Order of the Link – Rulebook Primer – Digital Version
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Karma cards are a unique approach to luck found in Era: Survival.
Good or Evil Karma cards are drawn after completing certain actions, based on outcome, rather than intent. These can give players various effects in game, and reward good role-playing, and underscore consequence.
This product is available in Digital or a Shrink-Wrapped deck of Physical Cards (Digital included!) ready to enhance the best moments of your campaign!
This Product Requires the Era: Survival Core Rulebook or Era: Survival Definitive Edition in order to play.

Page Count: 28 (A5)
“Adventuring? You must be kidding me. That sounds dangerous… not to mention plain unsanitary!”
– Anonymous
In Era: Lyres, you are Bards, Rogues and Warriors in the medieval city of Yarnolth. You need to make a living, just like everyone else… But you aren’t dumb enough to go fighting Sandworms in the desert, camps full of vicious bandits, or any other creature featured in the Bestiary.
Instead, you keep to the cosy taverns, entertaining people with tales of your adventures (which are almost certainly made up!). In return, if you provide them an engaging and entertaining evening, they will reward you with gold and glory – all of the perks of adventuring with none of the risk!
A lot of money and fame can be made by the right group working together in the city of Yarnolth!
This Pocket Rulebook contains everything you need to play hundreds of games of Era: Lyres in a simple and compact format. It contains a guide to character creation and equipment, all of the rules and even sample characters and suggestions for the GM to make things more interesting!
The Era: Lyres Definitive Rulebook or Era: Lyres Deluxe Edition (and a few dice!) are all that is required for anyone to play the game. With a range of downloadables and character sheets to enhance the experience, you’re all set for more adventure, should you want to dive deeper into the world of Era: Lyres.

Page Count: 80
“Adventuring? You must be kidding me. That sounds dangerous… not to mention plain unsanitary!”
– Anonymous
In Era: Lyres, you are Bards, Rogues and Warriors in the medieval city of Yarnolth. You need to make a living, just like everyone else… But you aren’t dumb enough to go fighting Sandworms in the desert, camps full of vicious bandits, or any other creature featured in the Bestiary.
Instead, you stay in the cities (the bars, mostly!), entertaining people with stories of your adventures (which are almost certainly completely untrue!). In return, if you provide them an engaging and entertaining evening, they will reward you with gold and glory – all of the perks of adventuring with none of the risk!
A lot of money and fame can be made by the right group working together in the city of Yarnolth!
This Deluxe Edition Rulebook contains everything you need to play hundreds of games of Era: Lyres! It includes a guide to character creation and equipment, all of the rules and even sample characters and suggestions for the GM to make things more interesting! Most importantly, it contains the benefit of years of experience running the game, enhanced rewards for the GM, a rewritten Rules section and more!
The Era: Lyres Definitive Rulebook (and a few dice!) are all that is required for anyone to play the game. With a range of downloadables and character sheets to enhance the experience, you’re all set for more adventure, should you want to dive deeper into the world of Era: Lyres.


This book contains the sessions 21-30 from the critically acclaimed Time Travel Campaign for Era: The Consortium!
The Consortium still stands on the precipice. A cataclysm is the future that awaits all of civilisation, Human and alien.
Your ancestors have tried to shape the Consortium so that this tragedy could be avoided. Soon, the torch must pass from one generation to the next.
The mission must be a success.
Can you save the Consortium?
N.B. This module requires an Era: The Consortium Core Rulebook, Definitive Edition, or Rulebook Primer for play.


Page Count: 66
This book contains the sessions 11-20 from the critically acclaimed Time Travel Campaign for Era: The Consortium! You have inherited a mission. The Consortium still stands on the precipice. A cataclysm is in your future. Your parents tried to shape the Consortium’s growth to avoid it. They failed. The task now falls on you, the final hope for the future of the Consortium. Untrained and unprepared, you have had this enormous responsibility thrust upon you. Can you save the Consortium?
N.B. This module requires an Era: The Consortium core Rulebook, Definitive Edition, or Rulebook Primer for play.

Page Count: 68
This book contains the first 10 sessions from the critically acclaimed Time Travel Campaign for Era: The Consortium! You are faced with a mission. The Consortium stands on the precipice. A cataclysm is in your future, there is no way to avoid it. The only solution is to travel back through time to the beginning of the Consortium. Instead of allowing it to grow along its original path, you can alter history to ready the people for what is to come. But it’s a one-way trip, and it will be dangerous…
N.B. This module requires an Era: The Consortium Core Rulebook, Definitive Edition, or Rulebook Primer for play.


Page Count: 28
The Secret War is the first expansion for Era: The Consortium. With brand new stories, learn about Benjamin Hayden‘s vision in more detail, and the influence of his Shades throughout the centuries of the Consortium. Also see the Resistance’s reaction to the realisation of what has been going on with the creation of their own division of Phantoms! This expansion allows your character to take on the role of a Shade or Phantom, the “secret agents” of the Consortium and the Resistance! This responsibility brings new technology, new equipment and new sacrifices. Any Level 3 character with a Notoriety of less than 3 can become a Shade or Phantom – expand your Era: The Consortium game by joining the ranks of these elite operatives!
This expansion can also be purchased as part of a bundle in both digital and hardback volume form.
N.B. This module requires an Era: The Consortium Core Rulebook, Definitive Edition, or Rulebook Primer for play.

Page Count: 46
This Pocket Rulebook for Era: The Consortium is great for trying out the game and serves as an excellent Player’s Guide. Inside you will find a briefing on the story, character creation (with all the equipment options available to characters with the Rulebook), and the rules to play the game. It is compatible with all of the expansions which have been produced for Era: The Consortium, and is the minimum book required to play the game!
A core rulebook and definitive edition are also available for people who want to dive deeper into the world of Era: The Consortium.
Humanity has left Earth over a thousand years behind, landing on a new planet and founding a new government. The Consortium is an inspiring ideal: three star systems teeming with life and four species living and working together. As time passes, however, cracks are showing in the Humanity-led society, and those less scrupulous have taken power. Enter at any point in 500 years of playable story, following the Consortium’s growth from a small colony to a multi-system economic and political establishment. Explore new worlds and encounter alien races, direct or fight in battles which span a solar system and will decide the future of the Consortium or join a Resistance movement against the government to save or destroy billions of lives! What you decide will define the future of the Consortium!