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The Grimoire Periodical




Issue 1:  This premier issue has articles on peasantry and serfdom in a Medieval/European style Fantasy world setting. "Peasants and Serfs" covers issues from the POV of the lower end of the social spectrum as well as character ideas and contacts for PCs rising from the ranks of the common clay. "Village Generation" covers the design and mapping out of medieval villages including building generation tables and do-it-yourself map tiles. Finally "The Town of Alendun" describes an entire town with its major sites, shops, politics, and comes with maps of the town and a mage chantry. 32 pages.
 

Issue 2: The second issue of The Grimoire gives the reader information on minstrels, harpers and the gypsies of the Mhâr world and the perfect setting to bring all this information to bear in a location called the Crossroads Inn, which includes a number of adventure ideas. 39 pages.


Issue 3: The third of the Grimoire series, this issue details life in the big city, as well as in  the small towns of the middle ages. It includes ways to map out and breath life into your cities, and has rules for the Courtesan's Guild, using  Durine's Guild as an example. Finally, there is Salsbridge Castle, a haunted castle within the setting of Anæland. The largest of the Grimoire books so far, at 64 pages.



Issue 4: The latest issue of The Grimoire periodical focuses on the Goblin race. In this issue, the Goblin language, culture, religion, and lifestyle are examined. Using examples from the Mhâr fantasy, The Grimoire continues to be a useful source for other gaming systems. This issue provides a detailed insight into a race common in fantasy based RPG. 66 pages.


Issue 5
: A look at the nobility class and knighthood as they apply to Durine, as well as an examination of the heraldry and its prestigious colleges found throughout Durine. Also includes background and options for creating noble, knightly and herald characters. This issue also takes a look at Listerham, a modest keep known for its great fair and tournament as much as for it's inn built in the branches of a gigantic oak. 68 pages.


Issue 6: An in depth look at The Palliards, Mhâr's Guild of beggar's and thieves, from their humble beginnings at Martyr Field to their current status as the Guild that protects the poor and disenfranchised.  Also, a look at the Edder race (Mhâr's halflings) and the town of Lanternton.  67 pages.
 

Mhâr Fantasy


Mhâr Fantasy RPG Player's Book
Mhâr Fantasy RPG Game Master's Book
First of two core books for the Mhâr Fantasy Role-Playing Game, the 116 page Player's Book provides the core game rules and creating characters for play with dozens of archetypes from the noble knight to a wizard's apprentice.  The book also provides an introduction to the world of Mhâr and the Kingdom of Anæland and a wealth of background information on each race and its culture. The second of the core books to the Mhâr Fantasy RPG. This Game Master's book is an invaluable resource to running the game with full rules for movement, combat and enchantments. Besides hints on  running the game, this 150 page guide also contains an introduction to the world setting; a tour of Calshire on Anæland's wild frontier; some rules for NPCs, Faerie, spirits, traps, and magical artifacts and a beastiary  with nearly 50 animals and monsters.
Mhar RPG Player's Book
It is a world where monarchies rise and fall with the glory and power of their kings; a rich pageantry of courtly romance and tournaments; a land where the Church shepherds the souls of the faithful and one where powerful guilds and merchant princes build vast trading empires.   It is also a world where many live under the yoke of oppression, violence and disease; and it is also a world of wonderment, for here magic is very real and fairy tales of old take on a dark truth. 

On the outskirts of human civilization lie lands ruled by the ancient dwarves and by the mystical feline nicila and by the savage goblin tribes. Though all face threats from dragons, demons, dark fæy and the undying, the greatest threat these other races face is singular, unrelenting and apparently unstoppable: the Future.

It is what the Middle Ages could have been...







Mhâr Fantasy RPG Supplements




Castles and Keeps of Anæland
: While primarily designed for the Mhâr Fantasy RPG, this convenient and useful source book is a valuable reference for any medieval based RPG. Castles and Keeps of Anæland details the structures, fortifications, histories and politics of eight different sites throughout the Mhâr universe. Included in the book are colour maps of the towns and villages, commercial and industrial summaries, and some local folklore. Each site contains sufficient detail and background to use as a staging point for adventure and intrigue within an medieval game.  69 pages.