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Based in Swindon, UK, Mongoose Publishing was founded in 2001 and within 6 months became the UK’s largest publisher of roleplaying games. Initially concentrating on d20 based products, Mongoose Publishing's first book was the Slayers Guide to Hobgoblins, part of the Slayers Guide series of books. Subsequent product lines followed in rapid succession with the release of the Encyclopaedia Arcane, Travellers Tales, Quintessential and Cities of Fantasy series of books.

Mongoose has earned a reputation for producing quality licensed products to sit alongside their generic fantasy ranges and their first licensed book, the Judge Dredd roleplaying game, proved to be an instant hit. Further licensed products followed with roleplaying games based on Slaine, Babylon 5, Conan, Lone Wolf, Macho Women with Guns, Paranoia and Runequest. Mongoose's newest licenced roleplaying game, Traveller, brings back the classic science fiction roleplaying game.

In 2004 Mongoose Publishing launched it's first miniatures game, Mighty Armies, and this was quickly followed by the Origins award-winning Babylon 5 spaceship combat game, A Call to Arms. Mongoose’s first foray into plastic miniature games came in late 2004 with the innovative Gangs of Mega City One, a skirmish game based on the world of Judge Dredd. In the spring of 2005 Mongoose Publishing released the Starship Troopers miniatures game, a mass battle game in 28mm scale pitting humanity against a host of enemies in a battle for the species. Supported with a range of metal and plastic miniature releases, a year after its launch Starship Troopers had already won the Origins 'Best New Game' award and was supported by over 50 different releases. Our current miniatures games include Judge Dredd and A Call to Arms: Star Fleet.

Mongoose Publishing's miniatures games and roleplaying games continue to provide gamers with fantastic worlds in which to immerse themselves, and the company has become a recognised force in the world of hobby games.

Mongoose

Battlefield EvolutionCorporationDungeons & Dragons 4e
LegendMongoose en FrançaisOGL and D20
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A Call to Arms: Noble Armada2000AD RPGsClassic 2000AD RPGs
Classic ParanoiaOdd BitsClassic Moorcock
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Deus Vult: Sister Devout

Deus Vult: Sister Devout


A young and devout girl, Kaelyn Bright is inducted into a secret order of the Catholic Church in the 13th Century. Charged with defending the ordinary man against the supernatural, she will be aided by two other members of the Order - Tranter and Ember. Her personal feelings towards both of them become increasingly confused as they join forces to battle corruption within the Church of Rouen, ...   [click here for more]

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Dragon Lords of Melnibone

Dragon Lords of Melnibone


Stormbringer: Dragon Lords of Melniboné

Adventuring in a Dark World of Law & Chaos

For ten thousand years the bright empire of Melniboné ruled the world. Her soldiers were ruthless, unspeakably cruel, and skilled at arms. Powerful sorcerers, magic came easily to them, as easy as breathing. They forged eternal bonds with the aloof gods of Law and Chaos, with the hideou...   [click here for more]

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Dream Realms

Dream Realms


The Dream Realms - at once the most alien and most familiar of the myriad facets of the Multiverse, visited nightly by the slumbering masses of the Young Kingdoms yet little understood by even the Sorcerer-Emperors of Melnibone.

Whether the worlds of dreams lie within the dreamer or across the million spheres, they are home to strange creatures and stranger inhabitants.

Dreamthi...   [click here for more]

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Elric de Melnibone

Elric de Melnibone


L'île magique de Melniboné et les Jeunes Royaumes au-delà des mers fournissent une pléthore d'endroits étranges, d'ennemis mortels et de sorts puissants pour le jeu de rôle d'Elric de Melniboné. Naviguez sur les mers du destin dans un monde hanté par les démons, où les dragons parcourent les cieux déchirés par les...   [click here for more]

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Elric of Melnibone

Elric of Melnibone


Elric of Melnibone

The eldritch isle of Melnibone and the Young Kingdoms across the sea provide a wealth of strange places, deadly foes and potent spells for the Elric of Melnibone roleplaying game. Sail the seas of fate into a demon-haunted world where dragons ride the storm-racked skies and the price of dreams is above rubies. Walk the streets of fabled Elwher, steal the lore of...   [click here for more]

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Elric of Melnibone

Elric of Melnibone


Fully updated and revised for RuneQuest II, Elric of Melnibone will transport you to the Young Kingdoms, an eldritch setting providing a wealth of strange places, deadly foes and potent spells for your games. Sail the seas of fate into a demon-haunted world where dragons ride the storm-racked skies and the price of dreams is above rubies. Walk the streets of fabled Elwher, steal the lore of Pan...   [click here for more]

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Elric! Gamemaster Screen

Elric! Gamemaster Screen


Stormbringer: Elric! Gamemaster ScreenGruesome Gamemaster Gobbets!

