MongooseMatt
First Post
Hi guys,
The latest in our OGL complete rulebook series is now out in all good game stores and book shops - OGL Ancients. This 256 page full colour rulebook covers everything you need to know about adventuring in ancient times, in the epoch of the Greek and Egyptian Empires. Players and Games Masters are given a choice right from the beginning - you can play OGL Ancients as 'hard' history, or incorporate the myths and legends of old, where the Gods themselves take an interest in mortal affairs. Either way, you will be well catered for.
The inside covers have glorious renditions of maps that cover the ancient world from Numidia to the Persian Gulf, as well as more detailed maps of Egypt and Greece, setting the scene for adventuring of a very different sort.
Characters are created in a series of steps, beginning with social class (from slave to noble), foreign backgrounds that cover characters from beyond Greece and Egypt (from the mythic Amazons to the very real Scythians), regional backgrounds (Spartans are different from the folk of Crete) and mythic backgrounds that cover the possibility of divine patronage or boons. Character classes themselves are widespread and focussed on ancient times - the Artistocrat, Artificer, Bard, Courtesan, Egyptian Priest, Greek Priest, Noble Warrior, Sage, Seer, Thief, Warrior and Witch. All of these are backed up by some of the best artwork and layout that has ever graced a Mongoose book - even if you are no fan of Ancient gaming, check it out!
New skills abound, taking into account the very different societies portrayed in this book - skills such as Debate, Hekau, Medicine (as opposed to Heal), Prayer and Presence have great meaning for these people and many of the older skills have been tweaked and adjusted for this style of game. Feats too have been greatly altered and a new kind of feat has been added - Formation Feats, allowing characters to use Concerted Fire, Group Charge and Phalanx, among many others.
Equipment of the Ancient World details the various currencies of the time, as well as a whole range of weapons, armour and mundane equipment that people used to rely on for their daily survival. From Egyptian Royal Armour and Corinthian Helmets to Herbs and Transport, players will never be lacking in the desire to better themselves and their equipment.
Combat has been tweaked to reflect the hardships of the ancient world, with new rules for passive, active and shield defence, while armour now provides a Coverage check. The ability to have multiple layers of armour is now possible, while players can also suffer from grievous wounds and can build up a veritable tapestry of scars. Personally though, my favourite has to be the rules for making decapitating attacks. Chariots also feature heavily in the ancient world, and there are plenty of rules for players to sink their teeth into here as well.
Magic and Miracles covers the mythic side of OGL Ancients, allowing players and their enemies to practice prayer and withcraft. The Book of the Dead and the Book of Thoth are detailed, along with the lengthy process of bringing enchantments to weapons and other items (this is nothing like you are used to
). Divine items include Aphrodite's Necklace, Apollo's Arrows and Hermes' Winged Sandals, though players wanting to use such relics will be required to petition the gods themselves.
A complete timeline of the ancient world allows GMs to set their campaigns at precise times, no doubt when all hell is about to break loose! Religion and Philosophies is an important section whether you are setting your games in ancient Egypt or Greece and will have a profound effect on the lives of any character. Each religion is well-detailed, as well as providing players a clue on how to avoid getting on the wrong side of any given deity. This builds up into players having access to Divine Points, which reflect the interest the gods have in their characters, and their ability (or willingness) to intervene on the player's behalf in times of tragedy.
The nature of Death and the Afterlife held a strong fascination for both Greeks and Egyptians and this too is covered in its own chapter. Players will find it beneficial to make ritual offerings to the dead, whereas the spirits and undead all too often make an impact on the lives of the living.
Artifice covers the start of science (both real and mythic) in the ancient world, where devices of amazing complexity could be constructed, whether for a King's amusement or as a deadly trap in his tomb. Full rules are provided for creating almost any complex device of antiquity, as well as the power sources some may use.
OGL Ancients wraps up with a Bestiary (covering such delights as the Gorgon and Ketos) and a complete character sheet.
