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Legend of the Five Rings: The Book of Air

Legend of the Five Rings: The Book of Air


“The essence of Air is the essence of speed and awareness. It is oneness with the world, both physical and spiritual.” – The Tao of Shinsei Air is the most mercurial of elements, from the cool breeze that comforts a dying soldier to the cutting wind that slices away at the rock, carving canyons and spires from the mighty mountains. The essence of Air is within all things, giving life to the honeyed...   [click here for more]
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Legend of the Five Rings: The Book of Earth

Legend of the Five Rings: The Book of Earth


Be like unto the earth, and you shall endure forever.” – Isawa Norimichi, Master of Earth The earth is the rock upon which the Empire of Rokugan has stood proudly for more than one thousand years, both as a metaphor and a very real truth. They are the essence and soul of the Crab Clan, as well as the power and the determination of the Dragon....   [click here for more]
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Legend of the Five Rings: The Book of Fire

Legend of the Five Rings: The Book of Fire


The essence of Fire is the way of passion and destruction, of creation and death. It is oneness with the driving impulses of the innermost spirit and the sheer, raging intensity of the wildfire that scours the plains.” -The Tao of Shinsei Fire is the fiercest and most destructive of the five elements, the burning passion that drives men both to war and to create in equal measure. The searing...   [click here for more]
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Legend of the Five Rings: The Book of Void

Legend of the Five Rings: The Book of Void


“Emptiness is the true center, the place where action and thought lose meaning and become the same thing.” – Mirumoto The way of the Void is different for every samurai, for the Void itself encompasses every choice and none. Some study it, some hide from it, some are overcome by it, but none can ignore it. The Void is everywhere.   The final volume of the Elemental Series presents the world...   [click here for more]
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Legend of the Five Rings: The Book of Water

Legend of the Five Rings: The Book of Water


“The spirit of water ensures that change is constant, and that there is always something new to learn.” — Asako Beirei, Master of Water Water is the gentlest but also the strongest of the five Elements, able to heal the most brutal injuries but also able to smash whole cities with taifun and tsunami. Water shugenja are among the Empire’s most peaceful but also some...   [click here for more]
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Legend of the Five Rings: Unexpected Allies 2

Legend of the Five Rings: Unexpected Allies 2


Two years in the making! The original Unexpected Allies was one of the most popular supplements for L5R 1st Edition, offering an array of diverse and fascinating NPCs for GMs to populate their campaigns. Unexpected Allies 2 offers the same for the latest 4th Edition of the Legend of the Five Rings RPG, with a huge list of NPCs from every Great Clan in Rokugan, and even a few ronin and nonhumans!...   [click here for more]
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Legend of the Five Rings: Wheel of Judgment

Legend of the Five Rings: Wheel of Judgment


The realm of Rokugan is vast, stretching from the tainted Shadowlands in the south to the towering northern mountains—yet all of Rokugan is only a small part of Ningen-dō, the Realm of Mortals. And Ningen-dō lies between the Spirit Realms, below the Celestial Court of Tengoku, beside the enchanted land of Senkyō, and above the torturous realms of the dead. In most circumstances, mortal samurai...   [click here for more]
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Legend of the Five Rings: Winter's Embrace

Legend of the Five Rings: Winter's Embrace


Navigate the treacherous intrigues of the Winter Court in the Winter’s Embraceadventure for the Legend of the Five Rings Roleplaying Game! Being invited to the Emperor’s Winter Court is daunting enough, but an invitation to tea with the legendary member of the Crane Clan thrusts you into the thick of a devious scheme. Your group is tasked with uncovering the truth behind how...   [click here for more]
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Legend of the Five Rings: Writ of the Wilds

Legend of the Five Rings: Writ of the Wilds


The Emerald Empire is home to many different ethnicities, cultures, species, and ways of life—many more so than most Rokugani would care to admit. From the Laughing Mountain peoples of the Spine of the World Mountains to the serpentine Naga who dwell in the depths of the Shinomen Forest, the Mortal Realm is rich with many tapestries of life. Writ of the Wilds, a 144-page addition to the...   [click here for more]
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Legendary Locations II

