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A new version of Rolemaster, promised to be the easiest to understand ever. You find everything for a start, but much more is possible with the companions. |
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Remains basically unchanged to #5520. New in April 2003 as #5810. |
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Encounter dragons, sprites, gorgons, saber tooth tigers and foes of all stripes, spots and scales. This is a compendium of information and statistics for creatures and encounters. |
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Contains one third of the material from #5522 Spell Law. |
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Contains one third of the material from #5522 Spell Law. |
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Contains one third of the material from #5522 Spell Law. |
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Character Law doubles the number of professions and triples the races and cultures that are available to Rolemaster players. It also provides more than twenty new training packages, along with new skills and skill categories. You can customize your characters using a comprehensive selection of background options: status, wealth, items, talents, and flaws. |
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Remains basically unchanged to #5521. A few of the mechanics setion have been revised and a major section on creating custum races has been added. |
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New professions, training packages and background for non-spell-users. |
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Within this book you will find new professions, variant rules, new options, spells and professions: the Summoner (a pure spell user that uses channeling magic to summon creatures and forces), the Warlock (a hybrid spell user that focuses on scrying, fate, etc.), and the Mythic (the religious infiltrator). Also: more than a dozen new training packages for characters to develop. Guidelines on divine status showing how much favor a character has with his deity. New critical tables for holy weapons! |
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Update to #5801. Arms Law includes 29 individual weapon attack tables, 14 special attack tables, and dozens of critical strikes, and fumbles. Remember…it’s not the bruises that kill! The critical results are the same so cross version compatibility is retained, but they've made them a lot more colorful. |
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Treasure Companion is designed to allow gamemasters to quickly generate normal and magical treasures to be discovered and won by the characters in their games. Inside this book are full discussions on the nature of wealth and magic in a FRPG, as well as complete item descriptions for over a hundred unique magic items, as well as tables for generating all types of treasure (including a detailed system for creating gemstones and jewelry). Three new Alchemist professions and 22 Alchemist spell lists bring these creators of magic items to life. |
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New spells, new professions, new training packages! A detailed set of rules covering Elemental Item creation. New version of the classic Elemental Companion (#1510). |
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The ICE armsmasters have selected over 50 new weapon attack tables for your combat enjoyment. Choose your weapons and slay your opponents with flair. |
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The Mentalism Companion explores the magic that uses the power of your character's mind. Inside you'll find four new professions; the Seer, the Astrologer, the Armsmaster, and the Enchanter. Dozens of new spell lists, new training packages, and rules for handling mental combat. |
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Whether you're looking for dependable mechanical mount or henchgolem to carry your loot, or something a little larger to batter down a castle wall, the Construct Companion has you covered. The companion is the complete guide to creating artificial entities of all kinds. |
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Created for RMFRP and Shadow World. Included are all the core races as well as many humanoid (including centaurs), and fey races (like the Dwelf and Pech). Also included are unusual races from Creatures & Monsters, and the monster races as well. |
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The 4 panel screen contains the most important tables for handling spell casting, maneuvering, and combat. |
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the basics for character development and playing guidelines |
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who needs it? |
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hmm, only inportant for the unexperienced - cover the basic information a player needs to know and contains 11 developed characters for varying levels |
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special character records for every Rolemaster profession |
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updated character records - and a few things of really no use |
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Updated character records and the spell liste for the professions released in 1997 products |
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Rolemaster Standard Rules, Arms Law, Spell Law in one package |
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important: armor, weapons and fighting rules and tables |
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ever had problems as a gamemaster? help is on the way... |
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important: three realms of power with over 2000 spell descriptions |
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system for generating talents and flaws with explanation of every skill, also rules for creating balanced new races |
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tables for every fireweapon from past to today - and 10 pages about them |
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huuaaaaaa... gotcha! |
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Underground Cultures: learn about hobbits, gnomes, dwarfs,orcs, hobgoblin, etc.- from culture to specific racial packages and spells |
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the basics: design and strengh, castle life, warcraft - and of cause training packages |
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the concept of arcane magic, some professions and new spell lists - it includes a selection of Arcane using characters as well as info on how to add Arcane magic to a campaign. |
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A lot of special things described. |
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It starts with how to get a mentor and ends with designing your own style of martial arts... |
