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Legendary Quest™
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Legendary Quest is a traditional tabletop RPG inspired by the mythology and folklore of the European and Mediterranean regions.
It was the first RPG I designed, and is the precursor to Mythmagica.
Legendary Quest uses a thirty-sided die as its core mechanic, and an assortment of polyhedral dice for determining damage.
Legendary Quest consists of a total of seven books, all of which are
available for download (The Grimoire of Game Rules™,
The Tome of Terrors™,
The Lexicon of Lore™,
The Manual of Mythology™,
Celtic Creatures and Nordic Nightmares™,
The Monsters of the Mediterranean™, and
The Handbook of Hazards and House Rules™).
These books are everything you need to play. (Well, ok, you'll need dice too.)
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Character Sheets:
Materials to help you develop your character and keep track of his or
her abilities and equipment during play.
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The Grimoire of Game Rules™
contains the basic rules
of Legendary Quest™ and all the information you need to
generate your own character and start playing. Most of its
content deals with in-depth descriptions of all the various options you
have in your character's development, from choosing a race to picking a
career path. The Grimoire lists over 160 different classes,
ranging from Acolytes, Alchemists, and Barbarians to Woodsmen, Wizards,
and Zealots. It holds over 155 talents, skills, and lores as
well, from Acrobatics, Animal Training, and Anatomy to Wine-Tasting,
Weapons Resourcefulness, and Wood Lore. The Grimoire is an
absolute must-have to play the game. (194 pgs.)
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The Tome of Terrors™
is an encyclopedia of monsters taken
exclusively from mythology and folklore. It also contains
detailed descriptions of all the various sub-races of the standard LQ
races. For example, did you know that, according to folklore,
there are a number of elven families, each having its own unique
personality? You'll find the light-hearted natures of the Tuatha
De Dannan and Liosalfar elves quite distinct from those of the dark and
brooding Svartalfar or the murderous Sluagh Sidh. Dreaming up
gripping adventures for your players proves far easier when you have a
solid foundation to build upon, and the Tome is as solid as it
gets. The Tome of Terrors is needed only by the game
referee and, in fact, should be avoided by all other players to ensure
the greatest enjoyment of the game. (175 pgs.)
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The Lexicon of Lore™
is Legendary Quest's complete compendium
of mage spells. If black sorcery is your bag, you'll enjoy spells
such as Crimson Death, Caustic Mist, and Bloodlust. If witchcraft
is more to your liking, perhaps the incantations of Faery Pinch,
Inspirit Tree, and Dryad's Saddle would be of more interest.
Those whose goal is simply to blast their enemies to teensy bits might
prefer wizardry, which provides such handy invocations as Dragon's
Breath: Flame and Lightning Bolt. The Lexicon of Lore contains
complete descriptions of over 300 mage spells to fill out the
repertoires of LQ's more than two dozen mage classes. All students of
the arcane arts will find this book to be indispensable. (248 pgs.)
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The Manual of Mythology™
gives priests all they need to flesh
out their personas. It contains detailed descriptions of over 100
gods taken from the Nordic, Celtic, Slavonic, Greek, Babylonian/
Sumerian, and Egyptian mythologies. The Manual also holds
descriptions of over 200 priest spells. So, if playing a Nordic
Berserk strikes your fancy, perhaps you'll take a liking to the Battle
spell Thor's Thundering Hammer. Or, if healing is more your
style, maybe a Grecian priest wielding his own Caduceus would fit the
bill. If you have a slightly darker bent, a Celtic sectarian with
Balor's Wicked Eye in his hip pocket might entertain you. In
short, anyone playing an LQ priest character needs this book. (194 pgs.)
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Celtic Creatures and Nordic Nightmares™
contains a litany
of monsters taken mainly from Celtic and Nordic lands, along with a
smattering from Slavonic areas. In these pages can be found
creatures lifted directly from Scandinavian myth, including Fire and
Frost giants as well a number of trollish races, both infamous and
obscure. British faery tales also provide you with ample
source material. Descriptions of ice hags, spriggans, swan
maidens, and wyverns can all be found in this lore-filled volume.
Celtic Creatures and Nordic Nightmares is a valuable
addition to any LQ game referee's library, but should not be read by
other players. (163 pgs.)
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Monsters of the Mediterranean™
is a catalogue of fabulous
beasts taken from the lands around the Mediterranean Sea. The
book contains many entries involving the horrors found in Greek
legends, including gorgons (of whom the most famous was Medusa),
chimeras, hydras, and cyclopes. Arabian tales provide the tome
with interesting material as well. You might be familiar with
djinni, effreeti, and perhaps even naga, but did you know that
ghouls are Arabic in origin? Less well known, though no less
terrifying, are the beasts of Egyptian lore. Included in the
pages of this book are descriptions of the wadjyt, ta-bitjet, ammut,
and sphinxes of all varieties. And, you'll discover that mummies
are not all alike. Monsters of the Mediterranean
is a treasured gaming aid to any referee, but should be avoided by
other players. (150 pgs.)
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The Handbook of Hazards and House Rules™
is, quite frankly, a mish-mash of all those rules that just didn't seem to fit
anywhere else. That doesn't lower the value of its content,
however. Its pages include a wide variety of traps and other
natural hazards. Also included are a number of optional "house
rules" dreamt up by the LQ play testers and used in various worlds over
the years. Some may be to your liking while others may seem too
cumbersome. After all our extensive play testing, all we know for
sure is that no two referees want exactly the same set of rules.
That's why this book really exists. The Handbook of Hazards and House Rules
is not mandatory to play the game, but isappropriate for all players (149 pgs.)
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