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Warlords of the Accordlands Overview
AEG proudly brings you the Warlords of the Accordlands roleplaying game!
Based on the enormously popular Warlord CCG, this massive four-book
collection offers a uniquely expansive setting and over 1,300 pages of
unprecedented support material, immersing players into the ultimate
fantasy role-playing experience!
This ambitious product line provides fantasy players and DMs alike with
thousands of new and re-envisioned tools, empowering them like never
before. In our first book: The Master Codex, we present all the rules
needed to play any character or design any challenge in the Warlord
setting, all in one easy location. Our second book: The World Atlas
contains an intimately detailed view of the Accordlands, including
sections for every major city, with notes on their histories, economies,
principal encounter locations, and more. The third book: Monster and Lairs
takes the concept of random encounters to an entirely new level,
featur-ing not only traditional descriptions for the many original species
living at the fringe of society, but also maps and detailed location
listings for forty of their lairs! Finally, the forth book: The Campaign
Adventure Book brings all the material in the first three books to vibrant
life, thrusting your characters into a desperate struggle against the
vicious Medusan Lords, the Accordlands’ most dangerous enemies!
Twenty-five original interlocking adventures may be played
independently or as one or more epic campaigns. Dozens of provisions to
shift between adventures allow for unlimited customization and
replayability! Guide your characters through many of the locations seen in
the World Atlas (and more than a few encounters from Monsters and Lairs)
before they penetrate the Lords’ front lines and face the setting’s
greatest villains!
Each of the four books contains two poster-sized maps accompanying many
maps and pieces of art to bring your role-playing experience to life.
This is not just another d20 product... It’s a roleplaying experience
beyond anything you’ve ever played. This is the role-playing experience
that you will remember with your friends for the rest of your life. Join
the adventure... Live the legend...
Experience the Saga of the Storm!
The Saga of the Storm
Master Codex
At over 300 full-color pages, this is the only rulebook you’ll ever need
to play in the Accordlands!
A Complete Rules Encyclopedia!
"Did that feat come from the Player’s Handbook, the paladin book,
or the fighter book?"
"Actually, it was from that module we ran last week."
If you’ve ever groaned about running or designing character for an RPG
with dozens of reference materials, you’ve come to the right place! With
literally every rule and every chart that you might ever use within this
single volume, cross-referenced with a comprehensive and easy-to-use
index, answering rules questions and looking up even the most obscure
rules clause is a snap! Less time wasted generating characters and
referencing rulebooks means more time playing the game.
One Rule Book to Rule Them All!
The Master Codex is a fantasy tour de force, coupling hundreds of new
feats, spells, items, prestige classes, and other character and DM options
with the very best OGC material on the market today. This treasure trove
of crunchy mechanics goodness can spawn countless characters and support
endless adventure, whether you’re playing the official Saga of the Storm
campaign or not. Inside this tome you will find more information than most
Role-Playing Games bring you in their first ten releases!
Bigger, Better, and a Whole Lot More!
Warlord is the highest of high fantasy, but it’s far from your "run of
the mill" world setting. Not only does it take the familiar standards you
love and turn them on their end, giving them a fresh new spin and a whole
new attitude, but it also brings many entirely new concepts to the classic
gaming arena.
Player’s Handbook and Dungeon Master’s Guide classes are given an
entirely new direction according to their place in the Accordlands. The
paladin, for instance, is expanded to not only allow for the classic
ethical paragon, serving the gods of justice, but also the holy warrior,
pledging his allegiance to a god of the alignment of his choosing. Other
classes, such as the necromancer and illusionist (traditionally
specializations of the wizard class), as well as the scout and assassin
(traditionally prestige classes), are pillars of the Warlord setting, and
expanded as full 20-level core classes, available to characters at
1st-level.
Back to the Old School!
Saga of the Storm captures the excitement and glory we all experienced
when we first picked up a 20-sided die, returning fantasy roleplaying
rules to their time-honored roots. Our barbarians, for example, possess
anti-magic abilities. Terrain specialties define our rangers rather than
their favored enemies. And our rogues are less inclined to backstab than
slip through the shadows and steal things (though they still retain some
sneak attack bonuses).
New Depth for Races!
Not only does Saga of the Storm offer an entirely new storyline take
on dwarves, elves, and orcs (nothrog), but it backs up this alternate
vision with race-specific spells, feats, abilities, and other character
options. Hundreds, if not thousands, of unique feat and ability
combinations are now possible for each race, opening up new levels of
character design for the serious gamer! Competitive players will enjoy
finding combinations of spells and feats to obtain varied effects, where
story based players will enjoy making characters that are radically
different from those of their fellow players. Although your party may
contain two rangers, you may find that those two rangers are as different
as your wizard and barbarian.
Everything you need... EVERYTHING!
Character creation is only the beginning. Additional rules are
included in this landmark release for mass combat, chases, poisons, called
shots (including special critical hits that cleave limbs and produce other
nasty effects), and much more, and the book is topped off with a huge
master index for all four Saga of the Storm books!
