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Trifletraxor

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  1. imperial-lunar-handbook.jpgThe Imperial Lunar Handbook is the essential guide to the vast Lunar Empire. Mighty and magical, decadent and dynamic, conquering and liberating, the Empire is rich and complex, a land of heroes, soldiers, and missionaries. It is a fusion of many disparate regions, each with its own beliefs, customs, and magic. Over all, the Red Moon guides, and the Son of the Goddess rules.

    Selected Contents:

    Children of the Goddess - An introduction to the mighty Lunar Empire, including information on What Everyone Knows, All Her Children, A Timeline of the Lunar Empire, Heroes and Other Exceptions, Governing the Empire, Travel in the Empire, The Imperial Army, and Homelands (including Dara Happa).

    Under the Red Moon - An overview of the nine satrapies of the Empire, the Western Reaches, and the Lunar Provinces, including six additional homelands for player heroes: Rinliddi, Sylila, Darjiin, Pelanda, Carmania, and the Lunar Provinces. Each homeland provides a keyword for that culture; common magic; a specialized religion, including common cults, practices, and orders; a sample magic keyword; and an illustration of a typical hero from the homeland.

    Hero Bands - The Stone Poets and the Seventh Chance File, two bands that beginning heroes can join right away.

    Associations - The Seeburn, one of the many associations that organize the people of the Empire.

    Imperial Lunar Handbook, Volume 1: The Lunar Empire is the first in a series that will detail the peoples, homelands, and religions of vast Peloria. Future volumes will concentrate on the most important regions within the Empire, including Dara Happa, Rinliddi, Carmania, and the Lunar Way that overlays all of the local religions.

    Imperial Lunar Handbook is intended for both players and narrators. You must own HeroQuest, Roleplaying in Glorantha, or Hero Wars to use it.

    By Mark Galeotti, Martin Laurie and Wesley Quadros. 72 Pages.

  2. orlanth-is-dead.jpgOrlanth is Dead!, begins the Sartar Campaign with an epic conflict against the Lunar Empire. Whitewall has fallen, and all across Dragon Pass the winds have stopped. As winter deepens and spring fails to come, the rebellion begins in southern Sartar at the supernatural struggle later known as the Battle of Iceland. Despite the epic scope of this Great Event, it is not just for the demigod types, but for any hero who might attain such status! Where will you be when the Hero Wars begin?

    Also includes a timeline of the Sartar Campaign, secrets of Kallyr Starbrow and the many Argraths, a Clan Questionnaire, a magical keyword for Yelmalio, and Hero Wars statistics for eight great leaders of the rebellion.

    Orlanth is Dead! is the second book of the Sartar Rising campaign. It builds upon the information provided in Barbarian Adventures, the first book of the Sartar Rising series.

    By Greg Stafford and friends. 72 Pages.

  3. barbarian-adventures.jpgBarbarian Adventures, the first scenario book for Hero Wars, details typical activities and unusual adventures for Heortling heroes. Seek the advice of the clan Lawspeaker, fight Chaos monstrosities, become embroiled in a blood feud because of a horse, and escort a group of friendly (perhaps more than friendly) healers around the countryside.

    Barbarian Adventures is the first book of the Sartar Rising campaign. It provides the foundation upon which the later scenario books will be set. More information on the Sartar Rising campaign is available in Orlanth is Dead!, the second book of the series.

    By Greg Stafford and friends. 72 Pages.

  4. anxial-s-roster.jpgCreatures of the Hero Wars.

    A million kinds of beasts live on the continent of Genertela in Glorantha. They appear in all the stories of the world. Some are friends, many are foes, a few are magical harbingers, and others are just food. Horses, dogs, and cats are nearly ubiquitous, wolf packs and metal goats are foes, ravens and rattlesnakes can talk, and cattle and deer are the feasts of every story.

    This book contains over 150 entries describing more than 300 animals, monsters and other creatures, including game statistics and other pertinent facts. Fifty illustrations illuminate the text. Eleven additional stories animate the collection. These creatures of the Hero Wars are a part of a changing world, where men can become immortal. The old ways are over, and even some creatures can become gods.

    Anaxial's Roster is a play aid for Hero Wars, which you must also own to play the game. This reference will significantly enhance a Narrator's game.

    By Jamie Revell and Greg Stafford. 256 Pages. Published by Issaries, Inc. 2000.

  5. anxial-s-roster.jpgCreatures of the Hero Wars.

