Group Sheet

Published on 15.07.2016

When you're running with an Oath-bound or a Named Group, you'll want a way to record the groups game statictics. For this, we have added a Group Sheet to the Resources page! 

Click here to download!

Thread Magic

Published on 20.06.2016

The magical energy flowing through the world of Earthdawn can be separated into strands called threads, and one of the unique applications of the workings of magic is the use of thread magic. Adepts can use thread magic to activate a Legendary Item’s abilities, magicians use thread magic to supply the power needed for their spells, and groups use it to unite their fates for a common goal. 

Video Review

Published on 18.06.2016

Here is a nice video review done by Nathan Russell giving you a visual thumb-through of the book and overview of the content.


Limited FU Dicesets — Preorder Now!

Published on 03.06.2016

We are going to create a limited run of customized dicesets for use with our FU-based games, the Equinox Storygame and Earthdawn: The Age of Legend. Each set will consist of a single main die and a total of six bonus and penalty dice. More bonus/penalty dice will be available, but optional. Find images of the dice below! 

Because this is our first foray into creating custom dice, and doing so is everything but cheap, we'll use a preorder process to make these dice sets happen. Follow the steps outlined below to secure your set!

The Elements of the Game

Published on 02.06.2016

FU GamesIn this article, we will be exploring the core elements of our FU-based games, Equinox (using the Equinox Storygame Guide) and Earthdawn: The Age of Legend. We will identify the thoughts behind the game design, going beyond the unique resolution mechanics that only appear to be at the center of it all.

When composing adventures in traditional roleplaying games, many gamemasters approach design from an event-centered point of view, trying to arrange events happening in the adventures into a pre-determined order. However, even with a few triggers and if/else combinations, the structure of adventures written this way is very rigid. Such a rigid structure makes it hard for the gamemaster to adapt the adventure to his players’ needs, often leading to frustration when railroading them to his intended goal or shutting their ideas down until they have one that meet his line of thinking.

Sounds familiar? We have all been there at some point.