This package contains play aids, reference cards, forms, a map, and a new scenario for use with the Elric! roleplaying game. Elric! gamemasters and players will find tools inside which will make their game session play more quickly and easily, with no more fumbling through the b...   [click here for more]

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Elric: Secrets of the Steppes

Elric: Secrets of the Steppes


North, beyond the vast, arid wilderness of the Sighing Desert lies a distant land that is usually only referred to by boasting merchants seeking to add to the price of their wares or else tellers of tall stories in the taverns of the Young Kingdoms cities. Secrets of the Steppes gives details on the geography, flora and fauna of the Dakwinsi Steppe and the regions which border this vast tundra ...   [click here for more]

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Encyclopaedia Arcane Abjuration

Encyclopaedia Arcane Abjuration


As with anything that seems purely defensive, the school of abjuration is often thought to be weak. This could not be further from the truth. Magic is a powerful force, capable of slaying a healthy warrior with a single word or laying waste to an entire city. Mundane defences are incapable of repelling just force. Only the spells of abjuration offer resistance to this might, which makes abj...   [click here for more]

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Encyclopaedia Arcane Battle Magic

Encyclopaedia Arcane Battle Magic


Battle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake – battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off...   [click here for more]

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Encyclopaedia Arcane Blood Magic

Encyclopaedia Arcane Blood Magic


The ancient practice of blood magic has been outlawed in many civilised societies, for though it allows access to staggering levels of magical power the price can be very high. Savage tribes often respect blood magic, though even they tend to fear and avoid it where possible – its power is the stuff of legend, to be invoked only by those who expect to achieve great things or die in the at...   [click here for more]

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Encyclopaedia Arcane Chaos Magic

Encyclopaedia Arcane Chaos Magic


Chaos magic is not for the faint hearted - those unwilling or unable to maintain the daring or force of will necessary to harness great, unwieldy energies will find themselves destroyed by the very power they sought. The true unfortunates will end their days locked into forms never meant for mortal eyes, let alone mortal flesh. Many are the failed practitioners of this art, and their wildly def...   [click here for more]

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Encyclopaedia Arcane Chronomancy

Encyclopaedia Arcane Chronomancy


A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than t...   [click here for more]

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Encyclopaedia Arcane Compendium, Volume I

Encyclopaedia Arcane Compendium, Volume I


Encyclopaedia Arcane Compendium: Volume I brings together four great Encyclopaedia Arcane titles together for the first time. Demonology, Necromancy, Battle Magic and the all-new Transmutation.

Demonology: Taking your mage along the path of summoning beasts from other planes, sworn to do your bidding but intent on taking your soul. Can you skate the line that separates power from disast...   [click here for more]

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Encyclopaedia Arcane Components and Foci

Encyclopaedia Arcane Components and Foci


This volume presents the first serious study of the long-neglected questions of why material components are used in spells, what logic governs their use and whether or not it is possible to change them. Looking at the typical components used in arcane spells and outlining the key principles on which they work. An exhaustive treatment of the standard arcane spells is then provided which will inj...   [click here for more]

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Encyclopaedia Arcane Conjuration

Encyclopaedia Arcane Conjuration


Conjuration, the art of calling something forth from nothing, is a magic of infinite potential due simply to its very nature. To conjure is to reach past the empty spaces of this world and summon the heart’s desires from beyond. This kind of power can not be overstated or underestimated. To master conjuration is to never be alone, to never face a situation without aid. When one can instan...   [click here for more]

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Encyclopaedia Arcane Constructs

Encyclopaedia Arcane Constructs


Golems wait silently in dungeon corridors, ready to apprehend unwary adventurers who dare defile their former master’s sanctum. Shield guardians follow their owners faithfully, interposing themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator’s lifeblood into a grotesque mockery of life. All of these const...   [click here for more]

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Encyclopaedia Arcane Crossbreeding

