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Editor Julia plays her first wargame... via webchat.

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©1994-2024 Bill Armintrout
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Wargame Vault announces the availability of:

From Jack Edwards

PDFPay What You Want

In a time almost forgotten, the world was whole. From their seats at Avantir, the council of Wizards shared their gift of magic with the world, founding the great magical colleges. It was a time of wonder, prosperity, and progress. In their hubris, the council failed to consider the costs of their actions. They failed to realize that their powers were finite, until, rather predictably, it was too late, and they were too dependent on magic to function without it. With magic beginning to deteriorate, so too did the bonds between the colleges.

In the early days of the Wizarding War, before their true value was fully understood, the great colleges dispatched squadrons of Arcane engines to survey the ravaged lands beyond Avantir and track down valuable Erudite. More often than not, these Arcane engines never returned, having stumbled across rival engines and engaged in brutal combat. As the war continued, and more Arcane engines begin to vanish, collapse or otherwise deplete, the colleges realized their folly; dispatching war machines that they were unable to replace.

This book contains rules and tables to play games of Tonks set in the world of Aetherpunk28.

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