Into the Wild Omnibus Edition + PDF
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The Wild Beckons...
You’re not a young farmhand anymore. You’ve fought back against the enemies who would destroy your home, descended into caverns and darkness, and come back scarred from them.
But facing down Death has taught you more than how to survive. It’s taught you talents or magic and it’s only whetted your appetite for grander adventures.
You are a veteran.
You are driven.
You are ready.
About Into the Wild Omnibus Edition:
The Into the Wild Omnibus combines three world-building books into a single volume. Written for Old School Essentials, the information contained within can be easily applied to any OSR-style game, or even more modern versions of the world's best-selling fantasy games.
Into the Wilds Omnibus includes:
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Filling in the Blanks: A 95-page guide to populating hexes with areas of interest -- from graveyards to buildings to fonts of magical resonance, this book contains everything needed to spice up your hexcrawl campaign.
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Into the Wild: 230-pages of hexcrawl advice and rules for running high-level campaigns. Includes expanded rules for populating lairs, a random weather generator complete with unnatural events, rules for founding and growing your domain, a simple, scalable mass combat system, rules for mercantile trading, a system to create new classes for OSR-style games, and 18 new and revised classes ready to be dropped into your game.
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A Guide to Thieves' Guilds: The remainder of the book is rules on founding and running thieves' guilds, both from a player's and Referee's perspective. It breaks down guilds into a variety of different focuses, and provides a system for abstracting income and conflicts, as well as a simple mass combat system to abstract warfare between guilds.
The Team:
Written by Todd Lebak
Art by Carlos Castilho, Michelle Smallwood, Charles le Brun, Adrian Barber, Chad Dickhaut, Dan Smith, Denis McCarthy, Teresa Guido, Marco Ortiz Walters, Francesco Accordi