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GiantLands. The 3rd Age: Rules for Primordial Adventure in the Frozen Earth
Gary Gygax Jr;James M Ward;Stephen E. Dinehart Iv (Author) · Independently published · Paperback
The glaciers have buried the golden cities. The Rephaim are gone. Their ruins hum beneath the ice, and the things that live inside them do not welcome visitors.
GiantLands: 3rd Age is a complete tabletop roleplaying game in 66 digest-sized pages. No other books required. You need three dice (d20, d8, d4), pencils, and one evening.
Characters are Spirits, survivors in the Frozen Earth, the narrow band of habitable land between two advancing glaciers. They are not heroes. They are hunters, wardens, seers, speakers, and raiders trying to keep their chiefdoms alive through another winter. What they become depends on what they do.
The system is fast. Roll-under ability checks on a d20. Combat resolves in minutes, not hours. Characters can be created in ten minutes. A Bone Keeper (the referee) can generate a complete session using the procedural adventure engine in five more.
What's in the book:
Five professions, each with eight special abilities. Four Ley energy forces with 24 incantations. A gem-and-metal economy built for scarcity. A procedural terrain generator, weather system, and encounter engine that builds sessions at the table with no preparation. Overland travel rules, ruin exploration procedures, and a lunar calendar of thirteen moons. A regional hex map of the Frozen Earth with six detailed chiefdoms, each with a leader, a problem, and a hook that connects to the others. A keyed eight-room Rephaim ruin with traps, a creature lair, and a Ley well. Twelve creatures with full stat blocks and behavioral notes. A starter adventure. A one-page Bone Keeper reference screen. Rules for death, rebirth, fear, wrestling, falling, poison, and frostbite.
Conversion rules for the GiantLands 5th Age are included. Characters, creatures, and Ley energy carry forward. The 3rd Age is the foundation. The 5th Age is what grew from the ice.
GiantLands: 3rd Age is designed in the tradition of early tabletop RPGs, lean rules, dangerous worlds, and trust in the people at the table. No balanced encounters. No plot armor. No safety nets. The ice does not care about your character arc.
Three dice. Sixty-six pages. Play tonight.
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