Marked For Death – Pocket Rulebook – Physical Version
$4.99Page Count: 44
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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.