|8126 Codex of Aihrde Pre-Order|
Castles & Crusades World Setting, 250+ pages, Hardback, 2 12 x 18 full color maps, ISBN: 978-1-936822-41-6
This being an account of the Days before Days and the creation of the world . . . ."
The Codex of Aihrde is a tapestry that relates the story of a world; it renders the legendary struggles of gods and monsters; it unveils the mysteries of the worlds unseen; it weaves the story of kings and their realms, both great and small and the world's terrain that they walk through; but more than all this the Codex is a tapestry that sets forth the struggles of men and dwarves and elves, and all the myriad peoples that pass through its history, it is an Epic Tale rendered incomplete, waiting only for those that come after to finish its story.
The Codex of Aihrde contains everything the Caslte Keeper and Player need to plunge into this world of fantastic adventure.
A World Reborn
Within this tome lies a complete history of the world, from its conception by the All Father to its birth upon the landscape of the Void. The history is complete with mythos of the gods, their origins and their interactions with all the denizens, great and small, that dwell in Aihrde. Tracing its course through the long Dwarven centuries, to the Goblin-Dwarf wars, the rise of man, the origins of Elves and Halflings, Orcs and Trolls. The history is complete with fresh mythos and new stories.
Set apart from other settings The World of Aihrde is a world freshly reborn. A long melinnia of Winter's Dark had ended and the kingdroms that rise from its ashes are yours for the taking, to form and shape as fits your campaign and gaming style. Aihrde is truly a world designed for the gamer who strives to make their own mark at the table.
Fodder for the Field of Play
Aihrde is a world complete with legendary mythis surrounding the gods, and those who pass within their shadows. And though the whole world is carefully mapped, the material focuses upon the Lands of Ursal where the greatest kingdoms vie for power. Here are carefully outline realms and territories; careful attention is given to their government, present leaders, economic strengths and all tied to its place in the tapestry of the world. A unique approach is given the CK and players as each country comes with its own mythos and tales, enough fodder to give any imaginative gamer a head start on spinning their own yarns.
Racial Classes & Player Content
The Codex contains a host of information on guilds, new weapons and the racial and linguistic characteristics for players to comfortably build their characters. The information represented is always done in a neutral manner, allowing anyone to deviate from what is set forth. The world is fresh and open for creative play.
Three new racial classes are presented in the World of Aihrde, dwarf, elf a form and halfling. Each of these complete classes brings a fresh look at these long standing races who easily possess enough flavor to serve as models of the archetype character.
The Codex comes complete with full color maps of the Lands of Ursal as well as the world itself.
The C&C Approach
Airhde is fresh, with little in the way of long standing customs to force a CK into one particular milieu, in fact the opposite is true. The CK is given only enough material to serve as a guidepost for creation and gaming. Though he does not have to create whole new regions, countries and states, as that is all there, but he can easily change what he wants to his own direction, to fit his own needs or to establish his own mood.
This is one of the great strengths of this setting and has played into its continued support from consumers for over a decade. The setting is easy to tailor to almost any style, genre, or type of game.
Its history sets Aihrde apart. Its depth and its coherent interaction with its mythos gives Aihrde the advantage over many other settings. A Ck can run a dragon that is a thousand years old and easily reference where that dragon was in time when it was born. This makes story telling so much easier, believable and fun. It allows for a greater suspension of disbelief. Knowing the past in role playing games is every bit as valuable as it is in the real world. Many settings have a history, or a mythos. But few ground their setting in the depths that the Codex does.
Author: Stephen Chenault
Cover Art: David Kovacs
Interior Art: Peter Bradley
Maps: Peter Bradley