Welcome to the Lulu storefront for Earthdawn. From here, you may purchase printed versions of our Earthdawn products. Don't forget to check out the Earthdawn web site at www.earthdawn.com for game support, errata, news, free stuff and much more!
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Hardcover Print: $56.95 Before science, before history, an era of magic existed in our world's dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes; an age of fantastical deeds and mythical stories. It was the Age of Legend. Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Player's Compendium is the definitive book for Earthdawn players, taking characters from the First to Fifteenth Circle in their Disciplines. This book contains everything your character needs for years of play, featuring revised and updated game mechanics, hundreds of spells, talents, knacks, skills, and much more! [RBL-100]
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Print: $44.95 Before science, before history, an era of magic existed in our world's dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes; an age of fantastical deeds and mythical stories. It was the Age of Legend. Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Player's Compendium is the definitive book for Earthdawn players, taking characters from the First to Fifteenth Circle in their Disciplines. This book contains everything your character needs for years of play, featuring revised and updated game mechanics, hundreds of spells, talents, knacks, skills, and much more! [RBL-100]
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Hardcover Print: $56.95 Before science, before history, an era of magic existed in our world's dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes; an age of fantastical deeds and mythical stories. It was the Age of Legend. Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Gamemaster's Compendium is the definitive book for Earthdawn gamemasters, providing all mechanics related to poison, traps, ship battles, and gamemaster characters. This book contains everything you need for years of play, featuring revised game mechanics, updated setting material, guidelines on creating campaigns in Barsaive, and extended information on creatures, dragons, Horrors, spirits, magical treasures, airships, riverboats, and much more! [RBL-101]
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Print: $44.95 Before science, before history, an era of magic existed in our world's dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes; an age of fantastical deeds and mythical stories. It was the Age of Legend. Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Gamemaster's Compendium is the definitive book for Earthdawn gamemasters, providing all mechanics related to poison, traps, ship battles, and gamemaster characters. This book contains everything you need for years of play, featuring revised game mechanics, updated setting material, guidelines on creating campaigns in Barsaive, and extended information on creatures, dragons, Horrors, spirits, magical treasures, airships, riverboats, and much more! [RBL-101]
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Print: $8.95 LEGENDS NEVER DIE
Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes, an age of fantastical deeds and mythical stories.
Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Adventure Log is a notebook designed to store a journal of your group's adventures, which can be filed with the Great Library of Throal. For use with Earthdawn. [RBL-103; COIL-BOUND VERSION; 64 pages]
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Print: $8.95 LEGENDS NEVER DIE
Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes, an age of fantastical deeds and mythical stories.
Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Adventure Log is a notebook designed to store a journal of your group's adventures, which can be filed with the Great Library of Throal. For use with Earthdawn. [RBL-103; SADDLE-STITCH VERSION; 64 pages]
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Print: $8.95 LEGENDS NEVER DIE
Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes, an age of fantastical deeds and mythical stories.
Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Character Folio is a deluxe character sheet, designed to accompany your character throughout his entire adept career. For use with Earthdawn. [RBL-102; COIL-BOUND VERSION; 64 pages]
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Print: $8.95 LEGENDS NEVER DIE
Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes, an age of fantastical deeds and mythical stories.
Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Character Folio is a deluxe character sheet, designed to accompany your character throughout his entire adept career. For use with Earthdawn. [RBL-102; SADDLE-STITCH VERSION; 64 pages]
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Hardcover Print: $42.95 Eight Name-giving races dwell in the land of Barsaive--Dwarfs, Elves, Humans, Orks, Obsidimen, Trolls, T'skrang, and Windlings--each with its own culture and traditions. Despite their differences, they are bound by shared experiences, beliefs and love for their land. Together they embody the heart and soul of Barsaive. The Earthdawn Name-giver’s Compendium offers an in-depth look at the eight Name-giver races, and provides extended information on fifteen new Disciplines, new talents and talent knacks, as well as special rules for playing each race. Requires use of the Earthdawn Player’s Compendium. [RBL-200]
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Print: $32.95 Eight Name-giving races dwell in the land of Barsaive--Dwarfs, Elves, Humans, Orks, Obsidimen, Trolls, T'skrang, and Windlings--each with its own culture and traditions. Despite their differences, they are bound by shared experiences, beliefs and love for their land. Together they embody the heart and soul of Barsaive. The Earthdawn Name-giver’s Compendium offers an in-depth look at the eight Name-giver races, and provides extended information on fifteen new Disciplines, new talents and talent knacks, as well as special rules for playing each race. Requires use of the Earthdawn Player’s Compendium. [RBL-200; SOFTCOVER VERSION; 340 pages]
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Hardcover Print: $42.95 Where the Kingdom of Throal is the heart of Barsaive, the center of culture, commerce and knowledge, the Serpent River is what fuels Barsaive’s trade. The dwarfs united the people of Barsaive and threw off the yoke of oppression; now traders and adventurers from across the land bring prosperity and liberty to every town and village. From the Grand Bazaar of Throal to the loaded cargo boats of the powerful t’skrang trading houses, people of all kinds ply the waters of Barsaive’s mightiest river, risking its dangers for profit or adventure. But the end of peace is looming on the horizon, and the nations of Barsaive struggle to survive the inevitable war. The return of Thera and the assassination of Throal’s king throws the province off-balance... Nations of Barsaive, Volume One offers Earthdawn gamemasters and players an in-depth look at the Kingdom of Throal and the Serpent River. [RBL-201]
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Print: $32.95 Where the Kingdom of Throal is the heart of Barsaive, the center of culture, commerce and knowledge, the Serpent River is what fuels Barsaive’s trade. The dwarfs united the people of Barsaive and threw off the yoke of oppression; now traders and adventurers from across the land bring prosperity and liberty to every town and village. From the Grand Bazaar of Throal to the loaded cargo boats of the powerful t’skrang trading houses, people of all kinds ply the waters of Barsaive’s mightiest river, risking its dangers for profit or adventure. But the end of peace is looming on the horizon, and the nations of Barsaive struggle to survive the inevitable war. The return of Thera and the assassination of Throal’s king throws the province off-balance... Nations of Barsaive, Volume One offers Earthdawn gamemasters and players an in-depth look at the Kingdom of Throal and the Serpent River. [RBL-201; 336 pages]
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Hardcover Print: $29.95 JEALOUSY... When the Scourge was imminent, the people of the town of Ardanyan sought shelter underground. Over the centuries, small quarrels grew into conflicts, which in turn developed into blood feuds and racial hatred. The Horrors would glady have fed on Kaer Ardanyan, if only they had found it. BITTERNESS... For generations a secret society betrayed the unsuspecting citizens of Ardanyan. Now they struggle to keep their terrible secret. The player characters are the spark igniting a bonfire of intrigue, deceit and illusion, while they embark on their dangerous quest to save the residents of a lost kaer! VENGEANCE... Ardanyan's Revenge is an adventure supplement for Earthdawn. Intended for Novice and Initiate characters of any Discipline, this book provides comprehensive information on starting an Earthdawn game for kaer-dweller characters, but integrates easily into any running Earthdawn campaign. [RBL-300]
