where you - a clever kid from the Real World - find yourself trapped.
Grimm is a roleplaying... [click here for more]