Contents

Introduction

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Core RPG Books

Fading Suns (Second Edition) roleplaying game rulebook
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It is the dawn of the sixth millenium after Christ and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation -- and then squandered it, fought over it, and finally lost it. A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.

In Fading Suns the RPG, you become a denizen of the Known Worlds, answering the Emperor's inspiring call of a new frontier -- or trying to prevent others from doing so. Players can take on any role they desire, from imperious nobles, lords of the planets of the Known Worlds, to zealous priests from the many sects of the Universal Church, to guild members with secret technology, or aliens from the many races subjugated under human rule. But enemies are many: jealous nobles, angry priests, greedy merchants, powerful warlocks, bizarre cults, the genetically altered and a host of other secret enemies.

Fading Suns is a science fiction game of heavy combat, vicious politics, weird occultism, alien secrets and artifacts, and unknown and un-mapped worlds. And the mystery of why the suns are fading hangs over all.

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Fading Suns (First Edition) roleplaying game rulebook
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It is the dawn of the sixth millenium after Christ and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation -- and then squandered it, fought over it, and finally lost it. A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.

In Fading Suns the RPG, you become a denizen of the Known Worlds, answering the Emperor's inspiring call of a new frontier -- or trying to prevent others from doing so. Players can take on any role they desire, from imperious nobles, lords of the planets of the Known Worlds, to zealous priests from the many sects of the Universal Church, to guild members with secret technology, or aliens from the many races subjugated under human rule. But enemies are many: jealous nobles, angry priests, greedy merchants, powerful warlocks, bizarre cults, the genetically altered and a host of other secret enemies.

Fading Suns is a science fiction game of heavy combat, vicious politics, weird occultism, alien secrets and artifacts, and unknown and un-mapped worlds. And the mystery of why the suns are fading hangs over all.

Reviews: RPGnet's ReviewRPGnet's Review

Fading Suns d20 roleplaying game rulebook
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It is the dawn of the sixth millenium and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation -- and then squandered it, fought over it, and finally lost it. A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.

In Fading Suns:d20, you become a denizen of the Known Worlds, answering the Emperor's inspiring call of a new frontier -- or trying to prevent others from doing so. Players can take on any role they desire, from imperious nobles, lords of the planets of the Known Worlds, to zealous priests from the many sects of the Universal Church, to guild members with secret technology, or aliens from the many races subjugated under human rule. But enemies are many: jealous nobles, angry priests, greedy merchants, powerful warlocks, bizarre cults, the genetically altered and a host of other secret enemies.

Fading Suns is a science fiction game of heavy combat, vicious politics, weird occultism, alien secrets and artifacts, and unknown and un-mapped worlds. And the mystery of why the suns are fading hangs over all.

Fading Suns: d20 requires the use of the Dungeons & Dragons® Players Handbook, Third Edition, published by Wizards of the Coast®. (see below)

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Dungeons and Dragons Player's Handbook
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The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger,cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.

More importantly it contains the rules required to play with the alernative d20 Fading Suns ruleset (see above).

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GM Screen & Complete Pandemonium (2nd Ed)
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A sturdy and comprehensive screen with charts to help gamemasters run dramas. Includes all the important Second Edition rulebook charts and tables, along with evocative art to ignite the players imagination and interest.

Pandemonium is a world in chaos; its ancient terraforming engines are failing, causing worldwide cataclysms. Amid the terror of a crumbling planet, buried treasures appear, ready to be claimed by brave adventurers. But past horrors have also arisen... Complete Pandemonium" is a sourcebook providing Fading Suns gamemasters with details on the planet and its capitol city, the Hub, along with two beginning dramas to inflict on players.

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GM Screen & Weapons Compendium (1st Ed)
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A sturdy and comprehensive screen with charts to help gamemasters run dramas. Includes all the important First Edition rulebook charts and tables.

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Players Companion
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A valuable expansion to the Fading Suns rules, this big book includes new Blessings and Curses, Benefices and Afflictions, skills, occult powers, weapons, equipment and valuable rules expansions. In addition, there are new character roles: Knightly orders, Church sects, new religions, guilds, military units, details on sentient alien races and the genetically engineered Changed. A must for players and gamemasters!

