Evergarde
Evergarde is a 5E & OSR supplement of wondrous magic and the horrors of the apocalypse. Nothing escapes the wastelands' corrupting touch: creatures mutated¸ flora poisoned and twisted¸ the ground itself reshaped into an alien landscape of cratered plateaus¸ where jagged coral grows like trees. Even magic comes undone in those blasted lands... These 90 pages contain: High Magic setting ¸ a place of magic but not wonder. Evergarde¸ School of the Arcane stands at the heart of all things¸ but there are those that prefer operating in the school's long shadow. The Badlands ¸ an irradiated wasteland where blighted abominations guard fabulous treasure. These lands leave their mark on those that wander here and even corrupt magic itself. Guidelines for character creation. Start with a 5e or OSR character and enhance them to fit the world of Evergarde. 9 unique Factions ¸ each with their own agenda¸ boons¸ and banes. 20 page adventure. Beneath the Black Dunes concerns a treasure ship that mysteriously reappeared in the wastelands years after it vanished. 22 creature Bestiary full of the strange and mutated. 10 random tables to generate mutations¸ bizarre wasteland encounters¸ magical mayhem (when spells go awry in the Badlands)¸ and wondrous magical events¸ all predicated on making the world come alive. Mutation System for generating truly random encounters: winged Orcs that believe themselves gods; chameleonic Gnolls that must complete a complicated ritual before any combat can ensue; Lizardfolk covered in golden hair¸ sprouting insectoid antenna and wielding fire. If you tire of games set in pseudo-medieval Europe where magic always works reliably¸ where every Kobold is identical¸ give Evergarde a try.