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It provides Training packages for various backrounds, new spells list and a description of what Essence is all about. |
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New professions and spell list, background for playing within religious settings. |
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The Mentalism Companion explores the magic that is mastered by the sheer power of your mind. In this book, you will find new professions, variant rules, new options, and (of course) lots of stuff for Mentalism spell users. |
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RM2 Box |
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RM2 - included in Rolemaster Box |
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RM2 - included in Rolemaster Box |
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RM2 - included in Rolemaster Box |
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Spell Lists: Arcane lists, Druid, Nighblade, Paladin, Expansion Spell Lists Professions: Paladin, Burglar, Barbarian, High Warrior Monk, Archmage, Nightblade, Druid, Delver Other: Optional Charcter Law rules, Intelligent Items, Creatures |
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Spell Lists: Arcane lists, Montebanc, Chaotic Lord, Moon Mage, Noble warrior, Sleuth, Magus, Crystal Mage, Dream Lord, additional critical strike tables Professions: Bounty Hunter, assassin, Bashkar, Farmer, Duelist, Craftsman, Cavalier, Gypsy, Sailor, Warrior, Crafter, Montebanc, Chaotic Lord, Moon Mage, Noble warrior, Sleuth Other: Complete skill descriptions, optional skill laws |
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Spell Lists: Necromancer, Warlock, Witch, Conjuror, Sage, Runemaster, Shaman, Beastmaster, Warrior Mage, Dervish, Additional Paladin List, Arcane Professions: Dancer, Scholar, Trader, Necromancer, Warlock, Witch, Conjuror, Sage, Runemaster, Shaman, Beastmaster, Warrior Mage, Dervish Other: Complete skill descriptions, optional skill laws, ritual magic, Spirit Runes |
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Spell Lists: Arcane lists, Astral Traveller, Houri, Enchanter, Individual Spells Professions: Arcist, Astral Traveller, Houri, Enchanter, Leader Other: Optional rules for character development, arms law, stat laws, revised ritual magic |
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Spell Lists: Forcemage, Maleficant, Wizard, Alchemist, Druid, lots of arcane lists, lists for professional guild, special lists Professions: Forcemage, Maleficant, Wizard Other: Optional arms laws, stat laws, new spell attac and critical strike tables |
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Spell Lists: high level essence, channeling and mentalism lists Professions: Romantic, Free Thinker, Seeker, Creator, Cultist (Gothic Fantasy Professions) Other: Optional arms laws, campaign laws, skill & stat laws |
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Spell Lists: Arcane lists, Arms Master, Elementaist, Tarotmage, Shadow Mage, Doppelgänger, Witch Hunter, Special lists Professions: Arms Master, Elementaist, Tarotmage, Shadow Mage, Doppelgänger, Witch Hunter Other: Optional combat laws, skill laws |
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there are more than six elements in fantasy! |
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the history of alchemy, books to read, involving alchemy into the play |
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Backround material for playing in a world of Ninjas and Samurai. |
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now one creature and one treasure module in 2.Edition |
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now one creature and one treasure module in 2.Edition |
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now one creature and one treasure module in 2.Edition |
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some possible NPCs - description, stats, backround |
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playing with huge armies and rules for the battles - be warned: its still Rolemaster ;-) |
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everything for the fighting professions, training kits and more |
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everything about the things on, around and in the sea - info on ship construction, battles and descriptions of over one hundred histrorical vessels |
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Swashbuckling adventures in a caribbean background. |
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A character journal and log. You need Run out the guns. |
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Campaign background, guidelines and stats for playing Robin Hood and his merry men. |
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17th century swashbuckling on the high seas |
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RM in the Wild West |
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A complete time travel campaign, timelines, organisations, spells lists and a couple of NPCs. |
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En Garde - everything for playing at 17th century in europe |
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Roleplaying in a world of Jinns, evil Vizirs, beautyful maidens and dreams of 1001 nights. |
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terrorism all over the world in todays real world - with slighly american view one european affairs (you will never learn over there ;-) |
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covers the genre of pulp heros |
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Technology has spawned a darkness no one knew could exist. The human race struggles to live from day to day, torn between two evils... torn between two shades of Darkness. Shades of Darkness features new training packages, rules for blending lost technology and fantasy, guidelines on how corruption affects characters in play. |
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The ultimate equipment sourcebook! Equipments lists from Stone Age to Modern with describtions and prices, |
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This module features the horror genre. Included are horror concept for different setting (fantasy, historical, modern, sci-fi) and guidlines for setting up a story. |
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Now it's time to leave your enemies bleeding in the gutter! Now it's time for 10 Million Ways to Die! You can add this combat system into any role playing game, replacing those hum-drum battles with life. |
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This new edition of the Shadow Wolrd Master Atlas (Kulthea)ist now compartible with all versions of Rolemaster - including RM2 and RMFRP. Included are: revised and expanded plants, beast and deamon section - expanded races section - vocabulary for Iruaric, Loari, Kugor and Erlin. A map of the western hemisphere and a detailed description of its inhabitants completes this book. |
