Uncharted Realms RPG – Core Rules PDF

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Lieutenant Bram Korthais, a veteran of a losing war for independence, accepts a final mission: escort an ambitious expedition to recover ancient constructs said to lie hidden in caverns deep beneath a frozen continent. Onboard a stolen submersible, Bram and his company of soldiers descend into darkness, alongside the enigmatic Professor Ronus, whose fascination with forbidden magic hides a ruthless ambition, and Esmee, his beautiful and mysterious assistant and guide in the underground world.

They must face monstrous creatures, treacherous labyrinths, and the growing shadow of betrayal. The discovery of the Mask of Night, an artifact of unspeakable power, forces Bram to risk not just his life, but the fate of everyone he swore to protect, in order to keep it falling into evil hands.

The Uncharted Realms is a world of fantastic adventure and cosmic horror with a blend of black powder and ethereal technology. Citadel of Gold is the first volume in The Mask of Night trilogy by Richard Lee Byers, a veteran fantasy and horror writer.

$14.99

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eated by forgotten kingdoms. Treasure hunters, mercenaries, explorers, and outcasts now wander these dangerous lands searching for wealth, relics, and lost knowledge.

Uncharted Realms is an old-school fantasy roleplaying game focused on exploration, survival, and discovery. Travel across dangerous frontiers, uncover hidden sites during hex-crawls, delve into ancient dungeons, and recover powerful relics from fallen civilizations. The game blends classic sword & sorcery adventure with weird fantasy and mysterious ether-tech in a setting filled with forgotten history and lurking horrors.

  • Fast and deadly old-school inspired RPG gameplay mixed with modern 5e style rules
  • Combes magic, gunpowder, and ether-technology
  • A fallen world filled with ancient mysteries and forgotten civilizations
  • Full bestiary of wild creatures and strange monsters of the ethereal void
  • Wilderness hex-crawling and procedural exploration of caves, dungeons and chasms
  • Explore the surface lands, the underworld and the ethereal void in search of artifacts
  • Set in the world of DeepWars and ShadowSea

The Uncharted Realms Core RPG rulebook has 375 pages with all you need to start an adventure.

The quickstart RPG rulebook has 375 pages with all you need to start an adventure.

  • Fast and deadly old-school inspired RPG gameplay mixed with modern 5e style rules.
  • Combines magic, gunpowder, and ether-technology.
  • A fallen world filled with ancient mysteries and forgotten civilizations.
  • Full bestiary of 300 monsters, wild creatures, and strange beings of the ethereal void.
  • Wilderness hex-crawling and procedural exploration of caves, dungeons and chasms.
  • Explore the surface lands, the underworld and the ethereal void in search of artifacts.
  • Set in the world of DeepWars and ShadowSea.
  • Simple conversion rules for OSR, BX, and 1E monsters into Uncharted Realms.
  • Includes an introductory dungeon adventure.
  • Join expedition charters paind for by kingdoms, guilds and shadowy fations.
  • Rule for marine ships, submersibles and airships, marvels of ether technology from a forgotten age.

Rules that help the GM created adventures or for solo expeditions

  • Procedural rules for generating random caves leading to the Underworld, perfect for Solo play!
  • Procedural ruins and dungeon creation for different types of dungeons on the surface and Underworld.
  • Procedural Chasm Descent, taking the party down into chasms created by earthquakes. Radiation makes it a race to get in and out.
  • Rule for procedural hex exploration of the Underworld and Ethereal Void, deadly places holding vast wealth.
  • Exploration rules for Ethereal Hulks, ancient wrecked ether-ships of the Aelvar, filled with undying crew and ethereal monsters
  • Quick Combat rules to resolve large and small battles with a few dice rolls. 
  • Unique Side-Quest generator with streamlined three-act storyline and rules for achieving goals.

6 main Character Classes, each with different background options

  • Fighter – Skilled in weapons and armor
  • Mage – Casts powerful magic spells
  • Outlander – Wilderness explorers and trackers
  • Priest – Divine warriors and healers
  • Rogue – Sneaky and clever with many skills
  • Scientist – Uses technology and artifacts

6 main Ancestries

  • Human – Versatile with many skills
  • Elf – Temperamental, natural magical ability
  • Dwarf – Tough and hardy, inventive talents
  • Half-elf – Nomads and free spirits
  • Axibali – Fearless and agile
  • Hexborn – Infernal-touched monster hunters