World Atlas
Direct from the minds of the Warlord Story Team - Chris Burns, Dana
DeVries, Andrew Getting, and Rusty Priske - comes over 300 full-color
pages detailing the war-torn Accordlands in all their savage glory!
All the Answers, None of the Hassle!
The Warlord CCG opens the floodgate into an incredible world beyond
imagination, but it leaves much to the minds of the fans who build the
world through interactive tournaments and exclusive events.
If Syneri says this Ablung guy’s a nutjob, why does she still work with
him? How is it that Deverenia used to rule the known world, but now it
only lords over a tiny corner of it? What’s the link between the Arioch
Paladins and the Black Sun Knights, and what drove the Arioch out of the
alliance between them? Why did Gahid attack Myreth forest when he couldn’t
even hold onto Phrygai? What in the name of Amoudasi is up with those
guilds, anyway? This book finally answers all the questions you’ve been
asking since the beginning.
The World Atlas is an exercise in total immersion. Critical events in
Accordlands history are provided, offering insight into current events and
untapped adventuring options. Major and minor NPCs are described and given
statistics. Insert any or all of them into any campaign without
preparation. Important locations and cities across the continent are
brought to life, and a giant section is dedicated exclusively to the
capital city of Baraxton. Exotic artifacts are detailed, from the Blade
Excessus and Morghen’s missing bits to the legendary faction weapons, over
which sweeping wars have been fought and untold blood has been shed. The
many religions of the Accordlands are explained and compared, illustrating
why people worship Neus now when Ishara was the mainstay a hundred years
ago and what separates the Yscarite Heresy from the Cult of Baraxton.
Rules and storyline support is even included for creating your own Nothrog
totem! The darkest and most terrifying secrets of the Storm itself are
finally laid bare!
No More Secrets!
You might have noticed that the last item above promises the secrets
of the Storm itself, but that’s only the beginning - we’re pulling out all
the stops for this release, and making sure that DMs learn all the
setting’s secrets. After reading this book, any DM can run the entire
Warlord meta-plot without worrying that he’ll conflict with any part of
the official campaign. After this, the only secrets will be those the DM
keeps from his players!
Strongholds of Light!
After the bloody Assassin’s Strike, the Accordlands needs able and
willing recruits to fight back the hordes of darkness. This book provides
your characters with loads of instant entry points into the world - join
the struggling Free Kingdoms into their own, overcoming internal strife
and a crashing wave of enemies, or fight along side the nothrog legions
against the rebellious Merrick rebels. The world book contains the details
your players need to bring them into the world and give them the feeling
of living the adventure, rather than just playing it.
Legions of Evil!
It’s no secret that the Warlord CCG is based on Alderac Entertainment
Group CEO John Zinser’s infamous D&D games of yore, or that he’s one of
the most deviously inventive DMs ever to host a table. His creation
abounds with warring factions bent on each others’ absolute destruction,
but the truest evils lurk in the shadows, waiting for the moment to seize
power and grind the forces of good beneath their iron heel! The Master
Atlas details all these villains - the Abyssals and their cunning plots,
the Bascarites and their wanton cruelty, the Nothrog vying for power in
Baraxton, the miscreants of Misearis, the religious conquerors of
Deverenia, and even the ultimate forces of evil in the land, the Medusan
Lords!
Personal Details, Living Characters
Beyond the true history of the world are the true beliefs of its citizens
and religions, the closely shielded mysteries of magic, the long-awaited
stories behind blackiron and ironcloth, and an exploration of the planes,
from the dreaded gifts of Bascaron to the terrible shadowy tides of the
Storm. Just a few of these cultural details can breathe fresh life into
even the most basic character concept, and instantly spark campaign
options for any party of adventurers.
Monsters and Lairs
Over 300 full-color pages of detailed monster and lair descriptions - the
ultimate encounter compendium!
Creatures Old and New!
The Accordlands is a big place, populated by all manner of dangers.
From men to monsters, from tiny homunculi to the awesome power of the
Abyssals, from mystical gargoyles to mighty dragons, hundreds of
terrifying and wonderful creatures walk the land. As with character
options, Saga of the Storm’s monstrous races include new designs (like the
Jackals of Mourn, the beasts of Thune, Signon’s Disciples, and even that
thing on the Summon Imp card), as well as innovative spins on the classics
- enough to challenge even the most jaded fantasy roleplayer!
Forty Monstrous Lairs!
Beyond mere statistics, the most useful random encounter aids are lair
descriptions. So we’ve taken it upon ourselves to give them to you - 40 of
them, each a completely mapped mini-dungeon, fully described and stocked
with adventure! Use them as quick dungeon crawls or incorporate them into
larger adventures (or even larger dungeons) of your own design.
Classic d20 Design...
Though each of our writers - both here and in each of the Saga of the
Storm companion volumes - has taken great pains to make the Saga of the
Storms RPG unique, the basic underpinnings of the d20 system remain
intact. Anyone familiar with d20 can hit the ground running with this
product, as each monster is presented in the same clear and concise format
used in the Monster Manual, and every effort has been made to ensure the
highest level of play balance and presentation quality.
...Wild New Direction!
