Earthdawn Player’s GuideTM Revised Edition Core Rulebook Published by FASA Games, Inc. Format: pages, ~6″ x 9″, B+W Interior This core rulebook is for. When combined with the Savage Worlds Core. Rulwbook, the Player’s Guide and Game Master’s. Guide contain the rules you will need to run an. Earthdawn®. Earthdawn is a fantasy role-playing game, originally produced by FASA in In it was The rules of the game are tightly bound to the underlying magical advanced civilization and the main antagonist of the Earthdawn setting .

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Please browse through our FAQ before posting. We try to keep the lists below up to date with active subreddits and prune it from time to time. The above image is licensed under GPL 2. Earthdawn 3rd and 4th editions seems earthdan require a GM guide and a Players guide to run.

It looks as though 1st and 2nd can be run with only the core rule book though. What books would you call high priority beyond the core book in the first two editions?

List of Earthdawn books

I see there is a book on magic, 3 books on races, one for higher levels and one on the “Horrors”. Do the race rulebok just give a deeper look at the various races or are they required to play those races?

Does the magic book add spells or is it necessary to run magic in the game? Is the “Horrors” book Earthdawns “Monster Manual”? If you are on a tight budget, you can start with rulbeook that. It contains everything you need to run high level adepts, rules for character customization using talent knacks, detailed explanations of astral space and the workings of magic, large scale and ship combat rules, as well as rules for eatthdawn gods and their questors.


A Manual of Mystic Secrets. As an Earthdawn GM of almost 20 years, I can also recommend the following 1st edition books useful for running 1st, 2nd, and 3rd edition games.

Earthdawn – Wikipedia

If you end up digging the system, they’re worth picking up if you can find them. Many of the other sourcebooks are good; I have most of them.

This short list contains the ones that have been most consistently useful to me. I ordered the 1st edition core book after the first comment I got on this post.

Then I popped into my local used book store later in the day since I was in the area, scanned the gaming shelf and didn’t see anything Earthdawn in the E’s, never had before so it didn’t surprise me, and started to move on. Then I realized the person sitting on the floor was an employee stocking the game section with new used product. I glanced over at the cart they were pulling the product from and what does it contain?

Like 6 used Earthdawn supplements! After perusing them I decided the Earthdawn Companion looked like the one I would most regret not buying so I picked it up.

Then I come back and check reddit and eartndawn this comment. I love that weird coincidence feeling. The game master pack had a screen, some cards and a short game master guide that just amounted to tips for running the game.

List of Earthdawn books – Wikipedia

The Magic book just expanded the magic in the core book with new uses, and I think it had a way to create new spells. Depending on how imaginative you and your group are as a players and game masters, none of the supplements are necessary. I do remember my group at the time flipping through the magic book a lot. The GM had the Horrors book, but didn’t use it much.


I’d recommend using both Gamemaster’s and Player’s Compendium in the Classic line: Use of this site constitutes acceptance of our User Agreement and Privacy Policy.


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Want to add to the discussion? The core rulebook is all you need to play. The Horrors book was like a field guide to Horrors of Barsaive. Rulebkok don’t remember ever getting my hands on any race books, so I can’t help with that. I hope that helps a little.