OGL Ancients is a full colour 256 page hardback, priced at $39.95, and is available now at your local store.
The latest in our OGL complete rulebook series is now out in all good game stores and book shops - OGL Ancients. This 256 page full colour rulebook covers everything you need to know about adventuring in ancient times, in the epoch of the Greek and Egyptian Empires. Players and Games Masters are given a choice right from the beginning - you can play OGL Ancients as 'hard' history, or incorporate the myths and legends of old, where the Gods themselves take an interest in mortal affairs. Either way, you will be well catered for.
The inside covers have glorious renditions of maps that cover the ancient world from Numidia to the Persian Gulf, as well as more detailed maps of Egypt and Greece, setting the scene for adventuring of a very different sort.
Characters are created in a series of steps, beginning with social class (from slave to noble), foreign backgrounds that cover characters from beyond Greece and Egypt (from the mythic Amazons to the very real Scythians), regional backgrounds (Spartans are different from the folk of Crete) and mythic backgrounds that cover the possibility of divine patronage or boons. Character classes themselves are widespread and focussed on ancient times - the Artistocrat, Artificer, Bard, Courtesan, Egyptian Priest, Greek Priest, Noble Warrior, Sage, Seer, Thief, Warrior and Witch. All of these are backed up by some of the best artwork and layout that has ever graced a Mongoose book - even if you are no fan of Ancient gaming, check it out!
New skills abound, taking into account the very different societies portrayed in this book - skills such as Debate, Hekau, Medicine (as opposed to Heal), Prayer and Presence have great meaning for these people and many of the older skills have been tweaked and adjusted for this style of game. Feats too have been greatly altered and a new kind of feat has been added - Formation Feats, allowing characters to use Concerted Fire, Group Charge and Phalanx, among many others.
Equipment of the Ancient World details the various currencies of the time, as well as a whole range of weapons, armour and mundane equipment that people used to rely on for their daily survival. From Egyptian Royal Armour and Corinthian Helmets to Herbs and Transport, players will never be lacking in the desire to better themselves and their equipment.
Combat has been tweaked to reflect the hardships of the ancient world, with new rules for passive, active and shield defence, while armour now provides a Coverage check. The ability to have multiple layers of armour is now possible, while players can also suffer from grievous wounds and can build up a veritable tapestry of scars. Personally though, my favourite has to be the rules for making decapitating attacks. Chariots also feature heavily in the ancient world, and there are plenty of rules for players to sink their teeth into here as well.
Magic and Miracles covers the mythic side of OGL Ancients, allowing players and their enemies to practice prayer and withcraft. The Book of the Dead and the Book of Thoth are detailed, along with the lengthy process of bringing enchantments to weapons and other items (this is nothing like you are used to

A complete timeline of the ancient world allows GMs to set their campaigns at precise times, no doubt when all hell is about to break loose! Religion and Philosophies is an important section whether you are setting your games in ancient Egypt or Greece and will have a profound effect on the lives of any character. Each religion is well-detailed, as well as providing players a clue on how to avoid getting on the wrong side of any given deity. This builds up into players having access to Divine Points, which reflect the interest the gods have in their characters, and their ability (or willingness) to intervene on the player's behalf in times of tragedy.
The nature of Death and the Afterlife held a strong fascination for both Greeks and Egyptians and this too is covered in its own chapter. Players will find it beneficial to make ritual offerings to the dead, whereas the spirits and undead all too often make an impact on the lives of the living.
Artifice covers the start of science (both real and mythic) in the ancient world, where devices of amazing complexity could be constructed, whether for a King's amusement or as a deadly trap in his tomb. Full rules are provided for creating almost any complex device of antiquity, as well as the power sources some may use.
OGL Ancients wraps up with a Bestiary (covering such delights as the Gorgon and Ketos) and a complete character sheet.
OGL Ancients is a full colour 256 page hardback, priced at $39.95, and is available now at your local store.