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Warglory is a game of soldiers, of fighting, of choosing either to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Marines is set in Warglory’s fantasy universe, told not from the eyes of man but from those of the things he once believed in. It borrows heavily from old Norse, Slavic & German myth. Dvergr – the black elgi – are a formidable race often pitted against the wilder powers of man, fae, troll and monsters far across the many worlds of Yggdrasil linked by the spirit conduits of the World Roots. In this game it is the setting’s second Great War, fought with gun and bomb and bayonet, with armoured column and infantry, with air support and artillery. Strange magics bloody the mudfoot’s fight as players seek glory in the most terrible war yet between man & monster of a universe thick with peril.
This is an established game. I’ve been running it for over 3 years now; it has grown considerably from its bone-simple beginnings. There have never been hit points, nobody shrugs off bullet wounds and melee is as much about good writing as it is roll of the dice. Tactics revolve around fire and manoeuvre, with magic offering situational utility for those who pursue the sorcerous paths & ken the wielding of them.
Rules are simple and low on bookwork, designed always for forum play. Every shot can kill, every melee roll could incapacitate one or both combatants. Combat can be brutal and unforgiving; GMs are best to interpret events in a player’s favour when no mistake is made, but fools live fast and die young.
"Follow the rules to stay alive; to make a reputation, break them!" - The Saxon Stories by Bernard Cornwell

Forward
Warglory is a game of soldiers, of fighting, of choosing either to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Marines is set in Warglory’s fantasy universe, told not from the eyes of man but from those of the things he once believed in. It borrows heavily from old Norse, Slavic & German myth. Dvergr – the black elgi – are a formidable race often pitted against the wilder powers of man, fae, troll and monsters far across the many worlds of Yggdrasil linked by the spirit conduits of the World Roots. In this game it is the setting’s second Great War, fought with gun and bomb and bayonet, with armoured column and infantry, with air support and artillery. Strange magics bloody the mudfoot’s fight as players seek glory in the most terrible war yet between man & monster of a universe thick with peril.
This is an established game. I’ve been running it for over 3 years now; it has grown considerably from its bone-simple beginnings. There have never been hit points, nobody shrugs off bullet wounds and melee is as much about good writing as it is roll of the dice. Tactics revolve around fire and manoeuvre, with magic offering situational utility for those who pursue the sorcerous paths & ken the wielding of them.
Rules are simple and low on bookwork, designed always for forum play. Every shot can kill, every melee roll could incapacitate one or both combatants. Combat can be brutal and unforgiving; GMs are best to interpret events in a player’s favour when no mistake is made, but fools live fast and die young.
"Follow the rules to stay alive; to make a reputation, break them!" - The Saxon Stories by Bernard Cornwell
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