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Factions

Lords and Priests
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A compilation of two of the most popular Fading Suns sourcebooks: "Lords of the Known Worlds" and "Priests of the Celestial Sun." Includes 10 pages of new material.

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Lords of the Known Worlds
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Nobles are the unquestioned rulers of the universe. Few are privy to their lifestyles and secrets, and the great unwashed understand little of the perks (and problems) associated with rulership. There are taxes to collect, wars to wage, and rivals to crush. Indeed, as any noble would tell you, the sacrifices they endure more than justify their opulent lifestyles. Not just anybody can be such a martyr; it takes blood privilege. A privilege the nobility protects at all costs, even if it requires deadly duels or declarations of war.

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Priests of the Celestial Sun
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The nobles may rule the secular lives of the Known Worlders, but the Church guards their souls - and in so doing, dictates to the nobility. Few lords dare to defy the will of the Patriarch and his bishops. But the Church's rock is not as stable as it once was - new sects and orders have appeared in the wake of the Emperor Wars, shifting the populace's loyalties and reawakening ancient heresies. While the Church stands united against the powers of the Emperor, the Royal Houses and the Merchant League, they feud within their cathedrals, vying for dominion over the faithful.

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Merchants of the Jumpweb
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The nobles and the Church may vie for the leadership and minds of the Known Worlders, but the merchants own the stars. Without their high-tech savvy or the loans from their coffers, travel and commerce could not take place. This book details the histories and modus operandi of the Merchant League guilds, from the weird Engineers to the stately Reeves.

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Legions of the Empire
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In the far-future Fading Suns universe, might equals power. No one rules for long without military might to back him up - even the Patriarch has a fleet of battle cruisers! This book brings out the Known Worlds' most dangerous people and places with a bang, allowing gamemasters to put players in the middle of the bloodiest conflicts against the most feared warriors - including the Symbiot-fighting Stigmata Garrison! New weaponry and war tech provide numerous excuses to blow things up.

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Imperial Survey

Hawkwood Fiefs
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Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire. The first volume surveys the Hawkwood Fiefs - home to Alexius before his ascension and center of intrigue for one of the Known World's major powers. The Hawkwood way of life is revealed at such places as the Deepcore Cities on Ravenna, Ice Wyrm-ridden Frisia on Delphi, the massive mountains of Gwynneth, and the backwoods of barbaric Leminkainen.

Each survey volume is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

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al-Malik Fiefs
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Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire. The second volume surveys the al-Malik Fiefs - home to the prosperous al-Malik, allies to the Merchant League and Emperor alike. The al-Malik way of life is revealed at such places as the bustling streets of metropolitan Criticorum, the Shantor reservations of Shaprut, Prophet's Hill on Aylon, and the Great Market amid the deserts of Istakhr.

Each survey volume is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

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Hazat Fiefs
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Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire.

The third volume surveys the Hazat Fiefs -- home to the militant Hazat, leaders of the star crusade against the heretical Kurgan Caliphate. The Hazat way of life is revealed at such places as: Sutek, humanity's first new world during the First Republic and home to untold Ur ruins; Aragon, seat of Hazat power; deceptively placid Vera Cruz; and war-torn Hira.

Each survey volume is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

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Li Halan Fiefs
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Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire.

The fourth volume surveys the Li Halan Fiefs -- the Garden Worlds of the Most Illustrious Family of Supreme Merit, ruled by lords who trace their lineages back to the ancient Eastern empires of Urth. The Mandate of Heaven colors all aspects of Li Halan life from the deserts of Kish, the mysterious mountains and ghost-haunted cities of Icon, the dragon-favored dells of Midian, to the rebellious enclaves of Rampart.

Each survey volume is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

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Decados Fiefs
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Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire.

The fifth volume surveys the Decados fiefs — the Mantis Worlds of the most Machiavellian of houses, ruled by schemers and spymasters under a cloak of hedonism and decadence. Watch your back amid the steaming jungles of Severus, the irradiated deserts of Cadavus, the ice-cold mountains of Malignatius, and the towering but crumbling Republican towers of Cadavus.

