For Week Mar 12, 2009


Dwarfs: Guide to the Mostali

We are the Mostali. We tend the World Machine. Do not pretend that the world is not broken for we see its mechanism and tell you that its gears are seizing and its connections freezing. Do not dismiss us as greedy capricious fools; we are Mostal's servants and he is The Mover and Maker. We enact his will and make sure the Machine works as it should and flows along the Great River of Time uninterrupted. Without us, all will halt and the Great Darkness shall return. Do not dismiss us as miners and masons: we are the cogs of the world and our secrets and magic as powerful as those of any empire. God Learners - do not seek to steal our secrets and turn them against us. Mostal's tools are made by Mostali and only we know how to wield them properly. Dragon-Men do not take us for ignorant fools: we stare into the heart of the World Machine daily and understand better than you what dragons perceive. Servants of the Thunder God, do not think you own this land; you bear responsibility for what has been broken and must make amends so that it might be repaired. People of Glorantha: know us and hear us. We are the Mostali. We are the World Machine. We are the ground beneath your feet. And it is broken.

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Fronela

In the outlying western lands of Genertela, the Middle Sea Empire and the Empire of Wyrms' Friends vie for control of an area that has already been subjugated by its own dreamy idealism of an egalitarian utopia. As the rulers of Loskalm and the Janube Valley seek to make all men equal, the God Learners and Dragon Mystics intend to prove that they are not. Neither empire seeks a new front in their war for supremacy over Glorantha, but conflict is inevitable as the Malkioni deepen their influence through the righteous doctrines of the saints, and the Eternal Dragon Ring, under the command of Lord Great Burin, flexes the enormous wings of the Great Dragon to Be. Against this backdrop of competing empires, the people of Loskalm are torn: between their misguided idealism, the competing philosophies of the Abiding Book and the imperative of the Great Dragon Project. As the waves crash in on the western shore, a wind blows hard from the east - and soon Fronela will become a crucible for the clash of empires. Fronela is a sourcebook and campaign setting for Glorantha: the Second Age. Alongside details of the nations of Fronela, a series of interlinked adventures, forming a greater campaign arc, takes the characters into the heart of the struggle for the west. The righteous waves crash and the dragon wind howls: how will your characters meet these dual threats?

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Traveller Book 3: Scout

Scout is a detailed expansion for the Traveller game, and continues the line of core books expanding the main rules to give you more options, and depth of play. This book is dedicated to Scout characters, providing them with new career options, equipment, and detailed exploration rules. Characters will be able to scan planets and asteroids to gain a wealth of detail about their surroundings, survive in the harshest environments, and explore mysterious worlds in the furthest depths of space - literally going where no one has been before!

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The Syrallax

The syrallax rivals the dark elf and aboleth for domination of the subterranean realm. While syrallaces lack the sheer numbers of other races, they make up for it with the impressive stable of minions and thralls they keep and their ability to maximize those forces through superior strategy. Through intimidation and their poisonous gaze, they force others to serve them out of fear. In this first set of poison pages from One Bad Egg's Poisoncraft Fourth Edition line, you'll find a set of monsters bound to make your upper paragon-tier players quake as they reach for the anti-venom. You'll also find a fully detailed combat encounter, with a full overhead map of the Poisonworks from SkeletonKey Games. Also packed in is a new poison, a rakshasa predator, and a refinery that's ready to blow!

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Cultures

Races in Dungeons & Dragons 4E are good for laying down the broad strokes of a character, but they often don’t feel as “lived in” as the ethnicities we encounter in everyday life. One potent reason for this is a general lack of cultural complexity and diversity. D&D races tend to be presented as monocultural societies—all elves are the same the world over, and so on. Hard Boiled™ Cultures aims to make it easy to change that, outlining versatile, easy methods for diversifying the ideas of culture and race in your D&D 4E game. Better yet, the methods break down how to give this diversity real weight in the system, rather than simply relying on “color” text to do the job. Fred Hicks and Jonathan Walton show you how to reverse-engineer cultural cues out of an existing race writeup, and then create nigh-limitless possibilities for other cultures within that race once the building blocks are made plain. Inside this 17-page PDF you’ll find a clear, well-documented methods for culture building, a culture building worksheet, tribes of elves, apelord intellectuals, and a dark faerie spin on dwarves. Your campaign worlds will never be the same again!

