The world has changed…
Magic is no longer just for fairy tales. It’s real. While technology has merged with flesh to challenge the strength of old world sorcery. Now people are more than just people; after an unexplained genetic event, some of them have developed traits that have left them labeled as elves, dwarfs, orks, and trolls. And dragons aren’t just in picture books–they’re very real, and they’re running nations and some of the biggest corporations in the world.
People call it the Sixth World, and it’s not a friendly place. Mega corporations have ruthlessly consolidated power, and they make everyone, from the lowliest sage slave to the most powerful government leader, dance to their tune. Many people sell their lives to these megacorps, believing they have no choice. But there are a few who have the skills, the guts and the nerve to stay independent, finding a way to live in the gray areas of a world not built for them. They can survive–and if they’re real lucky–thrive in the corners and shadows of the world. They’re outlaws, but they’re tolerated by the powers of the world because they’re useful. They are called shadowrunners.
After twenty years, Shadowrun, one of the most innovative and exciting game settings of all time, is still going strong. The table-top role-playing game has sold hundreds of thousands of sourcebooks, and spawned novels, toys, multiple video games and a legion of fans from around the world.
This website is dedicated to all aspects of Shadowrun–picked up the First Edition book with its iconic Larry Elmore cover; played the critically acclaimed SNES or Sega Genesis or Xbox/PC video games; read one of the dozens of dynamic novels; currently running a table-top game using the award-winning Shadowrun, Twentieth Anniversary Edition rulebook; watching the fantastic developments of Shadowrun Online and Shadowrun Returns: here’s a place any runner can check his kit and know someone’s got his back…
- Main article: Wintermute