Ten Thousand Worlds

Rules

Titles Containing Rules

Time Enough

Version 2.0, August 2017

Excerpt:

Haven dreamed herself. She dreamed herself in many forms. She dreamed her skies and oceans, mountains and valleys. She dreamed parts of herself with their own free will and their own dreams. In short, she dreamed her people…

Wild Things

Version 1.0, December 2009

Excerpt:

The majority of Chimerae live in and around the White Waste, Haven’s largest desert and site of the world’s worst magical catastrophe. … Natural philosopher Marius Thane, who has risked his life to study the Couatl, believes that they await the birth of the “Paragon”, a being that will lead them in the retaking of Ghost.

Land and Sky

Version 1.0, November 2009

Excerpt:

Some passes come closer than others, so much so that on some crossings, the glowing red crevices cracking its black pearl surface can be seen with by unaided human eyes ... There is evidence to suggest that ages ago, the inhabitants of Ghost were wiped out by an invasion from Antipode.

Within Without Beyond

Version 1.1, April 2009

Excerpt:

Harmony schools emphasize a rational approach, featuring meditation and the learning of greater self-control. Chaos schools emphasize a more emotional, intuitive approach that features all-night dervishes and self-discovery through powerful experiences.

Ten Thousand Worlds

Version 1.03, June 2016

Excerpt:

All players, save one, play the roles of the story’s fictional heroes, the Player Characters (PCs for short), and try to “save the day” as the heroes would. The remaining player, the Game Master (or GM) plays the roles of all the other characters they meet: villains, monsters, everyday people and animals; collectively known as Non Player Characters (NPCs). The GM also acts as referee and sets up every new game session, or chapter in the story. Together, everyone's choices shape a collaborative, interactive tale…

 

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