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Warhammer Fantasy Roleplay Career Compendium

The ultimate, comprehensive career reference for both players and Game Masters, exploring the many different paths heroes may take during their adventures. Includes more than 220 official careers spanning the entire breadth of the Warhammer Fantasy Roleplay line.

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Hellas: Worlds of Sun and Stone

Hellas projects the world of Ancient Greece into a starfaring future. Elements of Greek history and mythology are transferred into a galactic setting: city-states become interstellar powers, the Persians become the Zorans, a major enemy, various mythological creatures such as nymphs, centaurs, myrmidons, and so on become alien races. The game uses Omnisystem as its basic rules-set.

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New Tales of the Miskatonic Valley

Return to Lovecraft Country with this collection of six all-new adventures set in the Miskatonic Valley region. Investigators will visit favorite haunts such as Arkham, Kingsport, and Dunwich, as well as less familiar destinations like Foxfield.

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M2: Curse of the Kingspire

Strange mists and weird lights glimmer and seethe along the banks of the Drachenvold Swamp. The folk of Kingshire have vanished like ghosts into the swamp, leaving only strange idols in their wake. At the heart of the fetid marsh, ruins of an ancient keep are all that remain of a once mighty band of rebel eladrin lords. But the ruined keep is home to a hungry curse capable of drawing the heroes back through time and space. Cast into a foreign realm of endless horror and bloodshed, it will take all your courage and cunning to end...the Curse of the Kingspire. An Adventure for Character Levels 4-6.

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Hunter: The Vigil Quickstart: The Hunt

The Special Cases Unit of the Philadelphia PD was used to handling strange cases, but when a flesh-eating ghoul killed one of their own, they're thrown into a new world where literal monsters roam the night. Now they're working for an organization known as Task Force: Valkyrie, or they will be after they finish this hunt.... This quickstart for Hunter: The Vigil contains everything you need to play through a scenario (except for some 10-sided dice). This story is set chronologically before the other quickstart, One Year Later.

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Savage and Macabre: Gangrel

At the edges of civilization, they prowl. Their Beasts rise close to the surface, sniffing for sustenance. Loners and pack animals alike, the Gangrel are the untamed Savages among the Kindred. Though they are primal blood-drinkers and howlers at the moon, their animalistic allure is not to be denied. From the urban jungle to the wild places unwalked by other vampires, the Gangrel are there. Prepare yourself — it’s time to run with the pack.

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Bad Night at Blackmoon Farm

n the distance, it all seems quiet. Night has fallen. Clouds wreathe the moon, then engulf it. The shapes of the farm buildings up on the rounded knoll look like dark cutouts pasted against a matte blue midnight sky. It’s peaceful. Pastoral. Nothing could be wrong here, could it? Then: a gunshot. A scream. A child’s cry. Hissing shadows gather with blinking yellow eyes, and incomprehensible whispers drift down across the swaying grasses… You came figuring this would be easy. But now… Now, it looks like it’s going to be a bad night at Blackmoon Farm. A story in the Storytelling Adventure System for Hunter: The Vigil.

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The Rose-Bride's Plight

A cold war between Spring and Winter threatens to tear the freehold apart. Broken oaths, betrayals and bitter memories have widened the chasm between the two Courts for decades, with each transition from Onyx to Emerald becoming an ever more frigid and hostile affair. In the past, fanatics on either side have taken overt action against their enemies and tensions have swelled. Members of the freehold fear that if something is not done soon, one party or the other will take drastic action and drive the freehold into a true civil war. Or worse. From amidst this turmoil, two levelheaded rulers have emerged and struck a time-honored bargain, pledging to unite their Courts with a wedding between two of their members. But it appears that someone isn’t eager to see the decades-old hostilities so easily soothed. An extra-large story in the Storytelling Adventure System for Changeling: The Lost.

