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Never Unprepared: The Complete Game Master's Guide to Session Prep
Phil Vecchione - 2012
To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.
The Tolkien Reader
J.R.R. Tolkien - 1966
This rich treasury includes Tolkien's most beloved short fiction plus his essay on fantasy. Publisher's Note Tolkien's Magic Ring, by Peter S. Beagle The Homecoming of Beorhtnoth Beorhthelm's Son Tree and Leaf On Fairy-Stories Leaf by Niggle Farmer Giles of Ham The Adventures of Tom Bombadil The Adventures of Tom Bombadil Bombadil Goes Boating Errantry Princess Mee The Man in the Moon Stayed Up Too Late The Man in the Moon Came Down Too Soon The Stone Troll Perry-the-Winkle The Mewlips Oliphaunt Fastitocalon Cat Shadow-bride The Hoard The Sea-Bell The Last Ship
The Mothman Prophecies
John A. Keel - 1975
For thirteen months the town of Point Pleasant is gripped by a real-life nightmare that culminates in a tragedy that makes headlines around the world. Strange occurrences and sightings, including a bizarre winged apparition that becomes known as the Mothman, trouble this ordinary American community. Mysterious lights are seen moving across the sky. Domestic animals are found slaughtered and mutilated. And journalist John Keel, arriving to investigate the freakish events, soon finds himself an integral part of an eerie and unfathomable mystery...
The Vampire Player's Guide
Andrew Greenberg - 1991
A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.
The Satanic Bible
Anton Szandor LaVey - 1969
It is a collection of essays, observations and rituals, and outlines LaVey's Satanic ideology. It contains the core principles of the Church of Satan and is considered the foundation of the philosophy and dogma that constitute LaVeyan Satanism.
Gossip from the Forest
Sara Maitland - 2012
Both evoke a similar sensation in us — we find them beautiful and magical, but also spooky, sometimes horrifying.In this fascinating book, Maitland argues that the two forms are intimately connected: the mysterious secrets and silences, gifts and perils of the forests were both the background and the source of fairytales. Yet both forests and fairy stories are at risk and their loss deprives us of our cultural lifeblood. Maitland visits forests through the seasons, from the exquisite green of a beechwood in spring, to the muffled stillness of a snowy pine wood in winter. She camps with her son Adam, whose beautiful photographs are included in the book; she takes a barefoot walk through Epping Forest with Robert Macfarlane; she walks with a mushroom expert through an oak wood, and with a miner through the Forest of Dean. Maitland ends each chapter with a unique, imaginitive re-telling of a fairystory.Written with Sara's wonderful clarity and conversational grace, Gossip from the Forest is a magical and unique blend of nature writing, history and imaginative fiction.
Domains of Dread: Ravenloft Campaign:
Steve Miller - 1997
Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)
Werewolf: The Wild West: A Storytelling Game of Historical Horror
Richard Kane Ferguson - 1997
Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.
Towing Jehovah
James K. Morrow - 1994
En route Van Horne must also contend with ecological guilt, a militant girlfriend, sabotage both natural and spiritual, and greedy hucksters of oil, condoms, and doubtful ideas. Winner of a 1995 World Fantasy Award.
Ecotopia
Ernest Callenbach - 1975
Hailed by the Los Angeles Times as the “newest name after Wells, Verne, Huxley, and Orwell,” Callenbach offers a visionary blueprint for the survival of our planet . . . and our future.
Ecotopia was founded when northern California, Oregon, and Washington seceded from the Union to create a “stable-state” ecosystem: the perfect balance between human beings and the environment. Now, twenty years later, this isolated, mysterious nation is welcoming its first officially sanctioned American visitor: New York Times-Post reporter Will Weston.Skeptical yet curious about this green new world, Weston is determined to report his findings objectively. But from the start, he’s alternately impressed and unsettled by the laws governing Ecotopia’s earth-friendly agenda: energy-efficient “mini-cities” to eliminate urban sprawl, zero-tolerance pollution control, tree worship, ritual war games, and a woman-dominated government that has instituted such peaceful revolutions as the twenty-hour workweek and employee ownership of farms and businesses. His old beliefs challenged, his cynicism replaced by hope, Weston meets a sexually forthright Ecotopian woman and undertakes a relationship whose intensity will lead him to a critical choice between two worlds.
Candlekeep Mysteries
Graeme BarberSarah Madsen - 2021
Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.
Unquenchable Fire
Rachel Pollack - 1988
A lot of fantasists admit that, but Pollack's Jennie Mazdan shows us just how uncomfortable it can be. This is suburban fantasy, reminiscent of Philip K. Dick's suburban SF, and the protagonist is a nice suburban middle-class person who, in a recognizable America informed with rational, non-Christian divine powers, copes with supernatural imposition on her life. Perfectly balancing the anchoring familiar mundanities against her brilliant, fascinating Living World---surly bureaucrats at the National Oneiric Registration Agency, tourists photographing the Founder's Urinal shrine in Poughkeepsie---Pollack tells Jennie and Valerie's story of transformation, acceptance and triumph. Potently stocked with archetypes, yet down-to-earth and even funny, this is great fiction and great fantasy.
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Anno Dracula
Kim Newman - 1992
Peppered with familiar characters from Victorian history and fiction, the novel follows vampire Geneviève Dieudonné and Charles Beauregard of the Diogenes Club as they strive to solve the mystery of the Ripper murders. Anno Dracula is a rich and panoramic tale, combining horror, politics, mystery and romance to create a unique and compelling alternate history. Acclaimed novelist Kim Newman explores the darkest depths of a reinvented Victorian London. This brand-new edition of the bestselling novel contains unique bonus material, including a new afterword from Kim Newman, annotations, articles and alternate endings to the original novel.
Ravenloft Campaign Setting:
Bruce Nesmith - 1994
Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.