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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

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The Bronze Grimoire

The Bronze Grimoire


 

AMBITION.

Sorcerers strive to understand the universe through unholy pacts with the lords and demons of chaos.

Now their ambition grows.

Their rune magic allows them to cast hideous spells directly upon a living being or inanimate object, cursing the unfortunate with the powers of the damned.

They speak with the dead, calling forth rotted cadav...   [click here for more]

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Age of Treason: The Iron Companion

Age of Treason: The Iron Companion


Sooner or later every wandering Adventurer finds his way to Sorandib, whether the aim is to hide out from authority, find work as a sell-sword or simply to loot its treasures.

Sorandib is an ancient city in catastrophic decline. While there are districts wher law and order hold sway, no single force exercises control over the whole city and outside its walls there is near anarch...   [click here for more]

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Arcania of Legend: Blood Magic

Arcania of Legend: Blood Magic


The first in a new Open Content series for the Legend RPG, Arcania of Legend books will introduce different forms of magic into your games, allowing you to pick and choose which is right for characters and worlds alike.  It starts with Blood Magic…This tome examines the beliefs and uses of life force in cultural magic, offering rules, spells and supernatural creatures which thrive u...   [click here for more]

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Beneath an Opal Moon

Beneath an Opal Moon


Beneath and Opal Moon is an introductory scenario for Samurai of Legend characters. It takes place in an isolated village in a southern Honshu province and is designed for between three and five characters, which can be samurai, sōhei, a mixture of the two and include a priest. The scenario should provide a couple of strong sessions of play and produce ideas for future adventures.

...   [click here for more]
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Cities of Legend: Skarr - City of Orcs

Cities of Legend: Skarr - City of Orcs


Home to over 25,000 rampaging orcs, Skarr is a city of pure brutality, a place of nightmare that even the bravest Adventurer will fear to tread.  Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skaar range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations....   [click here for more]

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Crusades of Valour

Crusades of Valour


Using the information in this d20 sourcebook, you can introduce religious conflict into your campaign world as both a background and foreground element for all levels of play. Low level characters can take part in crusades, joining an army or signing up to one of the crusader orders. At mid-level they can undertake special missions to capture or destroy a temple of another cult, as well as lead...   [click here for more]

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Cults of the Young Kingdoms Second Edition

Cults of the Young Kingdoms Second Edition


Cults of the Young Kingdoms expands upon the material found in the Cults chapter of the Elric of Melniboné rules. Herein you will find more information concerning the natures of the Lords of the Higher Planes, new cults, new Gifts and Compulsions, new religious approaches and new professions related to them.

Essentially, this book is for those Elric Games Masters and characters w...   [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 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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Legend: Song of the Beast-Gods

Legend: Song of the Beast-Gods


The follow-on from the acclaimed Spider-God's Bride, the Song of the Beast-Gods contains another set of thrilling sword & sorcery adventures.

The land of Yar-Ammon is old, and even older are its gods. From the dawn of time, when bands of hunter-gatherers roamed the land, men and women shared a sacred bond with the beasts they hunted. The primal people bowed before colossal statues o...   [click here for more]

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Legend: The Spider God's Bride

Legend: The Spider God's Bride


The Spider-God's Bride is a collection of ten blood-red sword and sorcery adventures, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers!

Fully revised for the Legend rules system.

...   [click here for more]
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Renegade Cleric's Tome

Renegade Cleric's Tome


Expert Player's Guide

Volume II

This tome is the perfect companion to other magic compendiums - after all, who wants to play a Cleric or Druid who only has access to "standard" spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Cleric's Tome is your one-stop shop for ultimate divine power!

