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7 × 10 in. · 48 full-color pages
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The first volume in the world of Cor
The gods have drawn their lines across morality, duty, and the uncertain ground between right and wrong. Magic has placed the power to cross those lines into mortal hands.
First printing in preparation

Of Gods and Magic · Cor, Volume One
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Of Gods and Magic
Of Gods and Magic marks the first volume of Cor. It has concerned itself with what the world believes, the powers beyond the Veil, and the forces mortals have spent ages worshiping, studying, and attempting to command.
What follows is the world those beliefs have made: realms raised around rival truths, borders carved by ancient wars, sovereign lands beyond familiar maps, elder houses whose memories reach further than human history, and depths no crown has ever mastered. None were shaped by geography alone.
The struggle for control of the Oraeth has written itself into every throne, road, ruin, and bloodline in Cor. The gods and magic were only the beginning. The rest of the world is their consequence.
Inside the first volume
Read selected spreads from Of Gods and Magic and see the world of Cor as it appears on the page.
Power and consequence
The gods have drawn their lines across morality, duty, and the uncertain ground between right and wrong. Magic has placed the power to cross those lines into mortal hands. Every kingdom, faith, and would-be ruler now seeks control of forces no one fully understands.
The power is there for those strong enough to take it. But strength alone has never been enough.
Just remember: power does not belong to the one who takes it, but to the one who can bear its cost.
Choose your edition
Ordering will open after the first printing is finalized.
7 × 10 in. · 48 full-color pages
$22.95
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The book and the digital edition
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A world for any table
Of Gods and Magic is the first volume in the vast, interconnected world of Cor.
Cor is not a game system. These books contain no rules, statistics, character options, or monster blocks. They provide the cultures, politics, religions, conflicts, and competing truths from which meaningful campaigns, characters, and choices can grow.
Cor will not hand you a quest, mark the villains, or tell you which side deserves to win. It offers a living world to be interpreted, reshaped, and carried into any roleplaying system by those who believe the heart of the game is not found on a character sheet, but in the choices made around the table.
For groups tired of familiar tropes and predictable stories, Cor offers difficult choices, uncertain victories, and the chance to leave the table still wondering whether they did the right thing.

The World of Cor
Explore the realms, borders, elder houses, histories, and hidden places shaped by the struggle for control of the Oraeth.
Drag. Zoom. Enter the world.
Independent publishing
Tabletop worlds, fantasy, and illustrated books by Dan McCawley and Darrin Baker.