Legendary Locations II


Mennara is filled with dangerous, awe-inspiring, and unique places. From the Caverns of Thuul (lair of the Gem Dragon) to the Valley of Souls (rumored resting place of the Crown of the Elder Kings), this book details (15) more different unique locations which can serve as the basis for an adventure or an encounter. Each location is fully described along with unique qualities of the place and the types...   [click here for more]
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Legendary Locations of Mennara

Legendary Locations of Mennara


Mennara is filled with dangerous, awe-inspiring, and unique places. From the Black Citadel of Llovar, the founder of the Uthuk Y’llan, to the Den of Thieves in Al-Kalim, this book details (15) different unique locations which can serve as the basis for an adventure or an encounter. Each location is fully described along with unique qualities of the place and the types of foes the PCs may run into...   [click here for more]
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Legends & Lairs: Darkness & Dread

Legends & Lairs: Darkness & Dread


The definitive d20 System resource for dark fantasy and horror campaigns Following in the tradition of SORCERY & STEAM and PORTALS & PLANES, this indispensable volume offers players and DMs everything they need to incorporate elements of horror into their traditional fantasy games. New guidelines for existing character classes and a broad selection of new classes specifically designed for...   [click here for more]
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Legends & Lairs: Draconic Lore

Legends & Lairs: Draconic Lore


A compendium of awesome and terrifying dragons of sky, land, and sea. This book contains more than thirty new species of dragon with which to torment, tempt, and delight your players. Will they face the awe-inspiring might of the dire dragon or cower before the minddestroying horror of the chthonian dragon? Perhaps one of them will be lucky enough to acquire the...   [click here for more]
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Legends & Lairs: Dungeoncraft

Legends & Lairs: Dungeoncraft


The definitive d20 System resource for dungeon design and survival. New rules for characters adventuring in dungeons, including prestige classes, feats, equipment, and dungeon tactics and survival tips. Detailed guidelines on the role of magic in dungeon adventures, along with a host of new spells and magic items. Comprehensive rules for environmental hazards and random encounters. A...   [click here for more]
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Legends & Lairs: Giant Lore

Legends & Lairs: Giant Lore


They’re more than just big, dumb, and strong. Of all the monster types, giants are some of the most feared and interesting. They’re like the PCs in many ways: they’re intelligent, they use weapons and armor, they pursue many of the same goals of wealth, power, romance, and knowledge, and they can take character class levels to specialize their skills and abilities. But they’re...   [click here for more]
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Legends & Lairs: Necromantic Lore

Legends & Lairs: Necromantic Lore


A compendium of horrifying new undead from your darkest nightmares. Following in the footsteps of Draconic Lore, this book contains more than thirty new undead, with half a dozen templates among them. These ghastly creations will haunt your players’ dreams for years to come. They can cower before the soul-destroying power of the necromentals, or flee before the mind-shattering...   [click here for more]
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Legends & Lairs: School of Evocation

Legends & Lairs: School of Evocation


Beyond fireball. Continuing a new series of books from Fantasy Flight Games, School of Evocation contains everything you need to give evocation magic the diversity it deserves. Featuring more than 60 new spells including the city-leveling power of tempest, School of Evocation gives evokers their own domains to study in the form of “disciplines.” Evokers...   [click here for more]
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Legends & Lairs: School of Illusion

Legends & Lairs: School of Illusion


Alter your reality. Kicking off a new series of books from Fantasy Flight Games, School of Illusion contains everything you need to make illusion magic a key component of your game. Featuring more than 60 new spells including the mind-twisting might of apocalypse, School of Illusion brings the concept of divine domains to arcane spellcasters in the form of “disciplines.”...   [click here for more]
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Legends & Lairs: Sorcery & Steam

Legends & Lairs: Sorcery & Steam


 The definitive d20 System resource for steampunk fantasy settings and adventures. A comprehensive discussion of what steampunk is, what it looks and feels like, and how to introduce it into your fantasy game. Detailed guidelines on incorporating the existing core classes into a steampunk game, along with three new classes and more than a dozen prestige classes. A handful of new...   [click here for more]
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Legends & Lairs: Spells & Spellcraft

