Lone Wolf: The Roleplaying Game
The setting for the Lone Wolf¸ Adventures in Magnamund roleplaying game takes place fifty years before the events in Flight From the Dark¸ the first Lone Wolf game book. The Kai Monastery is at the height of its power¸ not crumbled and burned at the hands of a traitor to the order. The kingdom of Sommerlund is a mighty nation¸ secure in its power as the grandest nation on Magnamund. The Darklords of Helgedad plot and conspire in the shadows¸ too fearful to strike overtly outside their borders but still the black-hearted masters of all that dwell within their realm. This then is the highest point of Lone Wolf roleplaying- the many powers of the land are the strongest they have ever been and while there is a fragile peace on Magnamund¸ tiny wars and border skirmishes occur constantly. The agents of evil do not move openly¸ but they are everywhere and watch with shadowed eyes the actions of great heroes of the realm. There is the feeling everywhere of an axe about to fall. Tensions are high¸ and though it will take fifty years for open conflict to sweep over the land¸ opportunities abound for heroes to either make a name for themselves or die a cold¸ lonely death...
This book is the definitive guide to the world of Magnamund and the many roleplaying possibilities it provides. Here you will find the Brotherhood of the Crystal Star before their order went into seclusion. You can ride with the Sommerlund Knights of the Realm five decades before their fateful charge against the Darklord Zagarna decimated their numbers. You can walk the forests of the Wild-Lands with Telchos amazons¸ alert for any danger that might leap out of the toua trees. If you can imagine an adventure¸ it awaits you somewhere on the face (or in the dark caverns) of Magnamund. Ahead of you lies several chapters that form the Lone Wolf setting in all its high fantasy glory. You will discover how to create Kai Lords of your own¸ wield their immense supernatural disciplines in battle¸ and take up arms against the seemingly infinite hordes of darkness that plague the land. You will find the many spells of the Crystal Star lexicons¸ but you will also find the magic of the Dessi and see for yourself how every different they are. You will discover the lore of the Rangers¸ the wild powers of the Kundi tribes¸ and the ancient secrets of the divine Shianti. The wisdom of many races both old and new will be at your command¸ making the stories you wish to tell in your campaigns more compelling and detailed. From psychic combat to the searing force of elementalism¸ you will have all the power you need to do battle against the night and defend whichever kingdom you proudly call home.
There is also a gazetteer section with maps¸ images¸ and detailed descriptions of the many realms that make up Magnamund. Notes on cultures¸ monsters¸ and the inevitable dangers of the land will be at your fingertips. Want to travel into the Jungle of Horrors? This guide will let you know what plants are edible and which ones might try to eat you instead. Discover why you should stock up on your laumspur potions before taking a trip to Ruel and why a dip in the Taunor spa can be a very good idea if you are injured. The gazetteer will also provide Games Masters with statistics for dozens of terrible beasts and vile henchmen to throw at those foolish enough to oppose the rise of the Darklords. From skulking Giaks to the raging might of the Mawtaw¸ these foes will pose quite a challenge for anyone determined to play hero in a world destined to fall before the might of Helgedad and its shadowy hordes. Guidelines for using these creatures and minions accompany each description¸ ensuring that a Games Master has everything needed to make use of the terrible powers. What you will not find in these pages are overly complicated or burdensome rules. The combat of Lone Wolf is quick