Enter Glorantha, Greg Stafford’s classic fantasy world of richly imagined cultures, ferocious combat, and colliding mythologies.

13th Age Glorantha is a new setting for 13th AgeRob Heinsoo and Jonathan Tweet’s d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears. You’ll need the 13th Age corebook to play 13th Age Glorantha—the two books are available together as a discounted bundle alone, or add The Glorantha Sourcebook for more information about this mythic setting

 

What is Glorantha, and what makes it awesome?

Glorantha is a world of mythic fantasy, where mythology is real—a Bronze Age setting where the world really is flat and the sun travels each day across the Sky Dome only to descend into the Underworld each night. Countless gods and goddesses rule the powers and elements. But what gods create, they can destroy. The Gods War came within a sword-stroke of ending the universe, until Orlanth and his Lightbringers rescued the sun from hell and brought forth the Cosmic Compromise that created Time. Exiled from the world by the Compromise, the gods could only watch as Chaos tore a place for itself in the heart of the cosmos, entering the world wearing the beautiful mask of a goddess shaped like a Red Moon.

13th Age Glorantha takes place in Dragon Pass, a magical land perched between mountain ranges formed from the scales of long-dead continent-sized dragons. For generations, Dragon Pass has been dominated by human clans that rely on the goddess of Earth, Ernalda, and her consort, the god of Storm, Orlanth, to fight off the trolls, dragonewts, and beastfolk who once ruled the land.

But now the Red Goddess’ Lunar Empire rises in the north. Chaos corrupts the land and invades the sacred myths that shape reality. Can the heroes of Dragon Pass retake their myths and remake their home?

 

For Game Masters, 13th Age Glorantha includes:

  • More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat.
  • More than 60 pages of ready-to-run adventures and heroquests—venture into myth to refight the battles of the gods and gain their cosmic powers!
  • A distinctive setting that will entertain longtime fans but is aimed at gamers who’ve never heard of Glorantha.

If you’re a 13th Age player you’ll find:

  • 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies.
  • 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he’s not supposed to be.
  • 2 new PC races—the trolls and ducks—plus Gloranthan humans with new cultural traits.

Spear Warrior

IF YOU DON’T FIGHT, WE ALL DIE!

Pre-order the 13th Age Glorantha Complete Print Bundle

(13th Age print & PDF, 13th Age Glorantha print & PDF, The Glorantha Sourcebook print & PDF)

Buy the 13th Age Glorantha Complete Digital Bundle

(13th Age PDF, 13th Age Glorantha PDF, The Glorantha Sourcebook PDF)

Pre-order the 13th Age Glorantha Starter Kit Print Bundle

(13th Age print & PDF, 13th Age Glorantha print & PDF)

Buy the 13th Age Glorantha Starter Kit Digital Bundle

(13th Age PDF, 13th Age Glorantha PDF)

Pre-order the 13th Age Glorantha print book

(13th Age Glorantha print & PDF)

Buy the 13th Age Glorantha PDF

(13th Age Glorantha PDF)

 

Stock #: MDP001 Authors: Rob Heinsoo, Jonathan Tweet
Artist: Lee Moyer, Aaron McConnell, Jan Pospíšil, Dan Barker, Bernard Bittler, Mara Braun, Simon Bray, Caleb Cleveland, Jed Dougherty, Steve Ellis, Andrey Fetisov, Rich Fleider, Lisa Free, Chris Huth, Jennell Jaquays, Kalin Kadiev, Rachel Kahn, Jennifer Lange, Rhonda Libbey, Pat Loboyko Pages: 466 pages, full colour, case bound

A Guide to the Mythic Fantasy World of Glorantha for your 13th Age Glorantha campaign

The Glorantha Sourcebook is an essential resource for Greg Stafford’s world of Glorantha, one of the most extensively developed and renowned fantasy settings of all time. A world of mythology, gods, and heroes, Glorantha has inspired roleplaying games, board games, computer games, comics, fiction, and more, a setting beloved and revered worldwide.

An invaluable resource for gamemasters, players, and readers of fantasy worlds, this sourcebook is gorgeously illustrated and filled with informative maps and diagrams. Drawn from a variety of out-of-print and rare sources, this material has been dramatically revised, updated, and expanded. Alongside this foundational material are new essays, insights, and extrapolations on the world and its incredible denizens.

