Genesys Realms of Terrinoth
Terrinoth is a land of forgotten greatness and lost legacies. Once ruled by the Elder Kings who called upon mighty magics to perform great deeds and work marvels, the land has suffered greatly at the hands of its three great foes: the undead armies of Waiqar the Betrayer, the demon-possessed hordes of the bloodthirsty Uthuk Y’llan, and the terrifying dragons of the Molten Heath. Many of its great cities have been cast down into ruins, and many wondrous secrets and powerful artifacts have been lost.
For hundreds of years, Terrinoth slipped into gloom and decay. But heroes arise just when their lands need them the most. Courageous adventurers brave the ruins of past ages and the foul creatures within to uncover the treasures of their ancestors. The Daqan Barons, inheritors of the ancient kingdoms, rebuild their walls and muster their armies, while the wizards of Greyhaven gather runes of power to awaken guardians of stone and steel. These preparations come none too soon, for the ancient enemies of the lawful races are stirring again, and Terrinoth needs champions of courage and cunning to stand against the rising darkness.
Fantasy Flight Games is proud to announce Realms of Terrinoth, a new sourcebook for the Genesys Roleplaying System! You can pre-order your copy today from your local retailer or our website!
Realms of Terrinoth explores the world of Mennara featured in Runewars Miniatures Game, Legacy of Dragonholt, Descent: Journeys in the Dark, and Runebound. As a fantasy campaign setting for your games of Genesys, Realms of Terrinoth also features many races, weapons, gear, careers, and more—all of which can be found in the world of Terrinoth and expanded to any fantasy setting you create as the Game Master.
A World of Adventure and Magic
The Realms of Terrinoth book is split into three sections, opening with a dive into the history of the world of Mennara. From the earliest history of the known species to the Age of Courage, from the primordial fall of the Elves to the fiery invasion of the Dragonlords, Realms of Terrinoth not only gives you a full view of Mennara across the ages—it can also inspire you with morsels to populate your own adventures.
The second piece of the book introduces a variety of new and expanded mechanics that you can add into your Genesys adventures. While the Genesys Core Rulebook provides archetypes and careers for fantasy characters, Realms of Terrinoth adds substantially more options. Not only are races like Elves, Dwarves, and Orcs represented, but the book even gives sub-classes that allow you to become a Deep Elf or a Dunwarr Dwarf, giving them unique starting abilities and skills.
For instance, you may choose to dive into the role of a Sunderland Orc. While the species of Orc is present in the Genesys Core Rulebook, taking on the role of the Sunderland Orc gives you a deeper understanding of where your character comes from and a new set of skills to supplement their history. Living in small, secret villages, studying magic and medicine with equal diligence, the Sunderland Orcs’ skills at potion-making are famed throughout the world of Mennara. Because of this, starting a game as a Sunderland Orc lets you begin the game with one rank in Alchemy, and adds a boost die to your combat checks against characters that you have already hit with a successful combat check.
While many of the races found in Realms of Terrinoth are featured in the fantasy section of the Genesys Core Rulebook, Realms of Terrinoth expands the resources available to characters for these species while introducing brand-new ones, like cat-folk and gnomes. New careers like Mage and Scoundrel bring a true fantasy flavor to your Genesys adventures, alongside rules for mounted combat and Heroic Abilities that let you perform singular, wondrous feats! Realms of Terrinoth also introduces a full armory of new gear, weapons, skills, talents, and more for your fantasy setting. Everything from crossbows to halberds to great axes are introduced in this book, and each of them can be used in a variety of settings. Look for a deeper look at these customization options in future previews ofRealms of Terrinoth!
Another new addition to the Genesys system found in Realms of Terrinoth is rules for crafting and alchemy. Assuming you have the proper tools and equipment, your character can make a mechanics check to craft a new item. Surrounding circumstances—like suprior materials or crafting under pressure—may add boost and setback dice, and a chart within the Realms of Terrinoth book details the various effects of Triumphs and Failure symbols. Alchemy can be used in a similar manner to prepare elixirs, poisons, salves, unguents, and other concoctions detailed in the Realms of Terrinoth book.
Realms of Terrinoth also greatly expands on the magic options already present in the Genesys Roleplaying System. While the Core Rulebook gives an overview of magical skills, Realms of Terrinoth delves deeper into these concepts and introduces the runes skill. To cast a spell using runes, a character must use a runebound shard (powerful artifacts spread across the realm of Terrinoth) as their implement. This is an important difference from other magic skills, for which the use of an implement is optional. Of course, runes have their own distinct power that can outweigh the need for an implement if your character is prepared to take advantage of it.
A Larger World
Terrinoth is just one land of many in the vast world of Mennara, and all across the realms, good and evil muster for battle once more. To the south, the Elves of the vast Aymhelin forest call forth the spirits of the trees and the powers of light and air to fend off the demonic hordes that would despoil their woodland realm. In the Dunwarr Mountains of the north, the Dwarves muster to face their hated nemeses, the great wyrms who nearly destroyed them twice before. And to the east, the Orc tribes of the Broken Plains prepare to honor their ancient pacts and fight alongside the armies of humanity once more.
The rest of Realms of Terrinoth takes you on an engaging tour through the world of Mennara, from the towering trees of the Aymhelin forest to the cold darkness of the Mistlands. Each individual entry gives you a full breakdown of the area as well as a list of NPCs that can be found there. These characters call Mennara their home, but could be extrapolated to any fantasy setting, giving you plenty of ways to populate your adventures in Terrinoth or your own setting.
The Age of Courage
Realms of Terrinoth gives you all the tools you need to create or dive into adventures set in the world of Mennara. Between unique character options, a hoard of new gear and weapons, and enough background information to populate any play session, no one can say for sure what awaits the brave adventures who dare enter the realm of Terrinoth!
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