    A million kinds of beasts live on the continent of Genertela in Glorantha. They appear in all the stories of the world. Some are friends, many are foes, a few are magical harbingers, and others are just food. Horses, dogs, and cats are nearly ubiquitous, wolf packs and metal goats are foes, ravens and rattlesnakes can talk, and cattle and deer are the feasts of every story.

    This book contains over 150 entries describing more than 300 animals, monsters and other creatures, including game statistics and other pertinent facts. Fifty illustrations illuminate the text. Eleven additional stories animate the collection. These creatures of the Hero Wars are a part of a changing world, where men can become immortal. The old ways are over, and even some creatures can become gods.

    Anaxial's Roster is a play aid for Hero Wars, which you must also own to play the game. This reference will significantly enhance a Narrator's game.

    By Jamie Revell and Greg Stafford. 256 Pages. Published by Issaries, Inc. 2000.

  6. storm-tribe.jpgThe gods are awake. Special deities are needed for special times. Storm Tribe details the gods and goddesses that take the forefront in the Hero Wars. Here are complete write-ups for eleven important deities whose exceptional worshippers gain extraordinary powers. Each write-up includes myths, holy days, magic, and subcults. These are the Cults of Sartar:

    Chalana Arroy, Goddess of Healing

    Elmal, Warrior God of the Sun

    Eurmal, Trickster and Fool

    Heler, God of Rain and Loyalty

    Humakt, God of War and Death

    Issaries, God of Communication and Trade

    Lhankor Mhy, God of Knowledge

    Odayla, God of Hunting

    Urox, Berserk Chaos-Killer

    Vinga, Goddess of Protection and War

    Yinkin, God of Alynxes, Hunting, and Sensuality

    Storm Tribe also details eighteen minor gods of the pantheon, including Gustban, the Smith; Rigsdal, Watchman and Pole Star; Donandar, High God of Entertainers; Valid, God of Winter; Babeester Gor, Avenging Earth Goddess; Maran Gor, Goddess of Fighting and Earthquakes; and many more. Immortal myths, unusual entities, great heroes, excerpts from the Jonstown Compendium, and dozens of illustrations animate the text.

    Storm Tribe is a companion book to Thunder Rebels, which describes the Heortling religion of which these gods are a part.Storm Tribe is a play aid for Hero Wars, which you must own to use it fully. This book will significantly enhance both a player's and a narrator's game.

    By Greg Stafford and friends. 256 Pages. Published by Issaries, Inc. 2001.

  7. thunder-rebels.jpgThe barbarians prepare their rebellion! Imperial troops and enemy gods can not crush the Orlanthi.

    Thunder Rebels tells what every one of them knows about their land, their gods, and their ways. The men and women worship Orlanth and Ernalda, a great god and goddess whose influences permeate everything.

    Thunder Rebels is necessary for anyone who wants to play an Orlanthi hero from the Heortling people of Dragon Pass. It describes their culture, magic, religion, and mythology. Character Generation includes Cultural Keywords, the Eighteen Professions, and almost fifty Subcults of Orlanth and Ernalda. Stories and myths illustrate the people and their deities, and set the stage for the Hero Wars. The Annual Sacred Calendar details the magical holy days of the Heortling year. Maps of Dragon Pass, the Storm Realm, and the Godtime chart the lands of myth and legend.

    Thunder Rebels is a supplement for Hero Wars, which you must own to fully use this book. We suggest that it will significantly enhance a narrator's game.

    This book is all you need to play an Orlanthi barbarian from Dragon Pass!

    By Robin D. Laws, Greg Stafford, John Hughes & Roderick Robertson. 256 Pages. Published by Issaries, Inc. 2000.

  8. the-glorious-reascent-of-yelm.jpgThe Foundation Document of Dara Happa.

    This is a translation of the manuscript copy kept in the Temple of Yelm in Alkoth. The copy was made circa 111260 YS by an anonymous court scribe of the Emperor of Dara Happa. Thus it is not precisely Plentonius' "original work," but a copy made 40 years later.

    A later copyist added the marginal glosses, shown herein as footnotes. In bad editorial form, some of them are actually by me, the Author, not the Gloranthan Copyist. The original had no maps, but for clarity these were added by me, Greg.