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Keys to the Supernal Tarot

Storytelling the journey through the Tarot as a Mage chronicle. Includes: 22 different cabals, legacies, Artifacts, and other ready-made story materials, each one tied to one of the Major Arcana; as well as advice on cartomancy, story seeds for every Tarot card, and more.

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Eventide

The Great Aurora has come ... No sun will rise over the world of Shadowmoor, and all but a precious few have forgotten the daylit world that once was. In the perpetual night of Shadowmoor a few brave heroes will fight the world itself for a last glimmer of light. ... and darkness has won.

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Heaven's Bones

Devotion given through murder is no less loving. Dr. Sebastian Robarts' days are spent building angels out of the bodies of women, gifts to his wife and child that he couldn't save. But there is a man who sees his angels as weapons to storm heaven. Trueblood, a Vistani gifted with Cursing and a searcher for arcane knowledge, finds Dr. Robarts. He sees only a weak man whose labor can be used to end the curse that stole Trueblood's name and cast him out of his family. As he tries to bend Robarts to his own ends, other people find them and some try to stop them, and through it all, Dr. Robarts works. After all, Dr Robarts loves his wife very much.

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A Planeswalker's Guide to Alara

A Planewalker's Guide to Alara is a comprehensive field guide offering lavish, full color illustrations drawn from early concept art, final card art, world building writing, and all-new content to help you, the planeswalker, prepare for the world you are about to explore. For the first time, Magic: The Gathering fans can experience the multiverse in a whole new way that no one outside a small circle of insiders have ever seen before. A Planeswalker's Guide to Alara is the essential compendium for the story-hungry planeswalker on the go.

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Block by Bloody Block

Block by Bloody Block includes:

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Inferno

It starts with the buzzing of flies. The smell of rotting meat. Then the whispers begin. They’re out there, waiting for a moment of weakness so they can slip through, hungry for the vices that feed them. You can even let them in — though be careful of the cost. A Character Book for World of Darkness

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Spearfinger

People are turning up dead with their organs missing, but there’s no evidence of scars or surgery. The deaths are clearly unusual and perhaps even supernatural, and when one victim dies right in front of the hunters, their involvement becomes crucial. While the hunters may at first believe they are simply tracking down a monster, their investigations soon reveal a pattern to the killings, which implies some guiding intellect behind the travesties. A story in the Storytelling Adventure System for Hunter: The Vigil. Spearfinger contains Storyteller character records, relationship charts, a number of hyperlinks to various portions of the text as well as bookmarks, so you can always jump right to what you need with just a click. It is inspired and enriched by Witch Finders, but that book is not required to use Spearfinger.

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Murder Will Out

What at first seems a case of an insane but isolated killer expands to put the cell at the mercy of an enemy that lives off violence itself, and can only be defeated by an act that could make the hunters killers on a par with the mass murderers they oppose. The story pits the players’ hunters against implacable killers of every stripe, and leads them into the grisly secret that links them all. A story in the Storytelling Adventure System for Hunter: The Vigil. Murder Will Out contains Storyteller character records, props, a number of hyperlinks to various portions of the text as well as bookmarks, so you can always jump right to what you need with just a click. It is inspired by the upcoming World of Darkness: Slashers, but that book is not required to use Murder Will Out.

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Shadows in the Dark: Mekhet

Unnoticed and silent, they watch. Their eyes have seen a thousand secrets, and yours are no exception. They are the Shadows that dwell among the Kindred, and everyone knows that the darkness has eyes in the Danse Macabre. Seek their wisdom under cover of night, and discover what awaits the wise and the patient. A Clan book for Vampire: The Requiem

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Exalted Second Edition: Character Sheet Pad

The pad contains 1 copy of each of the new character sheets for each of the castes of Solar Exalted. As a bonus, the quick reference side of the Storyteller's Screen is included, which displays all the necessary rules and charts for easy reference during game sessions.

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Freeport Poster Map

A 28"x19" full-colour printing of the map found at a smaller scale within the Pirate's Guide to Freeport.