Each survey volume is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

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Worlds of the Realm
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A deluxe, one-volume collection of the Imperial Survey series including the new Imperial Fiefs survey.

Emperor Alexius has sent his Questing Knights forth to bring back reports from all quarters of the Known Worlds on the state of his empire. Each survey is a report written by a Questing Knight in a unique voice, and is suitable for both players and gamemasters.

Included herein are first-person accounts from the following planets:

  • Hawkwood Fiefs: Ravenna, Delphi, Gwynneth, Leminkainen.
  • al-Malik Fiefs: Criticorum, Shaprut, Aylon, Istakhr.
  • Hazat Fiefs: Sutek, Aragon, Vera Cruz, Hira.
  • Li Halan Fiefs: Kish, Icon, Midian, Rampart.
  • Decados Fiefs: Severus, Cadavus, Malignatius, Cadiz.

And all new

  • Imperial Fiefs: Byzantium Secundus, Tethys, Stigmata, Nowhere.
  • d20 Rules: Includes creatures from all the survey volumes and new prestige classes: the Duelist, the Free Trader, the Missionary and the Symbiot Hunter. Also: Expanded uses for the Diplomacy skill.

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Campaign

Byzantium Secundus
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The setting book details the center of the Known Worlds, the capital and seat of the Empire. There is no more important or intrigue-laden world, for here the fates of millions are determined and the destiny of humanity is in the hands of the royal ambassadors, Church priests, merchant princes, alien envoys and underground conspiracy groups - all vying for the Emperor's attention and favor. Includes new character roles for the Imperial Eye - the Emperor's intergalactic spies.

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Weird Places
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Explore some of the varied sites of the Fading Suns universe: Roam the strange fields of Pentateuch, a planet terraformed with occult laws. Discover a secret world hiding a powerful artifact sought by all. Shop the stalls of the eclectic Istakhr Market, where everything is for sale. Or dock at Barter, a traveling marketplace in space. Ship out to Bannockburn to halt a deadly Symbiot excursion, or search the haunted chapel of Manitou for lost lore.

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War in the Heavens: Lifeweb
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The first in an epic trilogy, "Lifeweb" details the Symbiots, explaining for the first time who and what they are, from their beginnings on the wilderness world of Chernobog to their modern starfaring empire, carving worlds from human space. Also included is an adventure pitting player characters against Symbiots, with the fate of the Empire at stake.

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War in the Heavens: Hegemony
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Ever since the Vau gave humanity its first setback among the stars, their space has been shut to prying eyes. For a brief moment, however, it has opened - long enough for the most daring to catch a glimpse. But the daring need as much wisdom as courage, for encounters with the Vau teach that things are not always what they seem.

Included in this volume:

Book One: Inception - A sourcebook explaining the histories and cultures of the Vau and the other sentient citizen races of the Hegemony.

Book Two: Elabi - The Vau are inviting select groups of Known Worlders to visit Vau worlds and open a dialogue between cultures. Inevitably, the question arises: What do they really want?

The previous installment in the War in the Heavens trilogy, Lifeweb, featured the shapechanging Symbiots. It is not necessary to own Lifeweb to use and enjoy Hegemony. The final installment will delve into the mystery of the Anunnaki.

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Star Crusade: Kurgan & Vuldrok
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It had to happen - the jumpgates to the barbarian worlds have opened up and Questing Knights, adventurers, seekers and scoundrels of all stripes now risk life and limb to exploit the riches of these new worlds. The Hawkwoods aim to take back what is theirs from the Vuldrok Raiders, while the Hazat seek to overthrow a rival star-empire with the aid of the Church. The player characters must carve out their own fates amid these struggles. "Star Crusade" is a vast new campaign setting for the Fading Suns universe.

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Sourcebooks

Aliens & Deviltry
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Aliens & Deviltry re-presents two classic Fading Suns sourcebooks, each with d20 System rules (these rules require the use of the Dungeons & Dragons® Players Handbook).