    Plentonius was a famous scribe in the court of Khordavu. He was most famous in his time for his description of the Gods Wall (one version contained in Appendix A herein) and for his dating system, which has remained in use in Dara Happa and most of Peloria ever since. It is used in this manuscript too, and provides the primary evidence that Plentonius was the author of this work too. Note that in the text Plentonius is not named as the author, who admits only to being Keeper of the Letters, a high-ranking scribe at court. A later source first linked this work with the name of Plentonius. Later sources ascribed supernatural powers to him, and he receives sacrifices in the temple of Arraz.

    By Greg Stafford. 90 Pages.

  9. arcane-lore.jpgArcane Lore reveals a vast treasure trove about Heroquesting in Glorantha. Collected from almost 30 years of questing, this book explores the philosophy, mechanics, and practice of Heroquesting from a multitude of viewpoints and angles. Although much of the material was written for the old RuneQuest game, and other parts were used in the development of Hero Wars and HeroQuest, all of it is useful in understanding heroquesting and developing your own Heroquests.

    By Greg Stafford. 127 Pages.

  10. the-middle-sea-empire.jpgAn Unfinished Work Concerning the Glory and Excesses of the Peoples Overseen, Protected and Exploited by the Godlearners.

    The Middle Sea Empire is a Second Age Glorantha book detailing the empire of the Godlearners, from its humble beginnings to its epic destruction. A detailed history, King’s list and many geographical descriptions provide a wealth of gamable material. The Jrusteli tapped great powers through their Heroquesting as shown on the timeline included. Malkionism, from before Time, at The Dawn, and through the Second and Third Ages is shown through its many historical transitions.

    By Greg Stafford and Jeff Richard. 56 Pages.

  11. history-of-the-heortling-peoples.jpgThis compilation of information on the Heortling people covers their history and society from the Dawn Age all the way through to the Hero Wars at the end of the Third Age. Each Age covered includes a timeline, supporting maps, king lists, and numerous significant events that shaped and impacted the Heortlings. Many famous individuals, such as Lokamayadon, Harmast, Ingolf Dragonfriend, Belintar, Sartar, and Arkat are all detailed. Locations, Armies, Empires, Myths, and Events of Interest are all on offer. This is the definitive Heortling resource for Gloranthan scholars and RuneQuest and HeroQuestplayers.

    At the Jonstown X temple you can buy a written document. One day I sent and I asked for "The cheapest list of Orlanth Kings you’ve got." This book is a research document to discover what that list means.

    "I heavily referenced the "Twelve Books" of Kulbrast the Bold in assembling this material and even found a rare copy of "Durengard Scrolls" of Herelmel of Jadnor to include in this collection." Much material in the Dawn Ages section has been extracted from my unpublished Initiation of Harmast, a.k.a. Saga of Lokamayadon, a.k.a. Saga of Vargast Redhand. Some is unpublished material compiled from documents that I wrote to assist writers of Mongoose’s 2nd Age materials. Another source is Enclosure magazine.

    By Greg Stafford and Jeff Richard. 112 Pages.

  12. esrolia.jpgEsrolia, the Land of Ten Thousand Goddesses is the compilation of Greg Stafford and Jeff Richard's notes and thoughts concerning the great land of Esrolia. This book contains some parts from previous publications, to be as inclusive on this subject as possible.

    This book is divided into four parts:

    • ESROLIA, Grainland is the first. This contains some general information about the land and peoples.
    • LIFE BEGINS AT EZEL focuses in on the sacred center of Esrolia, Ezel, where the world was born and reborn.
    • THE GREAT CITY is the largest portion, with maps, histories and information about Nochet, the greatest city in Esrolia, Kethaela and all the surrounding territories.
    • OTHER ESROLIAN MATTERS has notes on other places, institutions and legends of the land.

    By Greg Stafford and Jeff Richard. 54 Pages.

  13. the-book-of-heortling-mythology.jpgThis volume of the Stafford Library is a compilation of every Orlanthi myth, god, and hero published or unpublished known by Greg Stafford at the time of printing. The Book of Heortling Mythology contains myths from the entirety of the Orlanthi God Time: from the Creation of Glorantha to the Lightbringers Quest and and the Death of Heort. It also provides dozens of short tales about various Orlanthi gods and heroes, maps of the various God Ages, a complete list of all canonical Orlanthi gods, demons, and heroes, and much much more.

    At 192 pages, the Book of Heortling Mythology is an indispensable guide to Orlanthi gods and myths, and a wonderful resource for both GMs and players.

    By Greg Stafford and Jeff Richard. 192 Pages.

  14. borderlands-and-beyond.jpgWelcome to the Borderlands!

