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[Four-in-Hand Games] The King is Dead: DHAMPIR
Authors: Sean Tait Bircher, Robin English-Bircher
Pages: 40
Price: €4,66 (DriveThruRPG/RPGNow)

In an 18th century that never was, the island nation of Malleus writhes under the thumb of an aristocracy of vampires. A coalition of secret societies fights from the shadows to drag theses oppressors burning into the light, but the alliance is young and in dire need of a weapon that can turn the tide against the vampires and their forces.

Word comes to a cabal of heroes that Lady Clarimonde yearns for freedom from the tyranny of her debauched and cruel father, the Baron Drachenholm. Thankfully for her, she possesses the means to pay for her freedom: the Sanguinem Maledicta, a cure for the curse of vampirism!

The heroes must dare the deadly labyrinth of Mallean high society to discretely win the lady her freedom – but can they trust Lady Clarimonde herself? She is, after all, no human gentlewoman but rather the child of mortal and undead – a DHAMPIR!


* New Hindrances!
* New Edges!
* New Equipment!
* A modular adventure that can be resolved in one session or expanded into a mini-campaign!
The King is Dead: DHAMPIR requires the Savage Worlds rules to play.

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[GRAmel] Beasts & Barbarians: Pirates of the Dominions
Authors: Umberto Pignatelli, Andy Slack
Pages: 159
Price: €23,55 €14,12 (DriveThruRPG/RPGNow)

Welcome back to the Dominions! In this sourcebook you’ll find plenty of info on one of the biggest tropes of Sword and Sorcery: pirates!

Among these pages you’ll find stories ancient and new of sea and sail, freedom and betrayal, gold and curses, and booze, lots of booze, by Hordan’s bloody kiss!

In addition, you’ll find new rules to handle ships, crews and sea battles. If you like the idea of having your own crew of piratical scum and making yourself a name as the terror of the seas, this book is ideal for you!

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[Prometheus Games Publishing] Deadlands: Spielerhandbuch
Authors: Shane Lacy Hensley, BD Flory
Pages: 144
Price: €14,95 (DriveThruRPG/RPGNow)

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Er kommt...


Kardohan:

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[Savage Mojo] Shaintar Anthology: Southern Kingdoms
Authors: Darren Pearce, Ed Greenwood, Howard Brandon; Rules: Sean Patrick Fannon, Howard Brandon
Pages: 162
Prices: €18,83 (DriveThruRPG/RPGNow)

THE JOURNEY NEVER ENDS

Battles won. Homes saved. Mysteries revealed. Now things get really interesting!
~ Sean Patrick Fannon, Creator of Shaintar

Many of Shaintar's heroes have humble beginnings within the Southern Kingdoms - those who have chosen to stand together in the light  and stand strong against the forces of evil; whether they be Darkness, Flame or Tempest.
This is the first anthology to be released and it contains a wealth of detail about the most iconic places in all Shaintar. Contained within this tome are the following guidebooks:
Dwarven Clanhomes: These massive underground cavern seem to show the very mountain's favor upon this stocky race. Their smith's are without equal and their miners can sniff gems out that are hidden to all others. Yet, there's more to the dwarves - a society rich with lore & tradition as much as metal & jewels.
Elvish Nation: The beutiful fae are the artistic ones; their architecture exhibits a deep love of nature. These are the scholars, mages and druids of the land. After all, their long lives allow generations of study. Learn about the Life Bond, a spiritual connection and The Becoming, the greatest punishment of the nation.
Galea: A beacon of equality and created from a desire to flee the horros of the Kal-A-Nar Empire, this country is ruled by a king both strong and fair. Many brave heroes have come from the noble houses - as have many great quests.
Mindoth's Tower & Archanaya: The Druids & Church of Light have little in common, yet work in concert towards many goals. Each stands in the light and understands that learning and the exchange of ideas are the path to growth.
Olara - Tough, strong warriors of the North: These dowr soldiers hide souls of great beauty. Ever vigilant, they keep close eyes upon the nations of Shaya'Nor and Kal-A-Nar. These folk are the broad shoulders upon which the strength of the Southern Kingdoms rests.
Serenity - The City of Secrets: This city is at a crossrods in the Wildlands and is a place of intrigue and politics with a dash of religion and trade thrown together. There's something here for everyone.
The Freelands: The true experiement in personal choice. Each person, group, town & city chooses its own laws in this area and they somehow manage to get along and work together. Guarded by the Freelords of Lone Keep, they remain protected and have a place to look to to defend all their laws.
The Wildlands: There are few settlements, a duchy or two and Kithros: home of the Rangers. The rest of the wildlands contains sparse towns, farmsteads and lots & lots of land to base an adventure in whether you're looking for swamp, plains, mountains or forest; there's a bit here for everyone.

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