CHILDREN OF THE GODS: OBUN & UKAR

One of the earliest sentient races humanity discovered was the Ur-Obun peaceful and wise philosophers. Soon after, humanity met their cousins, the Ur-Ukar vicious and cruel warriors, with a starfaring empire of their own. Humanity has played the two against each other ever since. These two races were gifted by the gods the ancient Anunnaki jumpgate builders with unique technology. Xenologists now scour their homes and myths for clues to the riddles of the ancients. But some wonder: How long will the gods permit such transgressions against their children?

Children of the Gods: Obun & Ukar details the histories, cultures and unique powers (theurgic and psychic) of these two races.

THE DARK BETWEEN THE STARS

The Anunnaki left behind many strange devices and their ancient secrets lie buried on many worlds secrets which can bring salvation or destruction. But they and their works are not the only mysteries, for strange entities lurk in the void, tempting human and alien alike to enact their schemes against the civilized order. Monsters of science and superstition harass and haunt the Known Worlds, from devastating war golems to ghosts of the wartime dead. A number of sentients walk in the shadows of consciousness: enigmatic psychics, heretical Sathraists and demon-worshipping Antinomists.

The Dark Between the Stars details many of the entities and forces involved in the supernatural universe of the Fading Suns.

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Forbidden Lore: Technology
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The weird world of Fading Suns technology is revealed, from starships to ominous psychic artifacts. But beware: the Church claims that such items can endanger the soul, and the Inquisitor's flameguns are ever ready to burn those who dare to use such proscribed and sinful tech. Includes enough equipment lists to choke a Vorox.

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Dark Between the Stars
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The Anunnaki left behind many strange devices and their ancient secrets lie buried on many worlds, secrets which can bring salvation - or destruction. But other entities lurk in the void, tempting human and alien alike to enact schemes against the civilized order. This occult book details psychic covens, Sathraists, Antinomists and the many entities and forces involved in the supernatural universe.

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Children of the Gods: Obun & Ukar
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One of the earliest sentient alien races humanity discovered was the Ur-Obun - peaceful and wise philosophers. Soon after, humanity met their cousins, the Ur-Ukar - vicious and cruel warriors with a starfaring empire of their own. Humanity has played the two against each other ever since. This book details the histories, cultures and unique powers (theurgic and psychic) of these two races.

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Sinners & Saints
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Here is a rogues gallery of people and creatures from the Known Worlds and beyond: noble rivals, well-meaning (and not so well-meaning) priests, space pirates, deadly mercenaries, assassins, alien animals (pets and predators), bizarre creatures and more. Each has a story to tell and will lead player characters into intrigue and adventure. Each comes on its own sheet for ease of use by both players and gamemasters.

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Deckplans

Letters of the Marque: Starship Deckplans
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A collection of deckplan maps for use with the Noble Armada miniatures game or the Fading Suns roleplaying game - it has also been approved for use with Traveller®! In fact, it can be used with just about any science fiction game. Five starships are featured, each depicted on 25mm scale maps perfect for detailed boarding actions or roleplaying game firefights from corridor to corridor, stateroom to engine room.

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Live Action Roleplay

Passion Play: Fading Suns Live-Action Roleplaying
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Humanity's greatest civilization has collapsed, leaving people scrambling for survival. Nobles, priests and merchants strive for power and influence. From grand palaces and midnight masquerades to deadly spaceships and alien worlds, every setting becomes a battlefield where wits and nerve can surpass sword and blaster.

Passion Play brings the depth and excitement of the Fading Suns to live-action roleplaying. Take on the roles of humanity's leaders as they try to rebuild the Known Worlds... or leave them devastated once more. Dukes, bishops, mercenaries and more take part in these conspiracies and intriques.

Passion Play provides innovative live-action rules, all while letting players conspire, fight, use psychic powers, call upon holy miracles, and even use forbidden cybernetics. Seduction is as important as swordplay, and honor can become another commodity with which to barter.

Fiction

The Sinful Stars
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The world of the Fading Suns is revealed in the tales of its people: priests, nobles, guildsmembers, aliens and peasants. Within this short story anthology: The quest of an Ukar for an ancient relic of his race's mythology - a crown that can bend time itself; a priest finds absolution from his tortured sins in the storms of Pentateuch, the Planet of Mysteries; a scientist studying nanotech ressurects an evil from the time of the Second Republic. These stories and more show the tumultuous fate of humankind four millenia from now.

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