Myfarog

Author: Varg Vikernes
Publisher:
ISBN: 9781082566349
Size: 69.56 MB
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MYFAROG (Mythic Fantasy Role-playing Game) (3rd edition) is a fantasy role-playing game, with a setting based on European mythology, religion and fairy tales. The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thulê; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thulê, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thulê can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thulê, in any scale you want. NB! You need a set of polyhedral dice to play the game.

Men Monsters

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781523637621
Size: 47.62 MB
Format: PDF
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DO NOT BUY THIS BOOK unless you want a book with most of the men and all the monsters you can encounter in Thule. Each named NPC from the MYFAROG core rule-book, most NPC categories (e. g. Civilian Hunters, Khemetian Merchant Guards, Rangers, Cultists, Assassins, etc.) with different experience levels, and all the monsters each have a separate stat block. There are also a few new creatures (Giant Toad, Rat Swarm, Cursed Tree, Crawling Creep, Large Forest Ettin/Ogre, Small Forest Ettin/Yrch, Elf Queen, Dwarf Lord, Ancient Hulda, Ancient Skeleton, Warrior Wight, Ancient Ghost, Ancient Sea Wraith/Wraith and Shadow Sorcerer) in this book. This handy 155 page book is small (5 * 8 inches) and very useful for myth masters for quick reference. Men & Monsters also includes advanced tracking rules and new random encounter tables, including the new creatures found in this book."

Spells Favours

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781523304929
Size: 31.93 MB
Format: PDF
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DO NOT BUY THIS BOOK unless you wish a separate book with all the spells and favors from MYFAROG. This small and handy book is intended for players who play sorcerers and for religious characters, who may wish to quickly look up some spell/favour. There are no new spells/favours in this book, only those found in the MYFAROG core rule book. NB! You need MYFAROG in order to make use of this book!

Curses Gifts

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781523331611
Size: 72.92 MB
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"Curses & Gifts" is a small (31 page, 5" * 8") supplement for MYFAROG (v. 2.X), with a variety of new options for myth masters and players alike, as well as more setting information. Most of the contents is related to the religion of Thulê, but there is also other new contents. Some of the information in this small book was included in the first edition of MYFAROG, but most of the information is brand new, and all of it is adjusted to the second edition of the game.Most of the new rules and information in this booklet are very modular, meaning you can easily include them, or only parts of them, if you so wish.

Skills

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781535300544
Size: 56.73 MB
Format: PDF
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DO NOT BUY THIS BOOK unless you want a separate book for the skills in MYFAROG. This small (5 * 8 inch, 66 pages) book contains the same information about the skills as the core rule book, only with font size 10 instead of 9, for more easy reading. The purpose of this book is to enable myth masters and players alike to fast and easily be able to look up on the skill modifications and skills in general. NB! This second edition of Skills is for v. 2.6!

Travels Treasures

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781537079493
Size: 49.22 MB
Format: PDF
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Every great adventure starts with a journey, and every journey with a single step. Travels & Treasures enables myth masters to easily and quickly enhance their adventures, to cast the adventurers into unforeseen situations and unexpected events. Every single journey will become an opportunity for adventure, every single encounter a believable and interesting situation. Travels & Treasures also facilitates the crafting of adventures, and the treasures potentially found in them. NB! This is the second edition of T&T, made for MYFAROG v. 2.6

Deus Ex Machina

Author: Varg Vikernes
Publisher: Createspace Independent Publishing Platform
ISBN: 9781537511023
Size: 54.64 MB
Format: PDF, Mobi
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More background information for Thul�, new character roles (different types of Legionaries) with unique and interesting character role advantages, special options for high level play and divine help.NB! This book is made for MYFAROG v. 2.6!

The Hall Of Ettin Terror For Myfarog

Author: Edward G. Worrell
Publisher: Independently Published
ISBN: 9781090750518
Size: 80.57 MB
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Myth module E2, "The Hall of Ettin Terror," is an Adventure Module for MYFAROG by Varg Vikernes. The Hall of Ettin Terror is a Myth Module for Mythic Fantasy Role-Playing Game. The Hall of Ettin Terror is a Myth Module for Mythic Fantasy Role-Playing Game. This Myth encourages the player characters to participate in a High Festival, which is one of the uniquely pro-European Pagan elements that separates MYFAROG from other traditional paper-pencil-dice RPG games. This Myth Module begins in the village of Spirit Cove in Erulia on the day of the Summer Solstice High Festival and the birthdays of the deities Fraujôn and SuwilaR. During the entirety of the High Festival, many of the local Maenads play key roles in the rituals; in particular the youngest Maenad, whose name is Erika. If one of the players wishes, he could play this Myth as Erika the Maenad. In such a scenario, it would be a good for the player to have good knowledge of the proceedings of the Summer Solstice (these can be found in the 'High Festivals' section of the MYFAROG rulebook). After taking the part in the High Festival, the Adventure Party (hereby just abbreviated to AP) are asked to investigate the killing of a rural scout in a hillside village to the south called Lindon. Rumours of dreaded Ettin Phenomena bring fear to the hearts of the locals, as the second rural scout, who barely survived, brings home news of the alien creatures. There is a farm to the south of Spirit Cove which should provide a good starting point for investigation. Aside from the Random Encounters in The Land of Thulê that the AP may face as they travel, they may run into Gardeners and Khemetian Merchants, who may change the course of destiny of this Myth in vastly different ways. Time is also of the essence, thus if the AP loiter for too long whilst carrying out errands and tasks, irreversible consequences may be brought forth later on. The village of Lindon has been wrought with strife and trouble ever since the Golden Hall of the May King was become a Hall of Terror. Outsiders have come from afar to offer their sword arm - but do they have their own agenda? Will the AP realise that to cleanse the land of its alien problem, they must find its source? The AP may also encounter a variety of characters ranging from the benevolent, noble, and righteous to the evil, ignoble, and deceitful; all with their own stories and intentions. I recommend this Myth to be played by level 1 or 2 player characters. When I first ran a section of this Myth with some friends, all of the characters shared a family-bond; there was a father figure and his two sons, and an older brother of the father (a Bard of HadnuR which was particularly well interpreted by Charles Dickson) and the role-playing aspect between the players due to their characters' family bond was particularly good, and I have noticed the same thing in other games of MYFAROG. Of course, this is in no way to say that adventures who are strangers cannot form an excellent bond. Related player characters are allowed to choose a talent of their choice during character creation. As a final note, the Myth Master is free to change any part of this Myth that he sees fit. Thulê is a fantasy world, and as such, no characters or organisations are based on real life ones. Fans of Beowulf and the Sellic Spell by J.R.R. Tolkien should hopefully see some parallels in this Myth. Have fun and good gaming!Edward G. Worrell