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  <id>881193</id>
  <name><![CDATA[Rick Neal]]></name>
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  <id type="integer">1938401</id>
  <isbn>1589780124</isbn>
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  <title>
    <![CDATA[The Ascension of the Magdalene (Coriolis Unknown Armies/D20)]]>
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  <link>http://www.goodreads.com/book/show/1938401.The_Ascension_of_the_Magdalene</link>
  <average_rating>2.33</average_rating>
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    <![CDATA[In a great city of magic and enlightenment, terrible plans are afoot. A notorious painting, said to be a powerful artifact, has vanished -- and the trail leads straight to the palace of the mad emperor, where it lies guarded by clockwork monsters of steam and iron. Now the city's spiritual factions -- priests, rabbis, knights, and sorcerers -- are at war, vying to steal back the painting. You and your comrades must enter the emperor's subterranean wunderkammer, do battle with its magical guardians, and recover the mysteries of the ascended Magdalene . . . or die trying.  <p><em>The Ascension of the Magdalene</em> is a dual-system D20 / <em>Unknown Armies</em> roleplaying game supplement. It includes:  <p>* Background on the historical setting of Prague, 1610 A.D., with conversion notes for any fantasy campaign. Warring factions such as the Rosicrucians, the Knights of Malta, Rabbi Loew and his Golem, and others are described with plot hooks for future use.  <p>New D20 rules for Mechanomancy, a steampunk magic school that creates mechanical monsters; Avatars, a new form of magic based on archetypes of mass consciousness; and Renaissance firearms and armor.<br/>  <p>Two new <em>Unknown Armies</em> archetypes, the Magus and the Rake, and notes on using this tale of the 17th Century Occult Underground in your modern UA campaign.</p></p></p></p>]]>
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        <name><![CDATA[Rick Neal]]></name>
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    <average_rating>2.83</average_rating>
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        <book>
  <id type="integer">2720764</id>
  <isbn>1589780000</isbn>
  <isbn13>9781589780002</isbn13>
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  <title>
    <![CDATA[Weep (Unknown Armies)]]>
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  <link>http://www.goodreads.com/book/show/2720764.Weep</link>
  <average_rating>3.50</average_rating>
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    <![CDATA[YOU DID IT.  <p>There's no such thing as a safe decision. When the chips are down and you have to make a choice, somebody's gonna get hurt somehow, and you're the one they'll blame. All you can do is clutch your rationalizations to your chest and sprint for glory.  <p>Here's six spins on the wheel of destiny:  <p>* &quot;Swap Meet&quot; by Rick Neal: The Avatars of the Merchant are ready to deal, if you're ready to pay.  <br/>* &quot;Garden Full of Weeds&quot; by James Palmer: In the heart of the city, even nightmares live in fear.  <br/>* &quot;Stoon Lake&quot; and &quot;Drink to That&quot; by Greg Stolze: Can you find the courage to do the wrong thing?  <br/>* &quot;A Few Of My Favorite Things&quot; by John Tynes: The gun, the bible, and the flag built this nation, but they're tearing it apart.  <br/>* &quot;The Green Glass Grail&quot; by Chad Underkoffler: This town's got six kinds of trouble, and there's a bullet for every one of 'em.</p></p></p>]]>
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    <id>1165307</id>
        <name><![CDATA[Chad Underkoffler]]></name>
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    <id>440048</id>
        <name><![CDATA[James Palmer]]></name>
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    <average_rating>3.64</average_rating>
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        <name><![CDATA[Rick Neal]]></name>
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    <average_rating>2.83</average_rating>
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        <book>
  <id type="integer">3064180</id>
  <isbn>1589780671</isbn>
  <isbn13>9781589780675</isbn13>
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  <title>
    <![CDATA[Seven Civilizations]]>
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  <link>http://www.goodreads.com/book/show/3064180.Seven_Civilizations</link>
  <average_rating>3.00</average_rating>
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    <![CDATA[Far lands, strange peoples, and exotic wares may seem like standard fare to most players, but every good GM knows how much effort goes into creating a compelling game setting. Let <em>Seven Civilizations</em> do the work for you, with seven distinct cultures designed to blend seamlessly into your D20 System campaign world. If you liked <em>Seven Strongholds</em> and <em>Seven Cities</em>, expand your horizons even further with <em>Seven Civilizations</em>!<br/> &lt;li&gt;KEL TAERA: Though Kel Taera has been forgotten, the indestructible orbs that preserve the spirits of its revered heroes remain. Now awakening into a new and unfamiliar world, these heroes intend to reestablish their lost kingdom!<br/> &lt;li&gt;MONDIAN EMPIRE: A collection of city-states, ruled by an Imperial family but held together by the power of psionics. The elite psionic operatives of the Mindguard oversee internal security, while the Imperial legions, bolstered by psions and wizards, keep the borders safe from enemy incursion.<br/> &lt;li&gt;WIND RIDERS: Nomads of the open plains, the Wind Riders owe fealty to none. They migrate through many different lands, tending to their herds and honing their battle skills mounted upon giant flying birds called kylorns.<br/> &lt;li&gt;TAKALAS: A realm of wonders and dreams, where magic is used by all as a part of everyday life. Music grows on trees, crystal towers touch the sky, and rainbows flow across the land like water. But this surreal paradise is well hidden, and foreigners are rarely welcome.<br/> &lt;li&gt;SILVERGATE: The city of Silvergate sits between planes, and any mirror can serve as a gateway to this haven for smugglers, explorers, and fugitives. Anyone can buy passage &#133; if the price is right!<br/> &lt;li&gt;DRAGON KINGS: The Dragon Kings once mixed the power of dragons into their own bloodlines, breeding dangerous sorcerers and dominating all who opposed them. Now, the Dragon Kings are a decadent remnant of that once-mighty race, dreaming of rising once again to dominance.<br/> &lt;li&gt;WILDING TRIBES: A loose confederation of barbarian tribes afflicted with lycanthropy. The Wilding Tribes' ranks swell with the infected of surrounding nations.]]>
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    <average_rating>2.83</average_rating>
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    <id>19558</id>
        <name><![CDATA[Keith Baker]]></name>
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    <average_rating>3.65</average_rating>
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    <text_reviews_count>31</text_reviews_count>
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