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Arion Games
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  • Maelstrom

Sorcerers of Ur-Turuk

Core Book

This RPG fuses a sword and sorcery setting with the troupe style play of powerful wizards first seen in the classic Ars Magica.  The setting itself takes influences from early medieval Persia, ancient Sumeria and various classic S&S fiction.  


Players create several characters each.  A Sorcerer, a Major Character, a Soldier, a Servant and a Specialist.  These are used interchangeably in adventures as needed.  There are several specific setting details that impact how these work together.  The first is that there is no detection, scrying magic, so the only way to get information is from people.  Secondly, magic is never permenant.  So a healing spell will close a wound, but only for the duration of the spell.  Thirdly, the only way a Sorcerer can get better at magic is to study artifacts recovered from ancient ruins.  So any Sorcerer going "adventuring" regularly will find it hard to get better at magic.


The RPG is based on the classic D6 system and is easy to learn and fast to play (with a flexible no spell list magic system).


Available from most of our Stockists or from DTRPG.

Ur-Turuk City Guide

The heart of any Sorcerers campaign, this book details the places, people, history and adventures to be found in this great city.  Fully illustrated, the book will give a GM all of the information they need to base a campaign in the city!


Available from most of our Stockists or from DTRPG.

Jardu-Gar's Spellbook

This book functions mainly as a play aid for the Players.  It has some background information on being a Sorcerer, some optional rules, all of the spell design notes from the core rulebook and even 60 pre-designed sample spells.


The bulk of the book is taken up with blank spell records to allow a player to record the common spells their Sorcerer uses for rapid recall at the table.  


Available from most of our Stockists or from DTRPG.

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