    This is an updated and reformatted 300+ page reprint of ALL of the information from the original Chaosium Borderlands boxed set, Plunder, and Runemasters, as written for the Runequest 2 rules. I have also included additional Plunder items, expanded Runemasters character histories, and loads of background info from Nomad Gods and Wyrms Footnotes magazine. The interior is lavishly illustrated with dozens of new pictures from Simon Bray, Dario Corallo, plus loads of oldies but goodies from Lisa Free, Luise Perrinne, Gene Day and Rick Becker.

    By Greg Stafford, Rudy Kraft, Bill Keyes, et al. 302 Pages. Published by Moon Design 2005.

  15. cult-compendium.jpgWelcome to the Cult Compendium!

    In the fantasy roleplaying world of Glorantha, magic works because relations between the spiritual and physical planes are firm and immediate. Maintaining good ties with your chosen god allows your character to learn special magics or to receive visions of other places, provides him with trusty companions in a cut-throat world, and may even give him the chance for divine intervention to escape a tight spot. In many ways Glorantha has a depth and consistency unparalleled in gaming.

    Over 40 religions originally printed in Cults of Prax, Cults of Terror, and Trollpak are detailed here. A guideline chapter shows how to design your own new cults. To round out the book I have also added in Gloranthan cults from White Wolf and Different Worlds magazines. Associated background articles from Wyrms Footnotes and similar sources give you a complete breakdown on how rune magic, spirit magic, elementals, and runes operate within the game world. To wrap up the book I've added all of the designer's notes, some of which have never been published before. A vastly improved index makes this material accessible all in one book. The topics are vividly detailed with the addition of over 50 new pieces of art, bringing the total over 110 snapshots into cult life (and death). Lastly, it's also worth mentioning that I've added genealogies for the various pantheons along with an updated cult compatibility chart surpassing even the one found in the RuneQuest Companion. In the end, it is a book that can provide untold hours of Gloranthan reading and gaming fun.

    This book offers over 100 Rune and Battle magic spells and skills not in the standard rules, handy for the gamer intent on long-living characters. The wealth of conceptual material can be applied to any roleplaying game. Referees will enjoy the many new lines of thought; dozens of examples of tribal behavior and custom can make any encounter more realistic. Excerpts fromThe Travels of Biturian Varosh and The Reminiscenses of Paulis Longvale suggest many scenarios while providing local color.

    Each Cult description includes:

    • Mythos and History - the acts of the gods before time, the behavior of the cult once time started, afterlife promised to members, and Runic associations.
    • Nature of the Cult - why the religion continues to exist, what its worldly position and power has been, its likes and dislikes.
    • Cult Organization - inter-cult and intra-temple structures, centers of power, holy places, and holy days.
    • Cult Membership - here are the requirements to join the cult (species, birth, ability, money, offerings, etc.), the requirements to remain in the cult (sacrifices, hates, geases & gifts from the gods, codes of conduct), the benefits received from the cult (food, shelter, training, healing), the skills taught or restricted, available battle magic, skills, and spells peculiar to the cult, Rune magic and cult duties by membership level, and so on. Such aspects are examined separately for the lay, Initiate, and Rune Lord and Rune Priest membership.
    • Subservient Cults - include cult spirits of reprisal (they keep your characters on the straight and narrow in such a world) and various hero cults, which may offer added Rune spells or skills.
    • Associated Cults - due to Godtime or later actions, certain cults are more friendly to one another and will teach certain Rune spells or skills.
    • Miscellaneous Notes - information on diet, behavior, dress, conceptions of the universe, ethics, ostentatious display, behavior towards members of other cults, rituals, architecture, and so on.

    By Greg Stafford, Steve Perrin, et al. 352 Pages. Published by Moon Design 2002.

  16. griffin-mountain.jpg Welcome to Griffin Mountain!

    Gamers have enjoyed playing in Glorantha for a long time now, over 25 years. The time is right to relaunch a major campaign source that went out of print over 20 years ago. This second edition reprint contains all of the original supplement, several articles printed in magazines, over 35 new pieces of additional art, designer's notes, and a never before published treatise on Running a Gloranthan Campaign by Greg Stafford. It also includes a separate 12 page set of player handouts.