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Information on Emer: timeline, history, realms and powers, cultures and city maps of Aquitar, Port of Izar, Artha and Sarnak. |
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Who & what are the powers that vie for domination of Shadow World? Gods, immortals, dragon lords, enigmatic alien beings. Find what really drives their thirst for power, their strengths & their weaknesses. |
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Randell Doty authored the MERP modules Ents of Fangorn and Dunland and the Southern Misty Mountains. During that same period, Randell submitted to ICE a manuscript for an adventure module set in the Westmarch of Calenardhon. This one is available as download directly from the authors page only! |
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This revised edition of the classic ICE campaign entitled The Court of Ardor (#2500) in Southern Middle-earth strives to rectify the canonical discrepancies (concerning Tolkien's work) of the original design while expanding its scope and retaining the flavor of this exciting campaign idea. The covered area south of the Yellow Mountains is a region of several realms which strive for political and/or economic success in the region, much like in the rest of Middle-earth. Author: Thomas Morwinsky. |
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This module covers the Sea of Rhûn area. Author: Mike Campbell and Luke Potter, Editor: Chris Seaman. (30.06.2002) |
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The focus of the book will be on culture and adventure. Information on all the major groups in the NW: Noldor, Sindar, Laiquendi, Avari, Nandor, Mithrim. Also the Dwarves of the Blue Mountains will be included. Author: Jeff J. Erwin. |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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The Southern Lands: **needs new non-ICE map use |
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Regional module for Luindor. Author: Gabriele Quaglia. |
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Regional module for Urd. Author: Gabriele Quaglia. |
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Regional module for Myr. Author: Gabriele Quaglia. |
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Northern lands |
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Northern lands |
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Northern lands |
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Northern lands |
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Northern lands |
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Northern lands |
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Regional module Ibav. Author: Gabriele Quaglia. |
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Eastern lands |
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Eastern lands |
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A description of all Oathbreaker-Clans is finished. Author: Chris Seaman (Other Hands). |
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Harondor module. Author: Wesley J. Frank, Chris Seeman. |
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A manuscript about Khand. From a friend a got the info, that the stuff is pretty rough right know but nevertheless interessting. Author: Jesse Dallin. |
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This module covers the area between Umbar and Far Harad. Currently the focus of work is coastal Esmer. Author: Eric Dubourg, Wesley J. Frank, Chris Seaman. |
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Regional module for Kykurian Kyn. |
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New edition of #3900 - This revised edition of the classic ICE campaign entitled The Shadow in the South strives to rectify the canonical discrepancies (concerning Tolkien's work) of the original design while expanding its scope and retaining the flavor of this exciting campaign idea. Author: Eric Dubourg, Cory Rushton |
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Extensive description of Tulwang and Anbalukkhôr. Author: Eric Dubourg, Cory Rushton |
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Adventure |
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Adventure |
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Adventure |
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Adventure |
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Adventure |
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Adventure |
MERP is a simple but nice roleplaying game based on Middle-earth. There are six professions and different races, some spells and many modules supporting the backround world. They refer to the special flair of Middle-earth, and ICE is getting better all the time. The modules are mainly for 1640 T.A., 1378 years before the War of the Rings. At the moment they are distributing the second edition. |
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This compendium documents the Valar, their immortals servants the Maiar and the fallen onw like Sauron and the Balrogs. |
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Each of these proud and gifted immortals is fully described in terms of appearance, motivation, characteristics, background, and game stats for MERP and Rolemaster. |
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24"x36" color map of Middle-earth |
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Sindarin/Quenya-English dictionary!!! |
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One of the best ideas - but also one of the worst productions. All formerly published maps in one book with all the missing parts seperate. It could have been a set of matching maps covering the whole northwest of Middle-earth - but it is just crap. Only buy it if you need the maps and can not get the old modules inculing them. |
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as 1640 T.A. in the libary of Minas Tirith - descriptions on land, cities and villages |
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Valar, Maiar and Elves |
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Compendium of human NPCs drawn form Tolkien or invented by the authors. |
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Hobbits, Dwarves, Ents, Orcs & Trolls |
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Compendium of animals and monsters. |
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Fouth Age: a quest for the two Palantiri lost in Forochel after the death of the last king of Arthedain. |
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Gondor around 1432 T.A., after the death of King Valacar - great stuff!!! |
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have a look at the Hobbits |
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Witch Kings Realm north of Arthedain |
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featuring Sauron, he is the bad guy :) |
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The capital of Gondor - npcs, trade, city life and a city description. Very few changes to the first edition #8301. |