Encyclopaedia Arcane Crossbreeding


An owlbear paces round and round the dry moat encircling the wizard’s castle, seeking any creature foolish enough to have entered the moat willingly or unfortunate enough to have been thrown there by the wizard’s minions. Up in the wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owlbear’s hungry cries. Their oversized ...   [click here for more]

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Encyclopaedia Arcane Demonology

Encyclopaedia Arcane Demonology


Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for t...   [click here for more]

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Encyclopaedia Arcane Divination

Encyclopaedia Arcane Divination


There are many schools of magic. Some, such as Evocation, are combat oriented and the province of wizards who hurl deadly fire at their foes and wreathe the battlefield with lightning. Others, such as Transmutation, are the domain of those seeking to explore the many forms of reality and how they can be bent and reshaped. Still others are much subtler; the school of Abjuration, for example, is ...   [click here for more]

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Encyclopaedia Arcane Dragon Magic

Encyclopaedia Arcane Dragon Magic


Every wizard, sorcerer and bard knows deep within that his abilities are a pale imitation of the true power that dragons embody, and every new avenue of research is an attempt to find the original path of magic. Dragons continue to practice their arts, looking at the mortals trying to reach beyond their own limits with amusement, worry or admiration. Some of these magnificent beasts even teach ...   [click here for more]

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Encyclopaedia Arcane Drow Magic

Encyclopaedia Arcane Drow Magic


There are monsters in the deep, beasts whose flesh is perfect obsidian, whose eyes shine like midnight stars and who yearn to hunt again beneath the open sky. These beasts are the drow, and it is their doom to never again feel the light and warmth of the sun, until such time as the elven gods are thrown down and all their favoured children slain.

The cities of the drow spread like a ca...   [click here for more]

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Encyclopaedia Arcane Elementalism

Encyclopaedia Arcane Elementalism


Common arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature’s resources out of a pact of mutual respect, wizards and sorcerers master t...   [click here for more]

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Encyclopaedia Arcane Enchantment

Encyclopaedia Arcane Enchantment


You wish to study enchantment with me? Are you certain you understand what it is you ask? The school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life....   [click here for more]

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Encyclopaedia Arcane Familiars

Encyclopaedia Arcane Familiars


Familiars have long been a part of the arcane tradition and their fabled past has been portrayed in many a yarn, old and new. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’...   [click here for more]

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Encyclopaedia Arcane Illusionism

Encyclopaedia Arcane Illusionism


Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this book shall reveal that illusionism is neither to be scoffed at nor to be trifled with.

At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s perceptions and tricks their senses. T...   [click here for more]

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Encyclopaedia Arcane Magic Item Creation

Encyclopaedia Arcane Magic Item Creation


Magic items are a staple of fantasy in any form, evoking images of great deeds done, of dragons, of heroism and of terrible villainy. The true power of magic items comes not from their ability to work miracles, but from their ability to evoke wonder in all of us.

Who does not remember the first time they, at the successful conclusion of a hard-fought adventure, lifted a new sword and p...   [click here for more]

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Encyclopaedia Arcane Necromancy

Encyclopaedia Arcane Necromancy


Throughout the civilised lands of man, dwarf and elf, the practice of necromancy is universally shunned, its knowledge suppressed and its practitioners persecuted. Only now, with the advent of Necromancy – Beyond the Grave, are the darkest secrets of this terrible and frightening magic finally revealed. One skilled in wizardry or sorcery may use this tome, for good or ill, and tap the pow...   [click here for more]

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Encyclopaedia Arcane Sovereign Magic

Encyclopaedia Arcane Sovereign Magic


The wizard is an archetype of power. With courage and discipline he ventures into forbidden mysteries, learning the spells which may melt down reality and remould it closer to his heart’s desire. Once the heady heights of ninth level spellcasting are attained, the magician is believed to be at the apex of his power. However, there are those for whom this is just the beginning.

The...   [click here for more]

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Encyclopaedia Arcane Star Magic

Encyclopaedia Arcane Star Magic


Mortals look up at the midnight sky and see the stars, eternal and changeless. They have worshipped them, feared them, hidden from them and tried to understand them. They are the one constant promise that, in a world of constant chaos, there is something innately ordered and beautiful about the universe.