Inside this sourcebook, you’ll learn about the creation of the world; the main ages of its past; the history of Dragon Pass and its people; the pantheons of the gods, including the Lightbringer and Lunar pantheons; the Coming of Argrath; Elder Races such as the Elves, Dragonewts, Dwarves, and Trolls; genealogies of the major royal dynasties; legends and lore of the various tribes and peoples inhabiting Glorantha; the fundaments of Gloranthan magic and the Runes that shape the world; the history and gods of the mighty Lunar Empire; and finally, the Hero Wars!

This systemless sourcebook can be used to enhance and support your 13th Age Glorantha campaign.

The Glorantha Sourcebook covers the following subjects:

  • Geography: A basic overview of the geography of Glorantha.
  • History of Dragon Pass: A history of the central crossroads of Glorantha.
  • The Elder Races: A short overview of the main non-human species that predate humanity and once dominated the world.
  • Theogony: The story of the gods of Glorantha, primarily arranged by element (Darkness, Water, Earth, Fire, and Air).
  • Time: A history of Glorantha since the first Dawn.
  • Gods of the Lunar Way: The new gods of the Lunar religion.
  • Redline History of the Lunar Empire: A comprehensive history of the Lunar Empire since its founding and going until the early Hero Wars.
  • Gloranthan Magic: A short essay on the Gloranthan Runes, types of magic, and some theories about what is magic.
  • Gods and Mortals: An overview of gods, mortals, and those who straddle both worlds.
  • Sartar Magical Union: A list of the magical units that served Prince Argrath in his war against the Lunar Empire.

 

 

Stock #: MDP002 Authors: Greg Stafford, Jeff Richard, Michael O’Brien, Sandy Petersen
Artists: Dan Barker, Bernard Bittler, Simon Bray, Antonia Doncheva, Jed Dougherty, Colin Driver, Rich Fleider, Lisa Free,
Jon Hodgson, Merle Insinga, Kalin Kadiev, Lawrence Keogh, Jennifer Lange, Michelle Lockamy, Darya Makarava, Jan Pospíšil, Jakob Rebelka, John Snyder, Tom Sullivan, Eric Vanel
Pages: 226 pages, full colour

We are excited to be taking part in Free RPG Day again for 2018. This year’s free Pelgrane giveaway features both an adventure and quickstart rules for Cthulhu Confidential and The Fall of Delta Green.

 

Cthulhu Confidential – A Cable’s Length from Shore

A GUMSHOE One-2-One Adventure

You are Phyllis Oakley, a dealer in rare books.

You know all the tricks of the trade. You scour second-hand stalls, private auctions, secret bibliophile clubs, looking for what your clients seek. You have contacts all over London, lesser book-hunters and traders and barrow-rummagers who sometimes turn up something valuable. One of your most valuable contacts was Alf Fulbrow.

Six months ago, you attended his funeral. Drowned, his daughter said.

So who left that rare occult book on your doorstep last night?

What ancient force, awoken from the slumber of three thousand years, stalks the streets of London?

Cthulhu Confidential is a game for two – one player, and one Game Moderator. All alone against the darkness, can you navigate the mystery and survive the horrors of the Cthulhu Mythos?

The Fall of Delta Green – On A Bank, By Moonlight

1968. Two people in the small town of Milltown, NY die on the same night. One was a tragic car accident; the other, shot in self-defence by the police. Both were members of the same commune of hippies and drop-outs that’s taken over a farm just outside town.

Police reports contain references to chanting. To carven idols. To strange ceremonies by moonlight.

As Agents of DELTA GREEN, a top-secret branch of the US Government, your mission is to investigate those deaths, find out the truth – and take whatever action is necessary to eradicate any unnatural influence. When your predecessors raided Innsmouth in 1928, DELTA GREEN saw what the unnatural can do if it takes root in America.

It cannot be allowed to happen again.