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the old mountain of the dwarfs |
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the home of the bad guy :) |
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go to Esgaroth, where Bard will kill Smaug |
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lots of of people and adventures |
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lots of stuff about the land, climate, fauna, flora |
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the same as in the two other Arnor modules together, only a bit less |
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the nothern kingdom around 1640 T.A. |
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Lords and Families - intrigues and lifestyle |
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The icy winds of Forochel, adventures in the far north. A look at the life of the Lossoth, the remains of Illuin and powerful people form a dangerous place for adventures. |
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Descriptions for the healing professions from all over Middle-earth. You get a view on healing from the point of view of several cultures as well as herbs, professions and spells. |
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The home of the Corsairs and black Numenorians, the city map gives a closer look to
Vinyamar and the old port as in the Umbar-map in ![]() |
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THAT is power, don´t mess with them - southern ME |
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revised as Mirkwood #4010 |
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revised as Mirkwood #4010 |
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visit Sarumans Tower |
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a bit of Arthedain |
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Ride with the Rohirrim as they struggle against the hordes of Easterlings and the Orcs of the White Hand. This package covers three separate periods: their existence on the Rhovanion plain before the war with the wainriders, their life in the vales of the Anduin and the war against Scatha the Drake and their settlement in Rohan. |
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more Orcs than you will like |
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The city of Tul Harar - home of men and elves - is the last free city of the seven cities of Sirnay. Still the clan Masra is searching the legendary weapons of Obed - hoping to overthrow the searvants of darkness ruling in Tul Isra. Lots of info for a campain in this merchant-dominated region - and Tul Harar certainly has a flair of its own... |
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Everthing on orcs you can imagine, the Nazgul and major places of interest: Mount Doom, Carach Angren, Barad-wath and Ostigurth - city of death. Not recommened for holidays... |
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the land of dragons and dwarfs in the north |
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including Ost-in-Edil - the Halls of the Elven Smiths |
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featuring Belfalas and the Port of Dol Amroth |
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Featuring the port of Pelargir and all minor ports in Lebennin. You also get info on culture, polictis, economy, fauna and flora of this region. Special: ships from Gondor, Umbar and the Haradim and military statistics of Gondor. Also a couple of adventure suggestions. |
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including the all time favorite starting level orc raid in Tir Limlight |
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never heard of Amon Lind? you got to :) |
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the shattered numenorian kingdom of Cardolan |
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Information about Bozisha-Dar, the Haradan tribes around, the holy city of Tresti and Tûl Poak in the Mirror of Fire. Lots of background stuff for adventuring Far Harad. Of cause the servants of darkness are at work in the Raj - you will see... |
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get to know Nazgûl Arkorahil and his Warlord Sangarunya |
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Angmar again |
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Arkôrahils home in the south |
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the city of arts and wisdom |
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low-level adventures in nothern Gondor |
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adventures in the southern region of Middle-earth |
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nasty guys in eastern Arnor, 1640 T.A. |
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In Suza Sumar live small people called Honnin. They form a symbiotic life with Taveri living as their local gods, but the servants of darkness are on their way again. Silly Adventures :( |
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Miruimor - one of Saurons spies - has a outpost on the Dagorlad. Really interesting adentures, and a wicked beauty... |
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Cameth Brin - stronghold of the Witch Kings men in Rhudaur. The Hillmen are hostile to strangers - even if they come the the power of Angmar. One of the best of the early ones :) |
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A rotten town - brigands and thievery and a gondirian garrison without hope... |
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visit Erech in Gondor, the haunted place of the oath breakers |
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Orcs aren´t as bad if you know them, are they? |
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the famous house of Elrond, Glorfindel and all the others from the LotR |
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Raiders in the Bay of Belfalas, a journey around the ports of Belfalas, Lebennin and Harondor. |
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nasty assassins in the capital of Dor-en-Ernil, 1640 T.A. |
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a nasty dark temple and a bit about the woses |
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Adventures in the shattered realm of Cardolan. |
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fight Saurons servants around 1000 T.A. in Dorwinion - a dark cult trys to kill every magic user whos not on the dark side |
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Four adventures for different levels in the lands south of Suza Sumar near Bozisha-Dar. Secrets lurk behind every corner and the servants of darkness are all over the palce. |
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Necromancer? Sauron as many names! Compete against orcs and magic in southern Mirkwood. |
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Dorwinion around 1640 T.A., many short adventures for mainly low levels - and a bit of background on land famous for its wines. |