Star magic is a school of magic that harnesses the hidden order of the universe. In...   [click here for more]

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Encyclopaedia Arcane Tomes and Libraries

Encyclopaedia Arcane Tomes and Libraries


Although wizards and libraries are so often connected, very little time has been spent on exploring the function and powers of the library. Libraries usually turn up as scenic backdrops or repositories for purely magical resources, whereas there are more potentially useful books in a library than there are supplies in an adventuring gear shop. We will therefore be taking a long overdue stroll d...   [click here for more]

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Encyclopaedia Arcane: Nymphology

Encyclopaedia Arcane: Nymphology


Encyclopaedia Arcane: Nymphology - Blue Magic. This is truly the book we could never print. Ever. It is just too full of naughtiness and innuendo to appear on the shelves of your local retail store.

As such, this instalment of the Encyclopaedia Arcane, Nymphology, is only available from RPGNow.com, where you must be old enough to possess a credit card in order to purchase it. If you...   [click here for more]

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Encyclopaedia Divine Fey Magic

Encyclopaedia Divine Fey Magic


The fey – also known as faerie, or fair folk – are some of the most misunderstood creatures in fantasy games. Some view them as harmless sprites living in the depths of sylvan woods; others see them as vindictive creatures with limitless power who steal children and play cruel and even lethal pranks on those that cross their path. The truth, as might be expected of such an enigmatic...   [click here for more]

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Encyclopaedia Divine Shamans

Encyclopaedia Divine Shamans


It is said that when the gods created the world, they gently blew life into it, awakening the conscience in every piece of their work. Trees, rocks, rivers, fire, wind, mountains… all of them received the holy breath, and all of them worshipped the gods before the first race set foot on the face of the world. They were the animae, the souls of all things: the spirits. These beings are th...   [click here for more]

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Encyclopaedia Psionica World Shapers

Encyclopaedia Psionica World Shapers


In the minds of all sentient creatures lies the potential to change the world. Every thought, every action resonates throughout reality. Actions and thoughts intersect, collide, contradict, and merge together to form the fabric of cause and effect that make up ‘reality’ as people understand it.

Most people express their power to change the world though their bodies. They tak...   [click here for more]

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Epic Monsters

Epic Monsters


Epic Monsters. The name really does say it all.

This tome is the perfect resource for games masters whose campaigns are nearing epic levels of play and need additional support to take their campaign beyond 20th level. With a veritable plethora of tremendously powerful creatures detailed within, Epic Monsters is the definitive source of challenges for the emerging epic level ...   [click here for more]

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Ex Cathedra

Ex Cathedra


A cathedral is a prayer in stone, a vaulted hymn of masonry and devoted labour. The great cathedrals are symbols of the great faith of the people and the power of the Church.

Soon, they will burn. Madness and misrule are loose upon the world, and only the assassin-monks of the secret Order can set things right again. From the Champagne Fair at Troyes to the uttermost depths of the Earth...   [click here for more]

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Ex Cathedra (French)

Ex Cathedra (French)


Les cathédrales sont plus que de simples édifices, ce sont des prières gravées dans la pierre, des hymnes à la beauté et au labeur acharné ; elles symbolisent la foi du peuple et le pouvoir de l'Eglise.

Mais bientôt, elles brûleront ! La folie et le chaos se sont emparés du monde, et seuls les moines-assassins de l'Ordr...   [click here for more]

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Far Flung Seas

Far Flung Seas


Far Flung Seas is a supplement for Victory at Sea: Age of Dreadnoughts WWI naval miniatures rules. Comprising additional fleet lists, Far Flung Seas rounds out the major protagonists of the Great War. In the Mediterranean, new lists cover the Italian, Austrian and French fleets. Further afield, the US Navy list in Age of Dreadnoughts is greatly expanded to cover the rest of the Fleet, in ad...   [click here for more]
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Fate of Fools

Fate of Fools


Fate of Fools (Pawns of Destiny) is a combined adventure/supplement for use with Elric!, Chaosium's revamped version of their popular Stormbringer game based on the worlds created by author, Michael Moorcock. Stuffed into the 62 pages are two adventures and snippets of information concerning fascinating locations that provide settings for many of Elric's epic adventures.

All ...   [click here for more]

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Fiddler's Green

Fiddler's Green


BulariaA backwater world just beyond the Imperium. Far from the central hub of society, small enclaves of civilization huddle around water sources, connected by a vast transcontinental railroad. When the outback explodes into violence, the Travellers are caught in the middle with no way out.