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Scroll of Kings

f there is one surety in the Time of Tumult, it is that there will be war. As nation struggles against nation, as the deathknights ride forth from the shadowlands, as the Realm slips closer and closer to civil war, as the Solars return to reclaim the Mandate of Heaven, wars engulf Creation. And if you’re going to fight a war, fight to win. From the frozen steppes of the North to the burning wastes of the South, from the mysterious forests of the East to the savage islands of the West, from all four corners of the world to the heart of Creation, master the combat styles of all nations and wield them against your foes on the field of battle. The tools to do so are contained within. This book does the following:

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Graceful Wicked Masques: The Fair Folk

Denizens of the Wyld that surrounds Creation, the raksha continue to wage war on shaped reality. Taking on physical form, becoming the very thing they despise, the so-called Fair Folk prey on the the fringes of Creation, biding their time until the next great crusade rides forth from the formless madness beyond the world’s poles to finally end the blasphemy of shape. Will the Exalted again succeed in stemming the Fair Folk’s tide of destruction, or will they be swept away by the Wyld onslaught, unable to unite against this common foe? A character sourcebook for Exalted, Second Edition, featuring:

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Scroll of Fallen Races

Once, before the fabled First Age, Creation was a far different place. The Primordials still ruled from Yu-Shan, and the gods wrought their masters’ will from the Blessed Isle. In a time when humanity had yet to taste freedom, the world was ruled by other races, both mysterious and powerful. The course of the Primordial War wiped out most of these peoples, but two lived on under Solar rule, the noble Dragon Kings and the clever Jadeborn, though even then their decline had begun… a decline hastened by the Usurpation. Will the return of their erstwhile lords and allies, the Solar Exalted, mark a return to greatness for these races, or are they doomed to finally fall during this time of tumult? A character sourcebook for Exalted®, Second Edition, featuring:

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Lost Arts of the Dead

The ancient dead keep their own counsel, and they have learned from bitter experience to hold onto any advantage to avoid Oblivion. The Charms within represent such advantage in the Underworld, a means of bringing powers unknown to most of its denizens to bear when necessary. Once practiced only by the dark realm’s elite, these arts have begun to filter out to the masses in this Time of Tumult. And if these powers are rare in the Underworld, they are uniquely terrifying to the inhabitants of Creation who face them. A ghostly supplement for Exalted featuring four Arcanoi absent from Second Edition, until now: Evoke the Ancient Clay, Honored Ancestor Ways, Scholarly Ways and Shadow Constraint Craft

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Scion Companion Part Four: Secrets of the World

Secrets of the World is a stand alone electronic product which will eventually be compiled into the Scion Companion. This fourth chapter includes information on politics between the Gods and their Scions, more information on feats of strength, more equipment and weapons, a new antagonist group (the Order of the Divine Glory), information on Legendary companions for Scions, step-by-step advice on how to create your own pantheons, titanspawn and Relics, and 26 new story ideas.

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Scion Companion Part Three: Celestial Bureaucracy

The Celestial Bureaucracy is a stand alone electronic product which will eventually be compiled into the Scion Companion. This chapter includes a new pantheon, including the gods of the Bureaucracy, purview, birthrights, allies, antagonists, details on the over and underworlds, a new titan, and two sample scions.

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The Compass of Terrestrial Directions, Vol. IV: The South

From its fecund coasts to its hellish interior, the South is a land of startling contrasts. There exist in the direction cities dating back to the First Age ruled by desert nomads, fiercely independent tribesmen suffering under the yoke of Realm colonialism, an organization of fire elementals defying the bureaucracy of Heaven to safeguard its tenets and many other contradictions as well. Will the region’s many differences plunge it into conflict during this Time of Tumult, or will the returned Lawgivers succeed in bringing the South’s many constituents into a lasting accord? A setting book for Exalted, Second Edition, featuring:

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The Compass of Terrestrial Directions, Vol. III: The East