The Fall of DELTA GREEN is the GUMSHOE adaption of the classic DELTA GREEN campaign of government agents battling the Cthulhu Mythos. The Fall of DELTA GREEN is a complete game, set in the organisation’s heyday in the 1960s – before the occult disaster in Vietnam that led to DELTA GREEN’s dissolution and resurrection as an illegal conspiracy. Before the Fall…

 

Stock #: PELGDGCC01
Author: Gareth Ryder-Hanrahan
Artist: Jen McCleary Pages: 40-page PDF

 

You’ve defeated the monsters, now it’s time to loot the lair!

By ENnie award-winning author ASH LAW, Loot Harder: A Book of Treasures brings you hundreds of new magic items for your 13th Age game, including true magic items, consumables, and items for new classes.

Brave adventurers (and GMs) will also find game-changing, campaign-defining iconic relics; “minor” magical treasures that require no attunement; and of course (or should we say, “of curse”), those rare riches that exact a price. Plus: adventure hooks, new item types (scepters, chalices, orbs), lair items, linked thematic item sets, and iconic artifacts!

Think you’ve looted as hard as you can? Get ready to LOOT HARDER!

Status: In development

 

A novel by Robin D. Laws

Imperial America has fallen.

Emperor Castaigne, who ruled the nation with secret police and even more secret sorcery, has fled. The portals that connected him to his rumored source of power, the alien realm of Carcosa, have been destroyed.

After a century of tyranny, democracy has returned to the USA—if those who fought for it have what it takes to keep it.

Along with his loyal crew, the man they called the Technician helped win the struggle. Now he seeks a return to civilian life.

Specifically, he wants to eliminate his job. He repairs the suicide machines known as the Government Lethal Chambers.

His determination to decommission these instruments of death brings him to the People’s Hall. There a generation of political pioneers works to jumpstart a disarrayed provisional administration into a fairly and freely elected government.

But when the body of a murder victim shows up in flagship Lethal Chamber in Washington Square, the Technician sees that the skill set of his crew hasn’t quite gone out of fashion.

The ensuing investigation takes him on a journey through the secrets of the old regime, with fugitive war criminals, haunted hide-outs, urban firefights and dread parageometrical rituals along the way.


Read The Missing and the Lost as a thrilling, thought-provoking mystery of a dread-drenched alternate reality.

Or use it as a model for your sessions of The Yellow King Roleplaying game when you play in its mind-bending Aftermath setting.

Cover reveal pending.

The Handout to End All Handouts

The City Guide That Shatters Reality

At the end of the 19th century, an American art student went to Paris, read a play, and lost his grip on reality.

The play was called The King in Yellow.

Having read it, head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world it described, Carcosa, had sunk its traces throughout the City of Lights.

As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him.

Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city:

  • Art student life, from hazing rituals to fabulous bacchanals at the Moulin Rouge
  • Hangouts and nightspots, from everyday beaneries to ghoulish cabarets
  • Neighborhoods and attractions, with useful maps
  • Sources of knowledge, from museums to institutes of technology
  • Operations of the justice system, from the city’s police to its prisons
  • Rites of death, from funeral fees to the notorious, bone-stacked catacombs
  • Details of everyday life, including currency, communications, and essential phrases
  • A timeline of recent historical events

In the margins appear the increasingly fervid scrawls of the anonymous compiler. Through them determined investigators of the Yellow Sign mystery will learn:

  • Who to seek aid from
  • Where madness lurks
  • And to never waver in their distrust of clowns

Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right.

Give it to your players and let them find the mysteries of Paris.

Or let them buy their own deuced copies and keep their snack-festooned fingers off of your pristine edition.

Brought to you by document blandisher extraordinaire Dean Engelhardt and feverish scribbler supreme Robin D. Laws.

No backup.

No allies.

You’re all alone in the darkness. Just you… and them.

Night’s Black Agents: SOLO

ALONE AGAINST THE UN-DEAD

Written by Gareth Ryder-Hanrahan (The Dracula Dossier, The Zalozhniy Quartet) Night’s Black Agents: SOLO is a stand-alone RPG which applies the GUMSHOE One-2-One rules to the award-winning Night’s Black Agents setting of spies vs. vampires.

One GM, one player – an explosive mix for a high-octane combat, or a cold-blooded chess game between a lone hero and the forces of darkness. Together, you plunge into an occult thriller that pits the gadgets and skills of a clandestine operative against the ancient horror of the vampires.