...   [click here for more]
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Renegade Wizard's Spellbook

Renegade Wizard's Spellbook


 

 

 

Volume 1This tome is the perfect companion to other magic compendiums - after all, who wants to play an arcane spellcaster who only has access to standard spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizar...   [click here for more]

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Samurai of Legend

Samurai of Legend


Set in the Heian Period of Japanese history, when the Shinto faith was starting to give way to Buddhism, when the Samurai were making their climb to power, in a land of legends; Samurai of Legend is a complete setting, designed for those of you who enjoy a huge pile of reality mixed in with your fantasy. Included are new professions and backgrounds along with advice on creating exciting chara...   [click here for more]

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Ships of War

Ships of War


War is a great beast that bears no respect for anything or anyone. Wherever there is ambition or a desire for power, there will be war. The sea is not an exception; ever since the first sentient race used anything that floated to bring harm to enemies, the ocean became one of many battlefields, and its watery depths are the final resting place for those who fell in battle, sunken ships as their...   [click here for more]

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The Book of Adventuring

The Book of Adventuring


The fourth in the ‘Classic Play’ series from Mongoose Publishing, The Book of Adventuring covers a topic of focal importance to any d20 game in unprecedented depth and detail. This series forms a collection of definitive works on subjects relevant to any gaming group.

Your party is strung out along a crumbling ledge, fifty feet above a roaring torrent of water, out of spells...   [click here for more]

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The Book of Hell

The Book of Hell


Delve into the fiery pits of Hell and confront an array of demons and devils in this infernal tome. Tread the sunless depths, crossing charnel pits and desert planes to face the malevolent power of the various Houses of Hell and even trade blows with the Four Great Princes themselves. Sink to the lower depths, encountering The Playground of Evil Children and The Angel Prisons, but beware, delvi...   [click here for more]

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The Book of Immortals

The Book of Immortals


The greatest challenge awaits you...

Do you dare to take up the reins of power? Do you dare to challenge the forces of the universe and take your place amongst the stars?

Through The Book of Immortals, characters will face tests and trials deemed impossible by mortals as they work their way towards ultimate power. They begin to deal with the gods as equals, interacting with go...   [click here for more]

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The Book of Strongholds & Dynasties

The Book of Strongholds & Dynasties


The first in the new ‘Classic Play’ series from Mongoose Publishing, The Book of Strongholds and Dynasties covers one field of central importance to any d20 game in unprecedented depth and detail. This series will form a collection of definitive works on subjects relevant to any gaming group.

The Book of Strongholds and Dynasties is not just another book about castles. All t...   [click here for more]

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The Falians

The Falians


Unlike the other Earth Goddess Tribes, the folk of the Tribe of the Shadows place little importance on directness as a virtue. They will happily sneak up behind an enemy and strangle him, not thinking it the least bit dishonourable. Before an army brings them to battle, they may find the general assassinated and warriors out of action through a dose of hallucinogenic fungi in the mead cauldron....   [click here for more]

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The Finians

The Finians


The Finians are a somewhat mysterious tribe, not so much due to deliberate efforts at obfuscation as in the case of the Tribe of the Shadows, but simply because of their geographic isolation in Alba to the far north of Tir Nan Og. What the other tribes know of them for certain is that the Finians are as fierce and valiant in battle as even the Sessair. This mighty Alban tribe is also noted for ...   [click here for more]

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The Fir Domain

The Fir Domain


The Fir Domain are one of the fiercest and most troublesome Tribes of the Earth Goddess. Whereas the Sessair and Finians will go to war as soon as look at you, the Fir Domain are just as eager for trouble but always with an eye to the main chance. Likewise, they can be as cunning as the Tribe of the Shadows, but are quite prepared to apply that intelligence and planning to a frontal assault or ...   [click here for more]

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The Hoffman Legacy

The Hoffman Legacy


Brother Hoffman is far and away the most talented inventor to have passed through the ranks of The Order. As a Prior Artifex, he was without equal. His devices have aided countless hieromonks to overcome supernatural foes that would otherwise have bested them.

News, therefore, of a lost device – of a machine Hoffman was working on when his mind failed him – is of the utmos...   [click here for more]

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The Quintessential Bard

The Quintessential Bard


The bard does a little bit of everything; cast spells, heal, fight with a sword. He also brings a unique skills set and two special abilities to the table. He has all of the skills of a rogue and a wizard, with a broad range of knowledge. He also has a chance to know anything (represented by his bardic knowledge ability). Finally he can create some enchantment like effects using the power o...   [click here for more]

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