The Bularia Mounted ConstabularyPart cavalry force, part police service, they are the guardians ...   [click here for more]

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Fleets of the Fading Suns

Fleets of the Fading Suns


The first supplement for A Call to Arms: Noble Armada arrives. Players using fleets from the Royal Houses will be treated to new vessels specific to their Houses, variant troop types and rules for psychics and theurgics. In addition, four completely new fleets are detailed, complete with background material that places them firmly in the Fading Suns universe. From the Known Worlds, the Church f...   [click here for more]

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Full Eagle Day

Full Eagle Day


The rookie judges have completed their training at the Academy of Law and now just one thing remains before they can be granted full eagle status and take their place on the streets as one of Mega-City One's finest - their final street assessment, under the review of a senior judge. Every rookie looks forward to this day as it marks the end of his training and the start of service but this time...   [click here for more]

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Gangs of Mega-City One

Gangs of Mega-City One


Gangs of Mega-City One allows to you to take command of a street gang, filled with the roughest and toughest punks in your block. You will lead them in brawls and rumbles with the rival gangs of other players in an attempt to win turf, fame and hard cash. Each gang member is represented by one miniature on the table, customized and painted by yourself. As you play more and more games of Gangs o...   [click here for more]

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Gladiator

Gladiator


Forty thousand spectators watch each footstep, every movement of your sword as you close upon your opponent. The life of a gladiator is one of servitude and slavery but with every victory comes the howl of the mob, driving you ever more to succeed. You are one of the greatest combatants every to have walked onto the sands of death and your name is known across the land. Fame, fortune and eventu...   [click here for more]

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Gladiators of Legend

Gladiators of Legend


This book provides you with everything you need to know in order to integrate the world of the arena into your existing campaigns. The first part details the arenas themselves and the people behind them – stable masters, nobles, arena managers and, of course, the gladiators. Five arenas are provided, ready to be slotted into any town, city, or even dungeon.

Next comes new rules to...   [click here for more]

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Glorantha (Le Deuxième Âge), Volume 1

Glorantha (Le Deuxième Âge), Volume 1


Un des plus anciens univers de jeu de rôle est de retour ! En plus de présenter en détail toutes les nations de Glorantha ainsi que leur histoire et leurs mythes, ce livre propose des cartes et des illustrations à foison pour donner encore plus de vie à vos parties.

...   [click here for more]
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Glorantha (Le Deuxième Âge), Volume II

Glorantha (Le Deuxième Âge), Volume II


Glorantha est un monde empli de magie et façonné par les mythes. Ses héros accèdent au pouvoir grâce aux runes, manifestations physiques des forces éternelles abstraites qui dirigent le Destin. Ils peuvent obtenir des pouvoirs magiques encore plus puissants en émulant les exploits des dieux, en maîtrisant les formules magiques des arts de la...   [click here for more]

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Golden Age Starships 1: Fast Courier

Golden Age Starships 1: Fast Courier


Fast Courier is a complete supplement for the Traveller role-playing game. Full stats are included for Mongoose Traveller, but this rules-light supplement is suitable for use with any version of Traveller, or indeed with other rules sets. This supplement contains several adventure seeds set in the Spinward Marches, which could be used anywhere in the Traveller Universe.

This supplement ...   [click here for more]

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Golden Age Starships 2: Corsair

Golden Age Starships 2: Corsair


Golden Age Starships 2: Corsair is a complete game supplement for the Mongoose Traveller roleplaying game. Full stats are included for Mongoose Traveller, but this supplement is suitable for use with any version of Traveller, or indeed with other rules sets.This booklet contains complete information and deckplans for an upgraded variant of the 400 ton Corsair, known as the Buccaneer class. This...   [click here for more]

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01.Legend
02.Legend: Song of the Beast-Gods
03.2300AD: Rescue Run
04.Special Supplement 3: Vehicle Upgrade Manual
05.2300AD: Tools for Frontier Living
06.Adventure 3: Trillion Credit Squadron
07.Legend: The Spider God's Bride
08.Judge Dredd: Apocalypse Dawn
09.2300ad
10.Monsters of Legend
11.Traveller Main Rulebook
12.Special Supplement 1: Biotech Vehicles
13.2300AD: French Arm Adventures
14.Special Supplement 2: Deadly Assassins
15.Minor Alien Module 1: Luriani
 
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