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3rd Age:

3rd Age is a medieval-fantasy Role-Playing Game (RPG) that takes place across four realms.  Build your character by choosing a variety of races, numerous occupations and Order.  Will you be ready to face the realms and the mythical creatures found within them?  

To Play 3rd Age:

In order to play 3rd Age you will need a 3rd Age Book, a set of dice consisting of at least one four-sided, one six-sided, one eight-sided, two ten sided (which are also called percentile dice), one twelve-sided, one twenty-sided, and one thirty-sided, at least one player (you) and someone with experience with the 3rd Age system who can put together an adventure setting and run the session whom we call the Overseer.  

Realms:

Our Realms include Midiem, Narr, Quarrin, and The Other Realm

Midiem

Races:

Catminion Conjuror 400X563

Catminion Conjuror

Dragonite Warrior

Dragonite Warrior

Greatman Redeemer 400x563

Greatman Redeemer

Human Vindicator 400x563

Human Vindicator

Minotaur Spellweaver 400x563

Minotaur Spellweaver

Morphid Slayer 400x563

Morphid Slayer

Mytinore Rogue 400x563

Mytinore Rogue

Our Races include the Catminion, Dragonite, Greatman, Human, Minotaur, Morphid, Mytinore and a few others that are included in our New Orders expansion. 

Catminion resemble humanoid cats, stand on two legs, have a feline head and eyes, are covered in fur, but have no tail. 

A Dragonite is a humanoid reptilian creature.  They have a reptilian head with horns, are bipedal, possess wings, are covered with scales, and have a tail. 

Greatmen is a race of all-male humanoids that stand 7 to 10 feet tall and can weigh between 450 and 1,400 pounds.  They have resistance to cold and disease, are incapable of exhibiting fear, and their features are of that of any Human male. 

A Human is pretty much like humans as you know them.  They stand between 4 feet to 7 feet tall, weigh between 90 and 450 pounds and were the first race to take the first steps towards the understanding of manna and magic.

Minotaurs are a subterranean race with strong family ties that live in elaborate and extensive underground mazes called labyrinths.  The labyrinths are meant to deter visitors and adventurers.  Minotaurs can grow to anywhere from six to eight feet tall and weigh between 180 and 610 pounds, are bipedal, have the head of a bull with horns, humanoid hands, and hoofed feet. 

A Morphid is a unique blend of an insect and an arachnid.  They possess two brains, go through metamorphosis, stand between five and 7 feet tall, weigh around 250 pounds, have compound eyes and their physical bodies take on characteristics depending on which insect and arachnoid types generated at character creation.

Mytinores is a race of humanoids that stand only two and a half to four feet tall, weigh between 70 and 120 pounds.  They possess great agility and are resistant to heat.

Temperament:

Prior to discussing our Primary Orders, we need to cover another primary characteristic of each or our player characters.  We refer to this as the characters Temperament.  A player characters temperament is the defining core of your character’s personality or moral code.  A player characters temperament defines which side of the fight they are on; whether or not you take an action, which action you take and how you react to different events and stimuli you encounter on an adventure.  All player characters are expected to play within their temperament or the Overseer may change your stated temperament based on your actions and words.  Our temperaments include from purest good to darkest evil are Divine Good, Good, Vague Good, Inert, Vague, Vague Evil, Inert Evil, Evil and Dark Evil.  Devine Good and Dark Evil, the two most extremes come with very specific core defining requirements that if broken an Overseer will require you to either comply within temperament or you will be forced to change your temperament.

Divine Good is the purest of all good.  Good means your character is mostly kind, helpful, and trustworthy.  Vague Good means your character is more inclined to help rather than harm as long as there is something in it for them.  Inert means your characters chooses not to make a choice in the path of good or evil but choose their own path, sometimes favoring good and sometimes favoring evil.  Vague means your character generally works to advance their own goals, one moment you can trust them, the next, maybe not.  Vague Evil means your character is more inclined to harm rather than help, and are the types pay attention to things like where another character carries it’s money pouch, their belongings and personal items about them that if required can be used against them.  Dark Evil is the purest of all Evil.

Orders:

Our Primary Orders include the Blackguard, Conjuror, Deathmaster, Pathfinder, Redeemer, Rogue, Slayer, Spellweaver, Vindicator and Warrior. 

