RPG

Evergarde

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From publisher blurb: Evergarde is a 5E & OSR supplement of wondrous magic and the horrors of the apocalypse. Nothing escapes the wastelands' corrupting touch: creatures mutated, flora poisoned and twisted, the ground itself reshaped into an alien landscape of cratered plateaus, where jagged coral grows like trees. Even magic comes undone in those blasted lands... These 90 pages contain: High Magic setting, a place of magic but not wonder. *Evergarde, School of the Arcane stands at the heart of all things, but there are those that prefer operating in the school's long shadow. The Badlands, an irradiated wasteland where blighted abominations guard fabulous treasure. These lands leave their mark on those that wander here and even corrupt magic itself. Guidelines for character creation. Start with a 5e or OSR character and enhance them to fit the world of Evergarde. 9 unique Factions, each with their own agenda, boons, and banes. 20 page adventure. Beneath the Black Dunes concerns a treasure ship that mysteriously reappeared in the wastelands years after it vanished. 22 creature Bestiary full of the strange and mutated. 10 random tables to generate mutations, bizarre wasteland encounters, magical mayhem (when spells go awry in the Badlands), and wondrous magical events, all predicated on making the world come alive. Mutation System for generating truly random encounters: winged Orcs that believe themselves gods; chameleonic Gnolls that must complete a complicated ritual before any combat can ensue; Lizardfolk covered in golden hair, sprouting insectoid antenna and wielding fire.

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