    Griffin Mountain was the largest game adventure ever published when it was first printed and it established a new state-of-the-art in roleplaying. It is a complete depiction of Balazar, a section of Glorantha just north of Dragon Pass and north-west of Prax. Unlike many source-books which offer worlds, Griffin Mountain goes into detail about the inhabitants (not just how many people live in what village), giving in depth views of their leaders, their lives, and their land. This is not a dungeon adventure. The book is aimed at an holistic, above-ground campaign. Almost all of the material can be adapted to a GM's own campaign, including weather charts, personalized encounters, found encounters, a merchant caravan, barbaric citadels, and two new cults, Foundchild and Cacodemon.

    Griffin Mountain details an area 800 kilometers wide. The Elder Wilds is where non-humans live and high adventure thrives. Balazar is a sparsely populated hunting ground for approximately 12,000 human barbarians, a wild frontier where anything can happen. This book contains extensive notes on the area's geography, history, and inhabitants.

    Meet King Yalaring Monsterslayer who became king of the citadel of Trilus by right of conquest. Visit picturesque Elkoi, built by giants. Trade with Joh Mith, a fat, jovial caravan master with high bargaining skills. Gamble with Hen Cik, one of the caretakers of a legendary castle in Giant Land. Cross the dangerous River of the Damned (full river crossing rules inside). Quest for the powerful windberries, rumored to be found on Griffin Mountain itself. Beware of the ever-present baboons, bears, dragonewts, dwarves, elves, dinosaurs, wild hawks, trolls . . .

    Get your adventurers ready for a glorious time in Griffin Mountain!

    By Paul Jaquays, Rudy Kraft and Greg Stafford. 256 Pages. Published by Moon Design.

  17. pavis-and-big-rubble.jpgWelcome to Pavis, beware the Rubble!

    Pavis & Big Rubble is an updated and reformatted 316 page reprint of ALL of the information from the two original Chaosium Runequest boxed sets, consolidated and organized together. Additional material on the Sun Dragon cult, plus 35 additional new pieces of art specifically commissioned for the book are also included. Rediscover the Puzzle Canal, Kakstan's Art Museum, Balastor's Barracks, the Devil's Playground, and Ogre Island. Adventure once more in the greatest roleplaying city ever written. Journey along on the epic Cradle scenario!

    Scenarios included: Welcome to the City, Burlgery at Raus' House, The Cradle, Griffin Gate, Wolfhead's Lair, Raid on Yelorna, The Devils Playground, Krang's Table, The Puzzle Canal and Temple at Feroda.

    Cults included: Flintnail, Lanbril, Black Fang Brotherhood, Pavis, Yelorna the Starbringer, Zola Fel and Sun Dragon.

    By Greg Stafford, Steve Perrin, et. al. 316 Pages. Published by Moon Design 1999.

  18. clockwork.jpgIn a 17th century that didn’t quite happen lies a world of mud, blood, mayhem and magick. England is fast descending into anarchy. A multitude of political and religious factions struggle for supremacy. Magickal pollution taints the countryside. Creatures long dismissed as legends awake. Obsessive scientists meddle with the very elements of nature. Crazed inventors create mad machines. Fanatics of every persuasion vie for power, while war, famine and witchcraft stalk the land.

    The king is dead. Oliver Cromwell and the gigantic clockwork war machines of the New Model Army do battle with the cavalier-alchemists of Prince Rupert for control of the country, while ordinary folk struggle for survival.In a world where every man is against his brother, can you and your fellow adventurers – armed with musket, sword, clockwork and magick – hold back the tide of war?

    Clockwork & Chivalry returns in a complete standalone 2nd edition featuring the new Renaissance engine – a fast, grim, heroic D100 role-playing system designed for the world of black-powder weapons, political machinations and fanatical righteousness.

    • Brutal combat in the age of black powder weapons

    • Extensive rules for alchemy, witchcraft and clockwork

    • Rich character creation options

    • A host of of political and religious factions

    • Fully developed world background

    • Everything you need to play in one book

    • Alchemists, diggers, dragons, ghouls, engineers, mercenaries, puritans, ranters, royalists, satanists, thieves, witches… which side are you on?

    By Ken Walton and Peter Cakebread. 401 Pages. Published December 2011 by Clockwork & Walton.

  19. We would like you to procreate rust, procreate! :D

    Actually, the advertisements are for guests only. If you see them while logged in, then there's something wrong. The hope is to use earnings from the adds to pay for the software and expenses for BRP Central, especially the new facebook app and the smartphone version, without bothering the members. Maybe some of the eternal lurkers will turn into actual members too as a result!

    (Did they go away when you logged in?)

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