Legends & Lairs: Spells & Spellcraft


 The definitive d20 System resource for spellcasters. More than 100 new spells for all classes, allowing characters and DMs to add power and variety to their games. Detailed guidelines on construct design that take the mystery out of creating powerful golems and animated objects of all kinds. Rituals and ceremonies that grant divine spellcasters extraordinary abilities. Expanded...   [click here for more]
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Legends & Lairs: Traps & Treachery

Legends & Lairs: Traps & Treachery


Traps & Treachery is the definitive resource for traps, puzzles, mazes, and other tricks for d20 System fantasy games. Along with complete descriptions and beautiful illustrations of dozens of traps and puzzles, Traps & Treachery includes: Complete d20 System rules for designing new traps Guidelines for creating memorable puzzles customized to your campaign New rogue skills, feats, and equipment New...   [click here for more]
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Legwork and Larceny

Legwork and Larceny


Legwork and Larceny provides GMs the tools they need to make heist encounters fun and exciting. Legwork empowers your players with tangible benefits for their impending mission. Heist Complexity guides GMs when building heist encounters, and allows PC dice results to modify them while running them. For those looking for a playstyle similar to Blades in the Dark, the Flashback...   [click here for more]
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Lesser of Two Evils

Lesser of Two Evils


Lord Yasuki Rama has a terrible secret! He has been accepting tribute and taxes from a shrine illegally located on the outskirts of the Shadowlands! For years he has been accepting easy money and now the shrine and its inhabitants are in need of help. If he calls on his brethren to help the Shrine it will reveal his secret and ruin him. Now he must turn to the Players for help. The duty bound Players...   [click here for more]
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Low and Dark Fantasy Careers

Low and Dark Fantasy Careers


This exciting document provides you with all the Low Fantasy and Dark Fantasy Careers you could possibly need to play adventures in grim and dark old worlds or when exploring even the darkest dungeons. Who should buy this? The document does not require Realms of Terrinoth. In fact, it is intended for those, like me, who want to stick to the simplicity of the fantasy setting in the...   [click here for more]
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Magic in the Unseen World

Magic in the Unseen World


Magic in the Unseen World is an expansion for the Unseen World urban fantasy setting for the Genesys RPG. In this book you will find a deep-dive into the various magic systems of the Unseen World, including the various patrons of the Bound, the infinite possibilities of Ritual spellcasting, a couple new magic talents, new magical implements and implement materials, and the various ways that magic interacts...   [click here for more]
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Magic of Rokugan

Magic of Rokugan


The magic of Rokugan is unlike that of other campaign worlds - each spell, each magic item has a life of its own. Each bit of magic contains a spirit with its own will and desires. Magic of Rokugan not only introduces a great number of new magic items and spells usable with any d20 System™ campaign, but also contains many new optional rules for "awakened" magic items. New item creation feats and...   [click here for more]
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Magnificent Mounts

Magnificent Mounts


Magnificent Mounts provides information about a variety of lore-supported mounts for the Realm of Terrinoth.   For many characters, a mount isn’t much more than gear…but for others, their mount is a trusted companion, teammate, and even family member! This book is for them! This supplement includes 30 different mounts found in Mennara, both mundane and magnificent! Mounts that run, swim,...   [click here for more]
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Maligned Malcari

Maligned Malcari


Maligned Malcari is a dive into the world of the much-maligned Deep Elves of Mennara. From their ancient misdeeds to their current quest for redemption, they are still often seen as dark and mysterious by others, and often not trusted (especially by other Elves). This product contains: A condensed history of the Malcari (ancient name for the Deep Elves) Information about the subterranean...   [click here for more]
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Manual of Mennara

Manual of Mennara


This product is designed to be a supplemental campaign guidebook and atlas for GMs using the setting of the Realms of Terrinoth. While the sourcebook (RoT) was filled with lore, this work provides concise and condensed information in an easy to reference format and includes information GMs like myself will find useful. Beautiful new (and scaled) maps are also provided, created...   [click here for more]
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Maps of Hell

Maps of Hell


One map of the Great Cavern of Hell and another map of The City of Dis. These maps are intended to be used with The Devils You Know Campiagn Setting for Genesys RPG. Details about many of the maps locations can be found there. ...   [click here for more]
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Martian Mayhem!

