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The Background Story: The Coming of Chaos
For 6000 years, the world of Ancardia was left untouched by the incursions of Chaos, but finally the sinister forces
of evil and darkness have found this young and teeming world. In a remote mountain complex, huge dungeons were formed by great magical powers.
They seem to contain some kind of dimensional gate which allows terrors from unknown dimensions to enter the world of Ancardia and
wreak havoc.
For years, nobody understood the true cause of sudden ambushes by evil monsters, incursions by hideous monster
armies, and the rising tide of Chaos. Finally Khelavaster, the great sage, uncovered an ancient prophecy foretelling the Coming of Chaos -- a dark and sinister time
when the skill, power and valor of a single hero would determine the future of the world. The ancient scrolls of prophecy hinted at a remote mountain range --
the Drakalor Chain -- which was destined to be the final battle ground for an epic fight between Chaos and Order. Khelavaster quickly made this known to all the
intelligent races of Ancardia.
Within weeks, many heroes set out to find the source of the chaotic forces and destroy it. Khelavaster was among
the first to enter those dungeons. Many heroes have followed him since then but no one has ever returned from the dungeons. Thus the forces of Chaos continue
their conquest and threaten to defile Ancardia...
You are one of those young heroes willing to risk your life to defeat the forces of Chaos, gain fame, fortune, power, and
ultimately save your world and your people. After weeks of arduous travel, you have finally reached the center of the Drakalor Chain and now face the
entrance to those dungeons of mystery which must contain a means to save your world. You were told to visit a small village by the name
of "Terinyo" and talk to the village elder for he might have the latest information about the region. Steady yourself and be prepared
to engage in a heroic struggle for the fate of your home world!
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Thomas Biskup recommends: Player's Handbook: Core Rulebook I (Dungeons & Dragons, Third Edition)
"The player's handbook offers a lot of bang for the buck - character creation in D&D V3.5 has been improved by leaps and bounds and there is so much flexibility in the system that I personally no longer feel any real restrictions due to classes or levels. My favourites include: pick as many classes as you want, sorcerors, critical hits, the new familiar rules, feats and more. There also is some stuff that IMHO got worse from V3 to V3.5 but it's easy to ignore (e.g. weapon sizes). Definitely recommended (especially so since the ADOM RPG in the next version will also be grounded on the D20 rules)!"
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A complete list of my reading recommendations is available here.
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