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Print: $19.95 JEALOUSY... When the Scourge was imminent, the people of the town of Ardanyan sought shelter underground. Over the centuries, small quarrels grew into conflicts, which in turn developed into blood feuds and racial hatred. The Horrors would glady have fed on Kaer Ardanyan, if only they had found it. BITTERNESS... For generations a secret society betrayed the unsuspecting citizens of Ardanyan. Now they struggle to keep their terrible secret. The player characters are the spark igniting a bonfire of intrigue, deceit and illusion, while they embark on their dangerous quest to save the residents of a lost kaer! VENGEANCE... Ardanyan's Revenge is an adventure supplement for Earthdawn. Intended for Novice and Initiate characters of any Discipline, this book provides comprehensive information on starting an Earthdawn game for kaer-dweller characters, but integrates easily into any running Earthdawn campaign. [RBL-300; SOFTCOVER VERSION; 132 pages]
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Hardcover Print: $43.95
MISTS OF BETRAYAL: A meeting with a Wizard leads the heroes on a journey of intrigue and betrayal. TERROR IN THE SKIES: The heroes are asked to search for a means to defeat the Horrors that plague the city of Travar. INFECTED: In the hinterlands of Barsaive, the black-clad fanatics of the Grim Legion purge the land from evil. Who’d have thought that a band of adventurers would meddle with their affairs? SHATTERED PATTERN: Someone has stolen the elf’s memory. On a quest leading to a wasteland plagued by the disciples of a Horror, the heroes can only hope to live to tell the tale. BLADES: Learning the secret of a magical treasure takes the heroes from the ork kingdom of Cara Fahd, to the heart of the Tylon Mountains. The Adventure Compendium is an adventure supplement for Earthdawn, containing five classic adventures that can be run as a campaign or stand-alone. Requires use of the Player’s and Gamemaster’s Compendiums. [RBL-301]
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Print: $33.95
MISTS OF BETRAYAL: A meeting with a Wizard leads the heroes on a journey of intrigue and betrayal. TERROR IN THE SKIES: The heroes are asked to search for a means to defeat the Horrors that plague the city of Travar. INFECTED: In the hinterlands of Barsaive, the black-clad fanatics of the Grim Legion purge the land from evil. Who’d have thought that a band of adventurers would meddle with their affairs? SHATTERED PATTERN: Someone has stolen the elf’s memory. On a quest leading to a wasteland plagued by the disciples of a Horror, the heroes can only hope to live to tell the tale. BLADES: Learning the secret of a magical treasure takes the heroes from the ork kingdom of Cara Fahd, to the heart of the Tylon Mountains. The Adventure Compendium is an adventure supplement for Earthdawn, containing five classic adventures that can be run as a campaign or stand-alone. Requires use of the Player’s and Gamemaster’s Compendiums. [RBL-301; 368 pages]
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Hardcover Print: $31.95 OSHANE IS BURNING! For many years, the Inner City of Oshane has been a source of tension in the Kingdom of Throal. The city’s population is heavily ork, while the government is primarily dwarf. The two races have lived together uneasily at best. A combination of poor government and racial tensions have recently sparked race riots in the city. Now, a spate of fires has sent the situation from bad to worse. It will take more than a keen sword to restore peace... Burning Desires is an adventure supplement for Earthdawn, intended to challenge 3 to 5 Journeyman characters of any Discipline. This book also provides comprehensive information on the Throalic city of Oshane for use in any Earthdawn campaign. [RBL-302]
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Print: $19.95 OSHANE IS BURNING! For many years, the Inner City of Oshane has been a source of tension in the Kingdom of Throal. The city’s population is heavily ork, while the government is primarily dwarf. The two races have lived together uneasily at best. A combination of poor government and racial tensions have recently sparked race riots in the city. Now, a spate of fires has sent the situation from bad to worse. It will take more than a keen sword to restore peace... Burning Desires is an adventure supplement for Earthdawn, intended to challenge 3 to 5 Journeyman characters of any Discipline. This book also provides comprehensive information on the Throalic city of Oshane for use in any Earthdawn campaign. [RBL-302]
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Hardcover Print: $29.95
JOURNEY TO LANG: An errand along the Serpent River exposes the characters to the dangers of the Scourge. RUNVIR'S TOMB: Searching a tomb for magical treasure, the heroes find that not everything evil is dead. KEPT IN THE DARK: In the depths of the Servos Jungle, the expedition takes a different direction when the heroes encounter the Therans. PALE RIVER: Beneath the Kingdom of Throal, an underground village harbors thieves. But why are they stealing food from the bazaars of the dwarf city? TOURNAMENT TROUBLES: The heroes take part in the annual tournament of Travar, the outcome of which determines the city's politcal fate for the coming year. Shards Collection Volume One is a collection of five stand-alone adventures for Earthdawn, to challenge Novice through Journeyman adepts. Requires use of the Player’s and Gamemaster’s Compendiums. [RBL-303]