Beyond the Scavenger Lands lies much more than a rough frontier of rural backwaters and petty kingdoms. The Far East is full of nations that rival its supposedly more “civilized” neighbors in terms of size and sophistication, from the warring states of Linowan and Halta, to the floating land of Metagalapa and even grim Sijan, ancient city of the honored dead. Still, the region’s reputation as a land of untamed wilds and rough barbarians is not without merit, as the broad Eastern forests are home to a myriad of human, once human and completely inhuman tribes. The wealth of the East lies within these forests, waiting for those brave enough to take it. A setting book for Exalted, Second Edition, featuring:

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Scion: Ragnarök

The End Is Nigh! Fimbulwinter has come. The wolf Fenrir runs free, and the serpent Jörmungandr has loosed Midgard from his coils. The twilight of the Gods has begun, and only the Scions of the Aesir can salvage some good from the conflagration to come. Will your character survive the final battle of order versus chaos, or will the forces of the Wyrd consign him to death with the bulk of the Norse gods? An Apocalyptic Campaign for Scion featuring: • A complete overview of the Norse myth cycle • Monsters and adversaries based on Norse myth for use in any Scion game • Full stats for major and minor members of the Aesir • A series of three adventures designed to take characters from hero to God as the events of Ragnarök play out.

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World of Darkness: Slasher

There’s a different breed of killer out there. They aren’t driven by the need to drink blood or the pulse of the full moon. They kill because they have to, because murder is the only thing they know. Will you hunt the slashers — or join their ranks? A Chronicle Book for World of Darkness and Hunter: The Vigil:

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Scion Companion Character Sheets

These are a collection of free, full-color character sheets based on the pantheons in the Scion Companion. There are sheets themed for each pantheon, with variations for Hero, Demigod and God levels.

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Seeds of Tomorrow

Before the Visitation of a Scion’s divine parent, the Scion in question is mortal, and as vulnerable to physical, mental and emotional danger as any other child. Yet they are also potential sources of great power, and (to those who might be able to identify them as such) prospective pawns. Someone has developed a way to detect such Scions-to-be, and is poised to take full advantage of them in a way that could change the War forever. Opposing forces are in place to reap a harvest of power in these children and turn it to their own ends, depriving their divine parents of aid and possibly allowing the Titans to gain the upper hand. A story in the Storytelling Adventure System for Scion. Seeds of Tomorrow contains a collection of scenes, Storyteller character records, a number of hyperlinks to various portions of the text as well as bookmarks, so you can always jump right to what you need with just a click. It is inspired by the Scion Companion, but that book is not required to use Seeds of Tomorrow.

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Horror Recognition Guide

An “artifact” book detailing the secret files of a lone hunter cell operating in the city of Philadelphia.

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Under the Skin

Something is inside my skin. Shifting, itching and scrabbling for purchase. It takes me over, pushing me down to darkness. My voice is not my voice; my steps are not my steps. I see my friends… it sees my friends. I cannot scream. I cannot warn them. I am powerless and small in my own body. Help. Please. Someone help me, before it’s too late. I am all alone. Fading to nothing. A story in the Storytelling Adventure System for Hunter: The Vigil. Under the Skin contains a collection of scenes, Storyteller character records, a number of hyperlinks to various portions of the text as well as bookmarks, so you can always jump right to what you need with just a click. It is inspired by the upcoming Spirit Slayers book, but that book is not required to use Under the Skin.

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New Wave Requiem

Do you remember the 80s? Not that bubble-gum garbage you see on those so-called “music networks,” but the real 80s? World War III was always on the horizon while sex, drugs and money flowed like a river of blood right to us. Vampires were everywhere. The Masquerade was at its thinnest point, but we didn’t care because the world was ours. We kept playing our games, doing our dance, but everyone was afraid that one AIDS-ridden blood doll with a grudge or one neonate with a personal computer and a private investor would decide someday to pull the trigger and make the world burn. Those were good times.
— Robyn Sloane, Circle of the Crone This full-color PDF includes:

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Seers of the Throne

We are the masters of the world. We control the Machine, watch every human cog spinning within it. We have gained power over the material world and the supernatural. And all we had to do was trade our freedom for eternal servitude to those above us. A Character Book for Mage: The Awakening:

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Night Horrors: Immortal Sinners

So many people wish for fame and renown during their lives — or even for just a little bit of notoriety. But among our Kindred, that’s very nearly a fate worse than death. Don’t take my word for it, though. Go and ask some questions. Find out about who they talk to in the Necropoli of the Nosferatu, and in the perfumed salons of Elysium. Listen to what they say about them, and listen even more carefully to what they don’t say. Then maybe you’ll understand that the worst thing you can do is to stand out in a society of blood-starved murderers, my boy.