Martian Mayhem!


Martian Mayhem! is an exciting collection of equipment, vehicles, and creatures used by the Martians on the Crucible, all derived from the Keyforge card game and brought to life for Genesys! Join Phylyx and Blypyp as they describe personal equipment like the biomatrix backup and brainstem antenna, to weapons such as the Red Planet Disintegrator, or devices like the deep probe or jammer pack. You’ll...   [click here for more]
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Masters of Court

Masters of Court


Silken words carry death as surely as a katana Far from the fields of war, the Great Clans of Rokugan struggle against each other behind the walls of elegant palaces and amidst the theater of great public events. They understand that politics and diplomacy - the arts of the court - are no less important to their ongoing finght for power and influence than the sword and the bow. But as with war, the...   [click here for more]
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Masters of War: The L5R Companion

Masters of War: The L5R Companion


"Do they scoff at the strength of the unicorn? Our three armies will erase their grins." -Moto Chagatai Of the Great Clans of Rokugan, three have always embraced the art of war with a dedication that their peers cannot match: the Crab, who keep the Shadowlands at bay by sheer force of arms; the Lion, whose founder literally wrote the book on military strategy; and the Unicorn, whose...   [click here for more]
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Masterwork Anthology

Masterwork Anthology


  A wide-ranging set of new options for the d20 System!  This comprehensive sourcebook collects some of the most exciting and innovative aspects of the acclaimed Legends & Lairs series into one condensed, easy-to-use, eminently affordable anthology. Inside you’ll find: A sampling of exotic, fully developed races from Mythic Races New rules...   [click here for more]
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Mechamorphosis

Mechamorphosis


An ancient, secret war rages across the galaxy, and Earth has become its latest battleground. Welcome to Mechamorphosis, where you don’t just pilot the giant morphing robot — you are the giant morphing robot! The power-hungry Tyrant mechamorphs have followed their peaceful Exile and Animech cousins to Earth, hoping to enslave humankind and suck the planet’s resources dry. Only the valiant Exile...   [click here for more]
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Mechasys

Mechasys


Ready your megawatt beam rifle, fire up your plasma-sword, and prepare to launch off into your own mecha-sized adventures! Mechasys is a Genesys supplement that empowers players to create fantastic, towering robots for use in their campaigns. The mecha construction system parallels that of Genesys character creation. Mecha characteristics, equipment, and talent-like upgrades create a mecha of your...   [click here for more]
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Mechasys Big Guns and Blazing Swords

Mechasys Big Guns and Blazing Swords


You've built your custom mecha, now arm it with its own custom weapons!  Big Guns and Blazing Swords expands on the mecha construction rules found in Mechasys, allowing you to create your own weapons. Starting with basic ranged or close quarter attacks, players can add in styles to change the attack to energy blades, beam attacks, or missile launchers. Enhance those weapons further...   [click here for more]
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Mechasys Character Sheet

Mechasys Character Sheet


This character sheet is for use with Mechasys A Mecha Construction and Campaign Supplement. Check out our Form Fillable version of this sheet. ...   [click here for more]
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Mechasys Fillable Character Sheet

Mechasys Fillable Character Sheet


This fillable character sheet is for use with Mechasys A Mecha Construction and Campaign Supplement. This pdf features: A hidden Clear All Fields button underneath the Mechasys Logo on the pilot sheet. Attributes and skills entered in the Pilot sheet carry over to the Mecha sheet. The large Attribute icons are the greater of the Pilot and the Mecha Attributes on either side of the attribute. ...   [click here for more]
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MegaCity Magic

MegaCity Magic


Add magic to your cyberpunk game! Generations ago, magic returned to the world and the MegaCity was changed forever. MegaCity Magic adds magical fantasy elements to a futuristic cyberpunk setting. Compatable with Shadow of the Beanstalk and the Genesys Roleplaying Game, this supplement includes: 100% Genesys Core Rulebook compatible...   [click here for more]
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Menacing Mistlands

