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Warhammer Fantasy Roleplay 2nd Edition Core Rulebook
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An archive of the past games run by G.O.D. Productions in Spokane Valley. Each game page has more information about the game, resources for the game setting and system, summary of the full storyline, information on the player characters, and materials created for the game by both the players and the GM.
The heroes of the 21st century became its greatest villains. Aberrants walked among the people like gods until they turned on the rest of us and brought the human race to the brink of destruction. In the end, we were forced to issue the Ultimatum: either they left or the destruction would be mutual. So they left, but not before warning all of humanity "Your legacy is our future."
In the aftermath of the Aberrant War, a new world rose from the ashes. Technology advanced by leaps and bounds as the world struggled to pull itself back together. With Earth in ruins, humanity looked to the rest of the Solar System to provide the resources it needed. China moved its economy onto a platinum standard, forming the foundation of a new world economy. Everything started to settle out again.
Then, as promised, the Aberrants returned.
There is hope, though. New heroes are rising, gifted with extraordinary abilities of their own. These psions rise to defend humanity from the prodigal demons. And watching over it all is the Aeon Trinity, a centuries-old organization dedicated to bringing humankind together under one simple credo:
Hope. Sacrifice. Unity.
And so came our salvation. The weapon we thought was meant to destroy the Reapers simply isolated them, cut them off from their fellows. Instead of a galaxy-wide horde with a single-minded purpose, now each Reaper is alone, stranded, formidable but not insurmountable.
It was only later we learned the terrible price of deliverance. Those few ships that remained ventured out to spread the good news, only to find the mass effect relays dark and lifeless. Without those relays, all travel throughout the galaxy has ceased except for small pockets of nearby worlds. We're cut off from the rest of the galaxy, but we're standing together.
We are the Resistance.
Bretonnia. A land of brave knights and toiling peasants far removed from the ravages of the rest of the Old World. But even out of the shadow of Chaos, things far older and and more sinister lurk in the dark places of the Kingdom. People of all classes, high and low, know to stay out of the wild places. Orcs swarm over the mountains and hills, raiders burn and pillage their way up and down the coasts, and the deep forests harbor ancient and unknowable forces far beyond the memory of mankind.
When the arrival of a new evil comes face-to-face with the powers of the deep wood, those caught in the middle must find the truth and set things to right before those powers consume them.
It is the dawn of the 19th Century, and war grips most of the western world as each nation brings the military might of both man and dragon to bear. Napoleon's Armee de l'Air has conquered most of Europe as the British Royal Navy struggles to maintain control of the seas.
Across the Atlantic, the still-young United States prepares to cast off reliance on foreign mercenaries and create its own Aerial Fighting Force. Beginning with a single wing formed by a former French captain and Native Americans sympathetic to the Americans, this new wing of the military will immediately be tested by forces from around the globe as they uncover a sinister plot to target the dragons directly.
The captain's goal was simple: Find a crew, find a ship, and keep flyin'. Caught in a struggle between two indomitable wills, the crew of the Minerva must make a choice: Fly into the revealing light or hide safe in the darkness. On one side, an wealthy if eccentric businessman. On the other, an influential and uncompromising government operative. Caught between them is a 13-year-old girl who may be the key to unraveling everything.
Assuming she doesn't kill them all first.
Magister Chaldea Zachael finds herself far from her home in Altdorf traveling the remote province of Ostland where she becomes entangled in cult activities resulting in a chase across the whole of the Empire and beyond on a hunt to find and destroy a powerful Noble Chaos Cult Leader – Jason Liebscher – and the long thought destroyed power he has called to his aid.
Warhammer Fantasy: The Font of Life was a weekly campaign that ran from January 2010 to December 2012, spanning three years of play and three separate groups of players.
Life in the small town of Obelheim is simple and quiet. Tucked away in the forests of Talabecland along the Old Forest Road, news of the wider world filters in slowly, brought by the occasional trader on their way north to the coast. The mood in Obelheim is brighter even than usual for most residents. Emily the mayor's daughter, is marrying Shane the blacksmith's son the next day. As the parties drew to a close, men and women alike stumbled back to their beds, dreaming of the even grander festivities to come.
It was not to be.
The whole town is roused by an ear-piercing scream. Everyone leaps from their beds to find Deborah, the mayor's wife and mother of the bride-to-be, standing in the doorway of the butcher's house, screaming and tearing at her face. A rivulet of blood creeps slowly across the threshold, perhaps not so out of place for a butcher's shop except for the headless torso of a young woman just inside.
The wedding is off, and the search for a murderer begins.