Lucius Kane, thief and Shadowmage, now rules over the thieves’ guild in the city of Turnitia. The new ruling lord has proven willing to work with the thieves, and relations with the beggars and Shadowmages guilds are relaxed and friendly. Now, however, an ancient artefact calls to Lucius, one that will unlock the secrets of his own heritage. But such power inevitably attracts others, determined to harness its mystical energies for their own ends; and a game of brinksmanship erupts between the two great empires, Vos and Pontaine.Will Lucius be prepared to pay his legacy’s price and find out who he truly is?
Featuring the space station that changed the destiny of an entire galaxy, the Babylon 5 RPG from Mongoose Publishing allows players to take on the role of characters from the award-winning TV series. This all new edition revisits one of the most successful sci-fi roleplaying games of recent years, bringing the game to an all new group of fans! Existing fans will not be disappointed, the rules have been tweaked so that the game is even better than before, and most importantly, is a stand-alone rulebook in its own right with no requirement for the use of another rulebook!
“He’s dead, Lucuis! Dead! While you were off playing thief, they killed him!” Thief and Shadowmage, Lucius Kane, has found that his influence and power in the underworld of Turnitia has grown. The thieves’ guild is prosperous, and his magical skills have proved a great asset to his peers. His prospects seem boundless, until the Empire of Vos descends upon the City. Soldiers fill the streets and a new cleric has taken command of the souls of Turnitia’s citizens. This strange priest has promised to eradicate the thieves’ guild, as well as outlaw unlicensed magic – and the pagan Shadowmages are at the top of his list. Lucius will come to realise that, once again, a war in the streets of his city must be fought...
A Master of Shadows! Lucius Kane was forced to flee Turnitia when the Vos Empire destroyed his home and his family. Now, many years later, he returns to the city that once held him safe. Here he finds a new trade and joins up with the Hands, a thieves guild run with precision and economy by a master of his craft. But Lucius is so much more than a mere thief. He is a Shadowmage! These practitioners of magic and subterfuge are master infiltrators, spies, scouts... and assassins. Now Lucius finds his loyalty torn between the Hands and his mentor in the secret society of Shadowmages. And when a war erupts between the thieves guilds that threatens to wash the streets of Turnitia with blood, Lucius must decide where his loyalties lie while mastering his burgeoning powers!
THE ROTTING TIDES OF HISTORY VIKING DEAD: Northern Europe, 976 AD. Bjólf and the Viking crew of the ship Hrafn flee up an unknown river after a bitter battle, only to find themselves in a bleak land of pestilence, where the dead return as draugr to feed on the flesh of their kin. Terrible stories are told of a dark castle in a hidden fjord, and of black ships that come raiding with invincible draugr berserkers. And no sooner has Bjólf resolved to leave than the black ships appear... STRONGHOLD: Ranulf, a young English knight, is among the force sent to capture Grogen Castle from Welsh rebels. Even as the English celebrate their triumph, the native druids are summoning a tireless army of bone and raddled flesh in retaliation. Now, for the sake of all, Ranulf must defy his masters and rescue the daughter of his enemy, but hope lasts only so long as the stronghold – once thought impregnable – holds out against the legions of the angry dead... DEATH HULK: Orders to chase down the French frigate Elita off the Cape of Good Hope come as welcome news to Captain Havelock, stranded with the rest of the fleet at Spithead and waiting for France to initiate hostilities. Here is a chance for glory – and wealth. Very soon, however, Captain Havelock will come to realise that theirs are not the only two warships in the southern ocean. An enemy thought long since vanquished has risen from the deeps...
The world of Twilight turns in the darkness, illuminated by the ethereal glow of the god-planet, Kerberos. This is a world of heroes and monsters, in which four unique individuals stand against the end of everything. One such man is Lucius Kane, a rogue born into thievery when his family is destroyed by war. On the hard streets of Turnitia, ruled over by a fearsome army and a corrupt priesthood, Lucius learns of his terrifying legacy. Lucius is a Shadowmage, a powerful sorcerer blessed with the ability to manipulate all the threads of magic. Using his newfound arcane skills, and accompanied by his unusual friends, Lucius must stand against those determined to tear his city apart, while all across the peninsula great powers play for the ultimate prize! This stunning fantasy features the previously unseen final part of The Shadowmage Trilogy, completing the saga of Lucius Kane. A per fect place for new readers to enter the world of the Twilight of Kerberos!
Drawing on recent debates about the methods of book history, this book explores in detail the foundation and development of Chetham's Library, in Manchester, from its foundation in 1655 until the end of the seventeenth century.