Menacing Mistlands


Menacing Mistlands is a more in-depth look at the Mistlands of Terrinoth, the cursed barony. Just north of the baronies, the fetid swamps and perpetual fog are your first signs you have crossed into the dreaded Mistlands. Vicious monsters and hordes of undead lurk in the mists, yet they pale in comparison to the danger posed by Waiqar the Undying and his many minions. In this tome, you’ll...   [click here for more]
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Merchant's Guide to Rokugan

Merchant's Guide to Rokugan


Legend of the Five Rings: The Merchant's Guide to Rokugan Taka's acquiring lots of koku. Want to help? Merchants. Heimin. Honorless koku-grubbers who prey upon human weakness. The vendors and dealers of the Emerald Empire have always been sneered at by the powerful nobles above them. But times change, and the value of koku has risen more than most would care to believe. While still hampered by class...   [click here for more]
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Michtim for Genesys

Michtim for Genesys


Genesys Core Rulebook and either Genesys Dice or the Genesys Dice App are required to use this product. This is a simple one page writeup of the Michtim stats for the Genesys Roleplaying System by Fantasy Flight Games (now under license at EDGE Studio). ...   [click here for more]
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Midgard: Genesys Viking Setting

Midgard: Genesys Viking Setting


Midgard A Historical Fiction Viking Setting based on Norse Mythology This book is a supplement to the Genesys game line that lets you use the Narrative Dice System in a world of historical fiction set based on Norse mythology! In Midgard, you'll become a part of the feared Vikings! Helped, or hindered, by the powerful beings of Asgard. Their actions depend on your relationship with them. This supplement...   [click here for more]
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Midnight

Midnight


  A hundred years have passed since the shadow fell.  As the Third Age came to an end, the fallen god Izrador triumphed over the free nations of Aryth. The corrupt lieutenants of the Shadow in the North, the Night Kings, rule with an iron fist over ruined cities and broken kingdoms. Twisted, incorporeal spirits hunt down the last true masters of...   [click here for more]
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Midnight - Game Master's Kit

Midnight - Game Master's Kit


Lead your players into revolt against the Shadow… The tiny town of Koln, huddled against the edges of the great forest of Erethor, has survived the last century of occupation by being too small to attract any great attention. It quietly pays its tithes to the Shadow’s armies and does its best to survive in an increasingly hostile world. But their isolation threatens to catastrophically...   [click here for more]
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MIDNIGHT – Legacy of Darkness

MIDNIGHT – Legacy of Darkness


A century has passed since the Shadow fell. A hundred years ago, the forces of darkness swept in from the north. They crushed the free cities of the humans, drove the elves deep into the forests, and besieged the dwarves in their mountain strongholds. Now the corrupt lieutenants of a dark god rule the broken kingdoms with an iron fist and hunt down the few brave men who still stand against the barbarism...   [click here for more]
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Midnight's Blood

Midnight's Blood


Plagues have devastated the Phoenix lands, destroying villages and slaughtering thousands. Soon, it may spread to the lands of the entire Empire. Elsewhere, a lost sword is recovered from a watery grave, heralding doom for the Crane Clan. Two adventures of heroism and warfare to challenge your players. Written by John R. Pythyon, Jr. & Jim Moore. ...   [click here for more]
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Midnight: 2nd Edition Core Rulebook

Midnight: 2nd Edition Core Rulebook


The classic setting returns! FFG reprints and re-envisions the lands under the Shadow in this 2nd Edition of the award-winning world of Midnight. Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. There is only one god in Midnight, and it is the dark lord Izrador, the Shadow in the North. For centuries his...   [click here for more]
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Midnight: City of Shadow

Midnight: City of Shadow


As the Third Age came to a bloody close, one of the first victims of the brutal march of the Shadow's armies across Eredane was the city of Highwall. Since the First Age, the city and its Scholar's Academy stood as a beacon of hope and enlightenment in a darkening world. That shining beacon was shattered seemingly overnight as the fury of the Shadow in the North descended on the world. Now, a hundred...   [click here for more]
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