The Blackguard is of Dark Evil temperament and a powerful religious warrior that is completely devoted to their Deity and to the Deathmaster that is placed in their charge.  The Blackguard acts as the offensive arm during times of war and strife and are often sent as a guard and escort to a quested Deathmaster.  While neither command the other, the Blackguard will not allow any harm to come to the Deathmaster in his charge.  The Blackguard will gain access to Deathmaster spells starting at their 12th level. 

The Conjuror is equally at home with sword or spells.  Conjurors are mysterious individuals, their magic deriving from a unique symbiotic relationship with a small, crystalline scarab known as a Tycorian Son.  Skilled, intelligent and inquisitive, Conjurors seek to understand the true potential of the mind through study, philosophy, magic and combat.

The Deathmaster is a priest of evil and the Undead.  Deathmasters are a devout religious Order which wields the manna of the negative planes of existence and of untold energies that were created before recorded history.  Their spells are designed to inflict maximum pain and death.  They have the ability to not only control but also to create Undead.  Deathmasters are the astute practitioners of the Necromantic Arts.

The Pathfinder is a unique combination of wilderness master, missile marksman, hunter, tracker and nature lover.  They are completely at home in any forest or non-urban environment.  They are are civilized and can live completely off the land as nature intended for them to do; they believe in the sanctity of life and the right for all creatures to exist in peace.  Pathfinders gain access to spells at level 15 but the spells they gain depend on the magic-using Orders of their Deities' followers.

The Redeemer is the quintessential healer and religious zealot who value protections of life and servitude to their Deity above all their other virtuous values.  The Redeemer is training in combat that attune to their brand of magic, which is granted to them spiritually by their Deity.  Combat for a Redeemer is usually a last resort with the exception of creatures of Dark Evil temperament or Undead.  The Redeemer excels at fighting the Undead and channel specific powers granted by their Deity through their religious artifact.

The Rogue can be sneaky, honorable, underhanded, daring, backstabbing, shadowy, charismatic, adventurous, helpful or conniving.  The Rogue can play a range of temperaments from Divine Good to Dark Evil.  The Rogue has been taught and trained with indispensable skills that make them a valuable asset to any adventuring party.

The Slayer essentially is a killer for hire.  The Slayer is the master of disguise, deceit, language, culture, and knowledge of magical items that allow them to carry out their chosen calling.  Little is known of the Slayer because most who meet them are soon slain.  The Slayer is skilled in the use of all weapons and possesses excellent acting skills to blend into other occupations that allow them to get close to, observe, and slay their target.

The Spellweaver, one of the original spellcasting orders, harness the raw energy of the universe and channel it for their own purposes.  This primary school of magic teaches students to unleash their “untapped manna wellspring” by attending a program of rigorous mental and physical training and discipline.  Their spells include transportation spells, element control, dream manipulation, and creature domination.  Spellweavers will often be very intelligent, scholarly, aloof, perhaps a bit smug, but confident in their role as the “masters of manna”.

The Vindicator is of Divine Good temperament and a powerful religious warrior completely devoted to their Deity and to the Redeemer that is placed in their charge.  Vindicators act as the defensive arm of their church in times of war with one of their main duties being safeguarding and escorting a quested Redeemer.  While neither commands the other, the Vindicator will not allow any harm to come to the Redeemer in their charge.  The Vindicator values all life, with exception to Undead and Dark Evil temperaments.  They cannot lie or willingly allow another life form to place its life in danger if the Vindicator can prevent it.  The Vindicator will gain access to Redeemer spells starting at their 12th level. 

The Warrior represents the heart and blood of the Realms, living their lives for the glory of battle and the honor of the quest.  The Warrior order is made up of mercenaries for hire, militia, protectors of nobility and royalty, and those looking for fortune and adventure.  In combat, a Warrior’s ability with most weapons is unequalled.  Warriors have bonuses to Strike enemies when using weapons, except for bows.  Their use specialize in a weapons, except bows, also grants them additional bonuses to Strike.  The Warrior is not limited in armor, shield, and weapons as most Orders are, but they are limited in magically enchanted items.  Those can only be used if they require a verbal or mental command to activate the enchantment.

Creatures:

Some of the creatures you may encounter include Dracs of various kinds, Eleninjals, Acidtigers, Pyrobats, Stagrotts, Catdracs, Dracflys, Drackhawks, Skybores, Stone Strandwolfs and of course many varieties of Undead.  Details about our creatures listed here are meant to pique your interest without giving too much detail as it is far better to learn by encountering these creatures while questing or adventuring in the Realms.  

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9 Piece Dice Set