A supplement for Jackals, introducing new rites, talents, and virtues for players as well as an exploration of the history and cultures of the Zaharets. Jackals: Travellers on the War Road is a supplement exploring the regions of the Zaharets and the cultures established in Jackals. It expands the lore for each of the four cultures introduced in the core book – Luathi, Gerwa, Melkoni, and Trauj – describing their various tribes, clans, and city-states, their beliefs, strongholds, and day-to-day lives, adding more nuance and depth to the world and giving players more ways to personalize their characters. New rites, virtues, and talents provide further customization options, while adventure hooks scattered throughout the book hint at new menaces to be battled, new challenges to be overcome... and new glories to be won!
From the depths they rose... Orders to chase down the French frigate Elita off the Cape of Good Hope came as welcome news to Captain Havelock. Stranded with the rest of the fleet at Spithead while waiting for France to initiate hostilities was an unwelcome duty for any up and coming officer. Here was a chance for glory – and prize money! The duel would prove to be far from easy though. Very soon, Captain Havelock would come to realise that theirs were not the only two warships in the southern ocean, and an enemy long since thought to be vanquished would return from the dead to exact a terrible vengeance!
“He’s dead, Lucuis! Dead! While you were off playing thief, they killed him!” Thief and Shadowmage, Lucius Kane, has found that his influence and power in the underworld of Turnitia has grown. The thieves’ guild is prosperous, and his magical skills have proved a great asset to his peers. His prospects seem boundless, until the Empire of Vos descends upon the City. Soldiers fill the streets and a new cleric has taken command of the souls of Turnitia’s citizens. This strange priest has promised to eradicate the thieves’ guild, as well as outlaw unlicensed magic – and the pagan Shadowmages are at the top of his list. Lucius will come to realise that, once again, a war in the streets of his city must be fought...
A Master of Shadows! Lucius Kane was forced to flee Turnitia when the Vos Empire destroyed his home and his family. Now, many years later, he returns to the city that once held him safe. Here he finds a new trade and joins up with the Hands, a thieves guild run with precision and economy by a master of his craft. But Lucius is so much more than a mere thief. He is a Shadowmage! These practitioners of magic and subterfuge are master infiltrators, spies, scouts... and assassins. Now Lucius finds his loyalty torn between the Hands and his mentor in the secret society of Shadowmages. And when a war erupts between the thieves guilds that threatens to wash the streets of Turnitia with blood, Lucius must decide where his loyalties lie while mastering his burgeoning powers!
The world of Twilight turns in the darkness, illuminated by the ethereal glow of the god-planet, Kerberos. This is a world of heroes and monsters, in which four unique individuals stand against the end of everything. One such man is Lucius Kane, a rogue born into thievery when his family is destroyed by war. On the hard streets of Turnitia, ruled over by a fearsome army and a corrupt priesthood, Lucius learns of his terrifying legacy. Lucius is a Shadowmage, a powerful sorcerer blessed with the ability to manipulate all the threads of magic. Using his newfound arcane skills, and accompanied by his unusual friends, Lucius must stand against those determined to tear his city apart, while all across the peninsula great powers play for the ultimate prize! This stunning fantasy features the previously unseen final part of The Shadowmage Trilogy, completing the saga of Lucius Kane. A per fect place for new readers to enter the world of the Twilight of Kerberos!
From the depths they rose... Orders to chase down the French frigate Elita off the Cape of Good Hope came as welcome news to Captain Havelock. Stranded with the rest of the fleet at Spithead while waiting for France to initiate hostilities was an unwelcome duty for any up and coming officer. Here was a chance for glory – and prize money! The duel would prove to be far from easy though. Very soon, Captain Havelock would come to realise that theirs were not the only two warships in the southern ocean, and an enemy long since thought to be vanquished would return from the dead to exact a terrible vengeance!
Lucius Kane, thief and Shadowmage, now rules over the thieves’ guild in the city of Turnitia. The new ruling lord has proven willing to work with the thieves, and relations with the beggars and Shadowmages guilds are relaxed and friendly. Now, however, an ancient artefact calls to Lucius, one that will unlock the secrets of his own heritage. But such power inevitably attracts others, determined to harness its mystical energies for their own ends; and a game of brinksmanship erupts between the two great empires, Vos and Pontaine.Will Lucius be prepared to pay his legacy’s price and find out who he truly is?
THE ROTTING TIDES OF HISTORY VIKING DEAD: Northern Europe, 976 AD. Bjólf and the Viking crew of the ship Hrafn flee up an unknown river after a bitter battle, only to find themselves in a bleak land of pestilence, where the dead return as draugr to feed on the flesh of their kin. Terrible stories are told of a dark castle in a hidden fjord, and of black ships that come raiding with invincible draugr berserkers. And no sooner has Bjólf resolved to leave than the black ships appear... STRONGHOLD: Ranulf, a young English knight, is among the force sent to capture Grogen Castle from Welsh rebels. Even as the English celebrate their triumph, the native druids are summoning a tireless army of bone and raddled flesh in retaliation. Now, for the sake of all, Ranulf must defy his masters and rescue the daughter of his enemy, but hope lasts only so long as the stronghold – once thought impregnable – holds out against the legions of the angry dead... DEATH HULK: Orders to chase down the French frigate Elita off the Cape of Good Hope come as welcome news to Captain Havelock, stranded with the rest of the fleet at Spithead and waiting for France to initiate hostilities. Here is a chance for glory – and wealth. Very soon, however, Captain Havelock will come to realise that theirs are not the only two warships in the southern ocean. An enemy thought long since vanquished has risen from the deeps...
Collecting the best spells from both Mongoose Publishing and a host of other d20 System publishers, Ultimate Spells presents the cream of arcane and divine magics in one volume.
The A Call To Arms Painting Guide is a masterclass in how to paint, customise and enhance your ACTA fleets! Penned by Matthew Sprange, ACTA's lead designer, and porofessional miniature painter Adrian Walters, this handy reference book contains everything a modeller needs to personalise their spaceships. Included within in are paint schemes and background information on a multitude of ship stylings; from individual Brakiri corporations, to Centauri houses, EarthForce squads and ace unit markings. All the step-by-step illustrated examples are designed to employ the maximum quality in the minimum stretch of time. Also included is advice on creating space terrain, such as nebulae, asteroids and comets.
The latest supplement for Babylon 5: A Call to Arms, the game of fleet combat, Powers & Principalities expands all fleets and races in the game. With new ship variants, admirals, scenarios and fleet lists, this book also includes the much discussed Fleet Command chapter, granting each race truly unique capabilities, such as the Drazi Attack Run, Shadow Merging and Abbai Minelaying! In this book you'll find new origins, many additional powers, paragon paths, new feats, new weapons, and many mundane and magic items specifically created with the rogue in mind. With so many options to choose from, your rogue will become truly unique. This book also features guidelines to role-play your rogue outside combat, and tactical suggestions to make the most of your skills. In addition, you'll find rules to create your own thieves' guild and build a refuge where you can hide your riches and plan your next daring raid.
Space has at last been conquered, though it is far from an idyllic dream. Taking the war to the stars, this sourcebook for Armageddon 2089 details the colonies, vehicles, and combat of the colonies and satellites found in the solar system. A supplement book for the Armageddon 2089 RPG.
In the Lone Wolf rulebook, you played one of the Kai warrior monks. With Heroes of Magnamund, you can now select from a huge range of different characters, and tailor each to your own preferences. When you get together with your friends to embark on new adventures, you will find they will all be very different to you. Instead of being part of a Kai warrior band, you might find yourself in the company of a Knight of Sommerlund, a vicious barbarian from the ice caverns of Kalte, and a dwarven gunner of Bor!
Launched in the 80's, the Lone Wolf series of gamebooks quickly became firm favourites among a growing fan base. Alone among the gamebooks of their day, Lone Wolf was the only one to feature a cohesive and exciting world, and an extended campaign in which your character could grow and expand as he travelled through all 28 books of the original series. This was the first true mega-campaign! Prepare to return to the world of Magnamund, this time with your friends. The Lone Wolf Multiplayer Gamebook is a full roleplaying game, based on the simple rules system of the solo books - it is so easy, anyone can play! The first book in this range brings you the core rules, introduces the Kai Lord character class and presents three introductory scenarios to get you started.
Abandoned without support, allies become enemies and enemies battlefield allies. When you are cut off behind enemy lines you need all the help you can get, even in the form of a nosy reporter blackening your name while saving your life. Behind enemy lines is a 128 page campaign sourcebook and setting that takes a new mercenary company from their inception to the very corridors of power. Featuring a detailed overview of Kazakhstan, the Casablanca of the Armageddon War, this sourcebook showcases all the hallmarks of a successful Armageddon 2089 RPG campaign – political corruption, moral decisions and blazing combat. Featuring full colour pictures and CGI artwork, Behind Enemy Lines: Kazakhstan is the first campaign resource for the Armageddon 2089 RPG, packed full of action and politics that will motivate any mercenary company, no matter which side they are on!
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