The Gamemaster's Cartographer's Companion


Book Description

The Gamemaster's Cartographer's Companion The design journal for the serious cartographer. The Cartographer's Companion is the premier map journal for Gamemasters, Game Designers, and those who just love the art of Cartography. Each chapter provides an area for you to name the map location, write down notes, and of course draw out your map on the provided graph paper page. Each chapter covers a different type of map and includes different types and scale-sized graph paper for your use. The last chapter of this book provides full spread graph paper of both squares and hexes for large terrain/dungeon, city, and world maps. We hope you enjoy this latest addition of our Gamemaster's Journals, and look for more releases soon!




Fantasy Mapmaker


Book Description

Create authentic-looking maps of fantasy cities, hamlets, fortifications and more in a popular tabletop, RPG style. • 30+ step-by-step demonstrations show you how to create your own unique RPG maps • Learn how to draw fantasy cities, medieval settlements and more from a professional gaming illustrator • Tips and techniques for drawing fences, stone walls, forests, fields, bridges, footpaths, mountains, harbors, shields, coats of arms and other cartography elements Put your design and drawing skills on the map!




Old World Armoury


Book Description

In a grim world of perilous adventures you need to be well prepared or you will face certain death. This supplement is a complete inventory of everything an adventurer needs to equip himself to survive and also a few other choice items as well.




Warhammer Fantasy Roleplay 4e Core


Book Description

Warhammer Fantasy Roleplay takes your customers back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World. 320 page full color hardcover




How to Draw Fantasy Art and RPG Maps


Book Description

Learn to create authentic fantasy maps step-by-step! Orcs prepare for battle against high Elves, Dwarves retreat to the mountains and men march to the sea to reclaim crumbling fortresses. Fortunes are decided. Kingdoms are lost. Entire worlds are created. This book will teach you to bring your fictional realm to life with simple step-by-step instructions on how to draw authentic fantasy maps. Set the stage for adventure by illustrating domains, castles and battle lines, mountains, forests and sea monsters! Learn to create completely unique and fully functional RPG maps time and time again on which your world can unfold. All the skills necessary to create awe-inspiring maps are covered! • Landscapes. Add depth, balance and plausibility with rocky coastlines, towering mountains, dark forests and rolling plains. • Iconography. Mark important places--towns and cities, fortresses and bridges--with symbolic iconography for easy-to-understand maps. • Typography. Learn how to place readable text and the basics of decorative script. Bonus instruction teaches you to create fonts for Orcs, Elves, Vikings and dragons. • Heraldry and shield design. Depict cultural and political boundaries with shields and colors. • Advanced cartography. Includes how to draw landmarks, country boundaries and political lines. Build roads to connect merchants and troops, troll cairns and dragon lairs. And complete your maps with creative backgrounds, elaborate compasses and thematic legends. 30+ step-by-step demonstrations illustrate how to construct an entire fantasy world map from start to finish--both digitally and by hand!




Sea Power


Book Description

From one of the most admired admirals of his generation—and the only admiral to serve as Supreme Allied Commander at NATO—comes a remarkable voyage through all of the world’s most important bodies of water, providing the story of naval power as a driver of human history and a crucial element in our current geopolitical path. From the time of the Greeks and the Persians clashing in the Mediterranean, sea power has determined world power. To an extent that is often underappreciated, it still does. No one understands this better than Admiral Jim Stavridis. In Sea Power, Admiral Stavridis takes us with him on a tour of the world’s oceans from the admiral’s chair, showing us how the geography of the oceans has shaped the destiny of nations, and how naval power has in a real sense made the world we live in today, and will shape the world we live in tomorrow. Not least, Sea Power is marvelous naval history, giving us fresh insight into great naval engagements from the battles of Salamis and Lepanto through to Trafalgar, the Battle of the Atlantic, and submarine conflicts of the Cold War. It is also a keen-eyed reckoning with the likely sites of our next major naval conflicts, particularly the Arctic Ocean, Eastern Mediterranean, and the South China Sea. Finally, Sea Power steps back to take a holistic view of the plagues to our oceans that are best seen that way, from piracy to pollution. When most of us look at a globe, we focus on the shape of the of the seven continents. Admiral Stavridis sees the shapes of the seven seas. After reading Sea Power, you will too. Not since Alfred Thayer Mahan’s legendary The Influence of Sea Power upon History have we had such a powerful reckoning with this vital subject.




Apple Lane


Book Description

RuneQuest Classic scenario




The Midderlands


Book Description

A green-hued, dark-fantasy, old-school mini-setting and bestiary set in a twisted middle-England. Situated in the middle of Havenland is an area known by the ancestors as the Middle Havenlands. They don't use that name much anymore, preferring to talk lazily, and skip letters. In strange accents, often misheard and little understood by those outside of the central region, they call it 'The Midderlands', and themselves 'Midfolk' or 'Midderlanders'. Everywhere though, the Midderlands is tainted by a green-tinged menace that rises from 'Middergloom', the deep and mysterious realms beneath the surface. It affects nature and order. Sometimes subtly and sometimes catastrophically. Middergloom is often described as hell bathed in green fire and flames. Green-tinged, viscid slime; noxious, acrid vapours; and miasmas of hopelessness creep upwards from below. Amongst them, viridian-coloured demons, lime-green tentacles, and other malachite horrors claw their way to the surface to wreak havoc. The Lords of the land are always working to keep things at bay. They fight endlessly as if holding back a torrent of despair. Things stir in this viridian-hued landscape. Evil eyes blink and watch. Teeth and claws scratch and sharpen. Gaping maws slobber and drool. All is not content in the Midderlands.




Runequest: Roleplaying in Glorantha


Book Description

Core Rulebook




Roleplaying Game


Book Description

"Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison"--Title page verso.