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Print: $19.95
JOURNEY TO LANG: An errand along the Serpent River exposes the characters to the dangers of the Scourge. RUNVIR'S TOMB: Searching a tomb for magical treasure, the heroes find that not everything evil is dead. KEPT IN THE DARK: In the depths of the Servos Jungle, the expedition takes a different direction when the heroes encounter the Therans. PALE RIVER: Beneath the Kingdom of Throal, an underground village harbors thieves. But why are they stealing food from the bazaars of the dwarf city? TOURNAMENT TROUBLES: The heroes take part in the annual tournament of Travar, the outcome of which determines the city's politcal fate for the coming year. Shards Collection Volume One is a collection of five stand-alone adventures for Earthdawn, to challenge Novice through Journeyman adepts. Requires use of the Player’s and Gamemaster’s Compendiums. [RBL-303; 116 pages]
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Hardcover Print: $36.95 Kendik Dezelek is a young Swordmaster. He's tall, strong, and well-trained. But when he leaves his home village on the road to adventure, he soon finds that those things will only get you so far. In the land between the Tylon Mountains and the Serpent River, friend and foe are not always as they appear. In a world still recovering from the Scourge, when Horrors ravaged the land of Barsaive, Kendik is soon forced to choose between a range of evils. He travels with the surly and disreputable Turgut brothers. He encounters the bloated tyrant Lord Tesek, ruler of the growing city of Borzim. And he is ensnared in the plots of the feared and mysterious House of the Wheel. Most of all, he meets Anarya Chezarin, who enters his life from the depths of an ancient stronghold. Who is she, and what is her secret? It may cost Kendik and Anarya more than their lives to find out. [RBL-800; 324 pages]
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Print: $23.95 Kendik Dezelek is a young Swordmaster. He's tall, strong, and well-trained. But when he leaves his home village on the road to adventure, he soon finds that those things will only get you so far. In the land between the Tylon Mountains and the Serpent River, friend and foe are not always as they appear. In a world still recovering from the Scourge, when Horrors ravaged the land of Barsaive, Kendik is soon forced to choose between a range of evils. He travels with the surly and disreputable Turgut brothers. He encounters the bloated tyrant Lord Tesek, ruler of the growing city of Borzim. And he is ensnared in the plots of the feared and mysterious House of the Wheel. Most of all, he meets Anarya Chezarin, who enters his life from the depths of an ancient stronghold. Who is she, and what is her secret? It may cost Kendik and Anarya more than their lives to find out. [RBL-800; 324 pages]
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Hardcover Print: $34.95 Daylen Jagaro was never a very good merchant. A failure in his homeland of Barsaive, when he hears that the Golden Empire of Cathay opened its doors to the West, he sets out on a quest for riches and glory and to explore an ancient and exotic culture filled with opportunity. But instead of opportunity he finds a land torn apart by war. Teaming up with Su Shen the Daughter of Heaven and Bei the jade obsidiman, the unlikely companions are soon swept up in a quest to uncover a terrible threat greater than the civil war that grips the land. As the danger mounts, Su shen and Bei discover that the fate of the Empire may lie in the hands of a foreigner, one whose entire life has been spent in one selfish pursuit after another. When Daylen is forced to confront his own fears, he begins to realize what is truly important in life—a realization he may not live long enough to profit from... [RBL-801]
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Print: $21.95 Daylen Jagaro was never a very good merchant. A failure in his homeland of Barsaive, when he hears that the Golden Empire of Cathay opened its doors to the West, he sets out on a quest for riches and glory and to explore an ancient and exotic culture filled with opportunity. But instead of opportunity he finds a land torn apart by war. Teaming up with Su Shen the Daughter of Heaven and Bei the jade obsidiman, the unlikely companions are soon swept up in a quest to uncover a terrible threat greater than the civil war that grips the land. As the danger mounts, Su shen and Bei discover that the fate of the Empire may lie in the hands of a foreigner, one whose entire life has been spent in one selfish pursuit after another. When Daylen is forced to confront his own fears, he begins to realize what is truly important in life—a realization he may not live long enough to profit from... [RBL-801]
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