Green Ronin Presents Thieves' World

rjs

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Thieves' World Player's Manual
A Sourcebook for the d20 System

Designed by Lynn Abbey, Gary Astleford, Patrick O'Duffy, and Robert J. Schwalb
Cover by James Ryman
192 pages, hardback
MSRP: $34.95
GRR1801
ISBN: 1-932442-47-2
Coming Soon

Since 1979 Sanctuary has been the nastiest, ugliest, and grittiest city in fantasy fiction. This summer Sanctuary returns to roleplaying for the first time in over 20 years and the excitement begins with the Thieves' World Player's Manual. This book includes a detailed overview of the city in the classic and current eras, a culture and background system to customize your adventurer, over twenty core and prestige classes, a unique magic system, and a brand new Thieves' World short story by Lynn Abbey herself. Explore the Maze, enjoy the delights of the Street of Red Lanterns, or take part in the fight against Dyareela's cultists. The Thieves' World Player's Manual is your gateway to adventure.

http://www.greenronin.com/catalog/grr1801

Murder at the Vulgar Unicorn
A Thieves' World Adventure for the d20 System

Designed by Owen K.C. Stephens
Cover by Ted Galaday
80 pages, perfect bound
MSRP: $18.95
GRR1802
ISBN: 1-932442-48-0
Coming Soon

The Vulgar Unicorn is the black heart of Sanctuary's corruption. When something bad goes down in Thieves' World, it always seems to start in this rundown dive. In this gripping adventure, what seems like just another murder leads to the unmasking of a terrible conspiracy involving Dyareelan cultists, Nisibisi refugees, and a dangerous plague that could destroy the city. Murder at the Vulgar Unicorn is the perfect starting point for a Thieves' World campaign. In addition to the adventure proper, the book also provides full details and maps of the most infamous bar in Sanctuary: the Vulgar Unicorn itself.

http://www.greenronin.com/catalog/grr1802
 

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Robert, if you're still reading, anything in there for those rules-geeks among us who buy products to specifically cannibalize (a la Black Company Magic), or is it mainly relatively straightforward d20 variation with good flavor material packed in?
 

Y'know...I guess I need to turn in my Geek membership card. I've never read any of the Thieve's World, Lankhmar or Black Company books. The small town I grew up in had a decent library, but a very small collection of fantasy, though it did have a lot of sci-fi. Then growing up and going to college, discovering roleplaying sort of took away my urge to read as much. Now I can't find these books in stores, and I know I should read 'em!
 

Crothian said:
I have been waiting a very long time for this post. Thank you, you've made an old TW fan very very happy. :D

You're welcome. Somehow, it's fitting that you were the first to reply ;)
 

I know that publishers have been reprinting the series in duology format (two at a time in one book) and that there are... I want to say two new books out for the new series so far. Someone correct me if I'm wrong.
 

"Does this mean we might see future support for the line as well?"

You betcha, Joe. We have a total of four books planned in the series so far.

"Anything in there for those rules-geeks among us who buy products to specifically cannibalize (a la Black Company Magic), or is it mainly relatively straightforward d20 variation with good flavor material packed in?"

Yep. The Thieves' World Player's Manual is mechanics heavy. Basically, because we were working very closely with Lynn Abbey through the entire process, we had access to much more than the books themselves, and so we broke apart the BCCS background system into cultures and backgrounds, giving players a lot more freedom when building their characters. The core book is also packed with the usual d20 suspects, but before I hear yawns, these are keyed to the setting. In fact, they are integral to defining the character roles found in the anthologies. Inside the TW PM, we've got you covered detailing S'danzo fortunetellers to Spellmasters to Nisibisi War Witches.

The magic system itself uses d20 spells but the way you cast spells is much different, requiring the caster to draw the appropriate magical energy (mana) to achieve the desired effect. On the surface, casters lob spells a little slower, but they also don't have the same restrictions.

"Now I can't find these books in stores, and I know I should read 'em!"

Well DungeonmasterCal, I've got good news for you. A year or so ago, Lynn Abbey re-released the first two books through Tor as a combined volume including a never-before published story by Poul Anderson. The title is First Blood. Also, the new series of Thieves' World books came out a 1-3 years back, starting with Sanctuary, Turning Points, and Enemies of Fortune. All great reads.

I'll be doing a series of Developer's Journals on our website, which will explain tons more.
 

rjs said:
Yep. The Thieves' World Player's Manual is mechanics heavy...Inside the TW PM, we've got you covered detailing S'danzo fortunetellers to Spellmasters to Nisibisi War Witches.

The magic system itself uses d20 spells but the way you cast spells is much different..

Damn. Here I was hoping I could save some money this month. ;)

Guess I'll get with that pre-order... :)
 


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