The Warlord CCG offers a healthy number of original monsters, only a
fraction of which are named. Have you ever wondered exactly what Gethseme
Steelhard is riding? Think you know the beast pinioned beneath Lady
Tornhawk’s blade? What the heck is a Jacarra? And just what is that thing
on the Summon Monster card? The answers to all these questions and more
await you here.
A Little Something Extra...
Beyond the classic retakes and CCG imports, the Monsters and Lairs book
brings you many all-new creatures that will make their way back into card
game releases in coming months as well.
Player Character and Template Monsters!
Joe wants to play a lizardman shaman? We’ve got him covered. Ellen loves
the idea of a centaur paladin? You bet. Many monsters featured in this
book are fully converted into playable PC races, available at the DM’s
discretion.
We’ve also got a bunch of monster templates ready for you - ways to
twist the beasts in this book through sorcery, slavery, or other
conditions, leaving them changed - new threats your party will never see
coming! Templates include beasts of pure shadow, celestials, Abyssals,
dire animals, nothrog slaves of all species, and more. This equates to one
thing: Time saved. Every minute saved, means one more minute you and your
player will spend living the game.
Human Predators!
Some of the most savage monsters are actually human! Whether you need
some quick thugs for a bar brawl, extra enemies to throw into a fight when
things have gotten a little too easy on the heroes, or the statistics for
every member of a Deverenian phalanx, the Monsters and Lairs Appendix has
everything you need. Sample combatants are offered for all races, classes,
and levels.
Campaign Book
The legendary 400-page campaign that you and your group will never
stop talking about!
There’s Never Too Much Adventure!
This struggle to defeat the mysterious Medusan Lords is designed to
take characters all the way from their humble beginnings at 1st level to
their ultimate prime at 20th, and draws from and expands upon all three
other Saga of the Storm releases. With no less than twenty-five fully
mapped and detailed interlocking adventures, this is the largest, fiercest
module collection on the planet!
A World Without Heroes!
The adventure begins on the night of the Assassin’s Strike, as the
world’s heroes are stricken down in one night of bloodletting. The PCs
soon find themselves drawn into a web of intrigue and danger that spans
the breadth of the Accordlands, with one chance to rebuild what’s been
lost - to return justice to civilization and bring vengeance to the
enemies of peace. Along the way, they’ll forge epic final battles against
each of the hated Medusan Lords and might even become Warlords themselves,
with the power to shape and guide entire nations!
Spotlight the PCs! Highlight the Cameos!
The adventures closely follow events in the CCG, taking characters
through the Assassin’s Strike, the Abyssal Attack, the Assault on Kcal’den
Fortress, the Siege of Baraxton, the Dragonlord, and finally the Medusan
Lords. Along the way, you can expect them to encounter more than a few of
other favorite CCG characters, including Kcal’den, Morghen Dythanus,
Modred of Carcius, Sceth Hellbringer, Sorscha, the Terror of Sharn Keep,
Tepheroth, and the Dragonlord, to name just a few. Familiar characters
excite the players; excited players lead to more exciting play.
One Campaign, Endless Adventure!
If the quest to rid the world of fathomless evil isn’t enough to sate
your players’ thirst for adventure, we include dozens of side quests and
trigger events that evolve as the campaign grows and takes its shape.
The campaign’s interlaced structure allows them to jump back and forth
between locations and events as needed, and every decision the characters
make changes the world, closing some doors and opening new ones. The book
is designed to assist the DM in every way. If your players kill off a
critical character that appears in a later adventure, the Campaign book
will make sure that you are prepared to deal with the situation.
It All Ties Together
This book brings all of the books together. As your party travels from
adventure to adventure, the DM will be able to throw an encounter from the
Monsters and Lairs Book at them or have them stop over at one of the many
detailed cities presented in the World Atlas. Players will not just skip
from adventure to adventure, the DM will be equipped with the tool to keep
them on their toes.
Our goal is to give the DM every single tool that we can dream up to
empower that DM to new heights of Dungeon Mastering Greatness.
Among those tools are maps. As previously mentioned, each book includes
two full sized poster maps. Among the subjects of these maps is a HUGE two
part world map, multiple city maps and detailed maps for use in some of
the more critical adventures and lairs in the Monster and Campaign books.
You like maps, we love maps. We love full sized, full-color maps even
more. We want to bring you as many as possible. Furthermore the release of
the game will feature all four books being released at one time. You will
not need to wait for that third month to being playing; all four books
will be made available at launch. Action from the moment of purchase - our
promise to you!
That "One Campaign"
Most gamers have had that "One Campaign." The "One Campaign" that is seen
as the pinnacle of their gaming lives. That "One Campaign" the will never
be duplicated. This is your new "One Campaign." This is not just another
d20 product; this is an experience. Most of us in the office can spend
hours upon hours talking about that "One Campaign" that defined so much
about our gaming lives. We are trying to take all that was good from those
campaigns and wedge them into these 1300 pages, and we will succeed. We at
AEG love gaming; it is our passion because of role-playing experiences
like the experience presented in the Saga of the Storm Role-Playing Game.
We look forward to sharing our passion with you.

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