  • Can’t find an entire game group who can play when you can?
  • Want an intense head-to-head gaming experience?
  • Looking for a game to play online which fits superbly with virtual tabletops?

NBA: SOLO adds stunts, Mastery Edges, Shadow Problems and more to the One-2-One system.

Create your own Agent, or play as Leyla Khan – ex-MI6, ex-thrall of the vampires, now committed to hunting down and destroying her former masters before they recapture her. Sift through the ashes of Khan’s former life to find the clues you need to map the vampire conspiracy, then hunt down and slay the Undead.

Three explosive operations:

  • NEVER SAY DEAD
  • NO GRAVE FOR TRAITORS
  • CURRENTLY UNNAMED BUT IT’S GOING TO BE SOMETHING COOL

Status: In development

Two forms of warfare dominated the battlefields in the early years of the 21st century.

Drones – remotely piloted vehicles – commoditized the battlefield. Guided by operators hundreds or even thousands of kilometers away, these drones removed the risk of death from battle, while still accomplishing the objectives set by their military – or, later, corporate – superiors.

Insurgents – small bands of irregular but highly trained fighters – could blend into the civilian population, using cities as cover, vanishing into the crowds. With limited numbers and firepower, insurgencies quickly learned to do whatever was necessary to win an asymmetric war – including sacrificing themselves in suicide attacks.  By the middle of the century, a synthesis of these two forms emerged.

Human drones. Corpses, reanimated and augmented by cybernetic implants, and guided by elite teams of remote operators. Anyone could be killed and turned into the perfect weapon, a bespoke killing machine optimized for a particular situation, a particular target.

Ideal, disposable weapons for the shadowy corporate conflicts and geopolitical chaos of the mid-21st century. The operators of these drones reminded themselves that however human their tools seemed, they were just meat machines.

Drones.

In drone, one player plays the drone – a cybernetically reanimated corpse, memory erased, designed for the mission at hand.

Three other players are the operators – remote console jockeys, there to guide the drone through its assignment, and keep it under control. Both sets of players draw their actions from the same pool of dice, forcing them to work together – and as the game progresses, the dice pool gets tighter and the hostile Gamemaster gets more firepower to throw at them.  It’s a collaborative cyberpunk dystopian psychodrama – with lots of guns.

Status: In playtesting

Those who fail to learn from history are doomed to be eaten by it.

The game is called 13th Age—so what’s in those 12 previous Ages? What fantastic treasures, brooding monsters, perilous dungeons, or ancient secrets survive from past centuries? What now-vanished icons shaped history, and what legacies did they leave behind?

Designed by Gareth Ryder-Hanrahan (Eyes of the Stone Thief), The Book of Ages includes:

  • The Engine of the Ages, a collaborative method for designing the ancient history of your campaign, producing a chronology of past Ages, plus a wealth of legacies, legends, and lairs to trouble the present day
  • Prompts, suggestions and random tables to spur creativity
  • More than a dozen sample Ages with new icons, monsters, treasures and powers: Explore the wolf-haunted Age of the Silver Moon, preserve civilization in the Age of Walled Cities, or fight for freedom in the Age of the Terrible Emperor
  • Six ways PCs can travel into the past in search of adventure!

Status: In development

The Archmage BANISHES them.

The Crusader CONQUERS them.

The Great Gold Wyrm DEFIES them.

The Diabolist SUMMONS them.

When the world cracks open and the demons attack, what will YOU do?

The Book of Demons takes an in-depth look at the Abyssal enemies of the 13th Age – the demonic hordes whose eternal struggle to shatter reality causes hellholes, dimensional breaches, and other, even weirder assaults on the world.

For Players:

  • A new demonologist PC class, with three paths: corruption, flame, and slaughter!

For Game Masters:

  • Six detailed hellholes and their denizens, plus advice on making your own
  • A new random demon abilities table
  • Citadels of the Crusader and the Diabolist
  • Monster stats for nine new demons summonable by player character demonologists

Stock #: PEL13A16 Author: Gareth Ryder-Hanrahan
Artwork: Melissa Gay, Rich Longmore, Agathe Pitié, Lauren Covarrubias, Karolina Węgrzyn, Christine Griffin, Lee Dawn, Lee Moyer, Aaron McConnell Developer: Rob Heinsoo

Pre-order now

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