>Has anyone heard anything on how they are doing? Last
>I heard they were still playtesting. Are they still on
>for a Winter 2002 release?
Very good question. Here is the answer.
We have six writers under contract and are working on five products for release within the next year. Products one, two, and three will be released concurrently and likely will be ready for final playtest some time this fall. I do not think we will make a release in time for Christmas. [sorry

] After that, market considerations will drive the actual release schedule - whether to release in the spring or to wait for the summer season. Here is an outline of what we are working on.
1) "Earth Rulez!" - (Fall/Winter 2002-2003) This book is nearly complete and will be the foundation of our core D20 rules add-ons. Fully D20 compatible. Over forty new character and prestige classes, an explanation of priests, religions, geography, new races, details of major religions (yes, they are all there), details of seven major magical traditions and how to follow them, as well as a host of new rules that will make roleplaying in a social or political environment much more enjoyable.
Think of "Earth Rulez!" as a mod or "skin" for the D20 game. It doesn't CHANGE ANYTHING about the core game, but the things it adds can be used (or not) to make the roleplaying experience more rich and detailed.
Example: In Earth Rulez! there is no "fighter" class. A
player who wants to play "a character who fights" first
starts out in a character class that fits his beginning
social class (say Peasant, Squire, Scholar or Noble - all
are ET6 starting character classes). Then the character
works towards achieving the pre-requisites that might take
him into one (of several) "fighting class" tracks. A
"knight" for instance specializes in heavy combat, learns
heroic fighting moves, and ultimately gains noble rank.
Conversely, a "mercenary" learns fighting skills well, but
gains leadership, followers, and mass combat skill as
he rises in level.
All of these new character classes will be familiar, but
we have taken pains to include new feats, class features,
and benefits to make each of them fresh for the D&D player.
Our early playtesters report that most of the "Earth Rulez!"
have a very high gee whiz factor - one of our main objectives.
Additionally we have taken care to structure things so that:
a. Earth 1066 can be played completely fine with
traditional D&D characters, and
b. All of the "Earth Rulez!" can be used (in whole or
in part) as add-ons to more traditional D&D settings.
2) Location ET6-L01 - "The City of the Black Pool" (free for download Fall/Winter 2002-2003) - a supplement detailing the country of Laighine and the viking pirate city of Dyfflin that lies therein. (The province of Leinster and Dublin in Ireland.) This detailed supplement will provide a location for starting Earth 1066 campaigns until the first of the regional supplements can be released.
3) Module ET6-M01 - "The Fey of the Black Pool" (free for download Fall/Winter 2002-2003) - an extended module set in the city of Dyfflin and introducing the players to Earth 1066, the "Earth Rulez!", and to the particularly detailed nature of the Earth 1066 world. (With thanks to Green Ronin games for their contributions of open content that made this free module possible.)
4) Earth1066 Region One - "Albion, Ierne, and the Lands of the Nor-men" - a supplement detailing northern coastal europe and the islands from Greenland to Briton (Spring-Summer 2003).
5) Earth 1066 Region Two - "Venetzia, Byzantium, and the Ruins of Rome" - a supplement detailing the coastal lands surrounding the eastern mediterranean basin (Fall 2003).
Thanks for your interest. We will begin regular news mailings as we get closer to publication. If you haven't yet signed up for our mailing list you can do so at
http://www.earth1066.com.
Faust