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Signs & Portents #57



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Dungeon Delve

Dungeon Delve provides the DM with an array of small, easy-to-run dungeons each specifically designed for a night of gaming. This book is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained, easy-to-run mini-dungeons, or "delves", each one crafted for a few hours of game-play. The book includes delves for 1st- to 30th-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into the campaign.

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Player's Handbook 2

Player's Handbook 2 expands the range of options available to D&D players with new classes, races, powers and other material. This book builds on the array of classes and races presented in the first Player's Handbook, adding both old favorites and new, never-before-seen options to the game. The book adds a new power source for 4th Edition D&D: classes using the new primal power source include the barbarian and the druid.

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Renegade Wizards

The mysterious figure known only as the Journeyman is charged to use the ancient Anvil of Time to travel through history and find the lost stories that fell to no one's notice. He is told to observe and not to interfere, a task that is easier said than done . . . Tythonnia never expected magic to be like this. A red-robe in training, sent with Par-Salian and Ladonna to find and expose wizards renegade against the Towers of High Sorcery, she found instead that the world was larger than she had ever thought -- and the questions it asked no easier. Magic finds her darkest secrets, her innermost self, and reveals them to her, but the knowledge she finds is never comforting, nor what she wants to believe. Tythonnia struggles against what she should do and what she wishes to do, trying to find the path that winds between the two extremes.

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Corsair

Kamoth Kastelmar, Lord of the Black Moon He was a sadistic young lord who charmed his way into the marrying the Harmach of Hulburg’s sister before he was exiled for conspiring against his new brother-and-law. Now he is Captain of the Kraken Queen, High Captain of the Black Moon Corsairs—a ruthless pirate fleet that scours the Moonsea, raping, pillaging, and burning wherever they go. He was willing to let bygones be bygones, but when the Harmach of Hulburg arms a warship to thwart his piracy, he starts taking their actions against him personally. It’s time to teach the harmach a lesson in respect. It’s time to raze Hulburg.

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Signs & Portents #56



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A Song of Ice and Fire Roleplaying

A Song of Ice and Fire Roleplaying gives you everything you need to play and run games in the Seven Kingdoms using an all new and easy to learn game system specifically designed to evoke the atmosphere of these best-selling novels. You and your fellow players take on the roles of key members of a noble house. Opportunities abound under the new king and as old loyalties die and new ones are born, your house is poised to claim its place alongside the Great Houses of Westeros. Should you succeed in your efforts, you might find yourself among the Starks and Lannisters, gaining the favor of the king, and securing your place in history. Should you fail, your rivals will destroy you on their own desperate climb to greatness.

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All-In

All-In presents four ready-to-play scenarios set in the fantastic world of Wild Cards. Meet up with some of the most famous (and infamous) characters of the novels, like Dr. Tachyon, Modular Man, and the Great and Powerful Turtle, and give your aces and jokers the chance to join their ranks by making names for themselves.

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Lords of Lightning

Lords of Lightning presents eleven new antagonists for players and gamemasters to use in their M&M System roleplaying game. These include Adam, Agent Zero, Jules Blitzer, Dynamo, The Hoplite, Keno Kuryente, Nemesis Rex, Raiju, Shock-Trooper, Tempest and Tian-Mu. Inside you will also find a wealth of adventure hooks and story ideas, including innovative new concepts such as the “Origin-In-A-Box” and “Story Point” sidebars that allow a gamemaster to tie a villain’s background directly into the campaign’s history or the origins of one of the player’s heroes.

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