- Never has a land needed heroes more than Varisia. There, at the edge of civilization, barbarians clash with dark armored invaders, foul creatures lurk within the hearts of titanic monuments, and daring explorers unearth the secrets of a forgotten age of wizard-tyrants.
- This definitive Pathfinder guide equips players with all they need to face Varisia's dangers and mysteries, as well as dozens of new options for playing characters native to this wild region -- perhaps as a mystical thundercaller of the Shoanti barbarians, a daring bravo leading a caravan of Varisian wanderers, or an obsessed magic-user steeped in the lore of the sinister Thassilonian empire. New options for character backgrounds and campaign traits allow players to integrate their characters into any of the Adventure Paths set in Varisia -- such as the Rise of the Runelords or Shattered Star Adventure Path -- like never before Varisia needs heroes, be one of them with the all-new format Pathfinder Player Companion: Varisia, Birthplace of Legends
- Few knew of the secretive expedition to explore the darkest corners of Golarion's solar system when it began, yet the citizens of the unsuspecting town of Dustpawn are about to learn more than they'd imagined of the horrors that lurk within the D
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture.
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.
Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
- Slay a ferocious dragon, face the magical might of ancient sins, and claim treasures of extraordinary power with the Pathfinder Adventure Card Game: Sins of the Saviors Adventure Deck. This 110-card expansion to the Pathfinder Adventure Card Game: Rise of the Runelords Base Set includes new locations, monsters, villains, loot, and more, as well as five new scenarios that constitute the complete Sins of the Saviors adventure.
- "Price Includes VAT"
- Between good and evil dwell some of the most interesting and involved gods of the Pathfinder world, from stern Abadar, god of cities, to vengeful Calistria, goddess of lust and revenge. This player-focused guide provides details on the history, dogma, and religious practices of those who follow deities who walk between darkness and light.
- Each volume of the Pathfinder Player Companion contains several player-focused articles exploring the volume's theme, as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters.