The Book of Barely Imagined Beings: A 21st Century Bestiary


Caspar Henderson - 2012
    Ranging from the depths of the ocean to the most arid corners of the land, Caspar Henderson captures the beauty and bizzareness of the many living forms we thought we knew and some we could never have contemplated, inviting us to better imagine the precarious world we inhabit.A witty, vivid blend of cutting edge natural history and meditative reflections, The Book of Barely Imagined Beings is infectious and celebratory about the sheer ingenuity and variety of life.

Star Wars: The Roleplaying Game


Greg Costikyan - 1987
    Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.

Clanbook: Tremere


Keith Herber - 1995
    they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.

Doctor Who: A History of the Universe in 100 Objects


Steve Tribe - 2012
    From ancient urns and medieval flasks to sonic screwdrivers and glass Daleks, these 100 objects tell the story of the entire universe, and the most important man in it: the Doctor. Each item has a unique tale of its own, whether it's a fob watch at the onset of the Great War or a carrot growing on the first human colony on Mars. Taken together, they tell of empires rising and falling, wars won and lost, and planets destroyed and reborn. Within these pages lie hidden histories of Time Lords and Daleks, the legend of the Loch Ness Monster, the plot to steal the Mona Lisa and the story of Shakespeare's lost play. You'll find illustrated guides to invisible creatures, the secret origins of the internet, and how to speak Mechonoid. "A History of the Universe in 100 Objects" is an indispensible guide to the most important items that have ever existed, or that are yet to exist.

The Years of Rice and Salt


Kim Stanley Robinson - 2002
    History teaches us that a third of Europe's population was destroyed. But what if? What if the plague killed 99 percent of the population instead? How would the world have changed? This is a look at the history that could have been: a history that stretches across centuries, a history that sees dynasties and nations rise and crumble, a history that spans horrible famine and magnificent innovation. These are the years of rice and salt.

On Monsters: An Unnatural History of Our Worst Fears


Stephen T. Asma - 2009
    Beginning at the time of Alexander the Great, the monsters come fast and furious--Behemoth and Leviathan, Gog and Magog, Satan and his demons, Grendel and Frankenstein, circus freaks and headless children, right up to the serial killers and terrorists of today and the post-human cyborgs oftomorrow. Monsters embody our deepest anxieties and vulnerabilities, Asma argues, but they also symbolize the mysterious and incoherent territory beyond the safe enclosures of rational thought. Exploring sources as diverse as philosophical treatises, scientific notebooks, and novels, Asma unravelstraditional monster stories for the clues they offer about the inner logic of an era's fears and fascinations. In doing so, he illuminates the many ways monsters have become repositories for those human qualities that must be repudiated, externalized, and defeated.

The Six-Gun Tarot


R.S. Belcher - 2013
    The sheriff bears the mark of the noose around his neck; some say he is a dead man whose time has not yet come. His half-human deputy is kin to coyotes. The mayor guards a hoard of mythical treasures. A banker’s wife belongs to a secret order of assassins. And a shady saloon owner, whose fingers are in everyone’s business, may know more about the town’s true origins than he’s letting on.A haven for the blessed and the damned, Golgotha has known many strange events, but nothing like the primordial darkness stirring in the abandoned silver mine overlooking the town. Bleeding midnight, an ancient evil is spilling into the world, and unless the sheriff and his posse can saddle up in time, Golgotha will have seen its last dawn…and so will all of Creation.

A Song of Ice and Fire Roleplaying


Robert J. Schwalb - 2008
    In spite of the promises of justice and prosperity for all, this perilous time is marked by the political maneuvering of ambitious nobles and foul plots hatched in secret councils.

The Star Wars Roleplaying Game


Bill Smith - 1992
    Struggle against the awesome might of the evil galactic Empire, fly faster-than-light starships, trade blaster shots with stormtroopers, fight lightsaber duels against dark Jedi warriors, and tap the mystical powers of the Force. Explore a galaxy of a billion suns, a universe of dire peril, where Rebels fight desperately against Imperial oppression. In the Star Wars roleplaying game you'll face overwhelming odds and impossible challenges — but if you meet them bravely, you will triumph, for the Force is with you always!You've seen the movies. Now live the adventure!The Star Wars roleplaying game features:° Simple rules that keep the action fast, capturing the spirit and excitement of the Star Wars universe.• A solitaire scenario that gets you into the game immediately.• An action-packed starter adventure that pits the players against the fearsome Pirates of Prexiar.• A detailed history of the Star Wars universe to help you design your own chapters of this epic saga.• Newly revised and indexed from Star Wars: The Roleplaying Game, Second Edition.

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

The Loop


Nicholas Evans - 1998
    She struggles for survival and for self-esteem, embarking on a love affair with the 18-year-old son of her most powerful opponent, brutal and charismatic rancher, Buck Calder.

Xanathar's Guide to Everything


Wizards of the Coast - 2017
    In addition, you’ll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.Complete rules for more than twenty new subclasses for fifth edition Dungeons & Dragons, including the cavalier, the inquisitive, the horizon walker, and many more. Dozens of new feats and spells, and a system to give your character a unique, randomized backstory. A variety of systems and tools that provide Dungeon Masters new ways to personalize their home games, while also expanding the ways players can engage in organized play and shared world campaigns.Beauty is in the eye of the beholder, but evil is in its heart!The Xanathar…Waterdeep’s most infamous crime lord, and a beholder to boot…You’d be shocked to discover just how much he knows about you…Yes, you… adventurers.

Kindred of the East


Robert Hatch - 1997
    Those few Children of Caine dwelling in Asia whisper of the monstrous Cathayans--the shadowy vampires native to the East. For too long the Cathayans have lain like sleeping dragons, allowing the Kindred a facade of omnipotence. Now, the new Age is at hand; Yin-daggers tremble in the talons of the Resplendent Cranes, and the Devil-Tigers howl for souls in the dark.May You Live in Interesting TimesKindred of the East is a giant hardcover sourcebook describing the unique and deadly vampires of the East. This mammoth volume includes new character creation rules, new powers, descriptions of the Eastern spirit worlds (plus rules for traveling there), and two chapters full of setting and cultural information.

Newton's Cannon


Greg Keyes - 1998
    . .1681: When Sir Isaac Newton turns his restless mind to the ancient art of alchemy, he unleashes Philosopher's Mercury, a primal source of matter and a key to manipulating the four elements of Earth, Air, Fire, and Water. Now, as France and England battle for its control, Louis XIV calls for a new weapon--a mysterious device known only as Newton's Cannon.Half a world away, a young apprentice named Benjamin Franklin stumbles across a dangerous secret. Pursued by a deadly enemy--half scientist, half sorcerer--Ben makes his fugitive way to England. Only Newton himself can help him now. But who will help Sir Isaac? For he was not the first to unleash the Philosopher's Mercury. Others were there before him. Creatures as scornful of science as they are of mankind. And burning to be rid of both . . .

Pathfinder Roleplaying Game: Bestiary 4


Jason BulmahnTim Hitchcock - 2013
    Within this tome of terrors you'll find pitiless psychopomps and blood-drinking nosferatu, insectile formians and faceless nightgaunts, and even unique mythological horrors like Spring-Heeled Jack and Grendel himself. Yet not every creature need be an enemy, as mighty empyreal lords, primeval outer dragons, and valorous swan maidens enlist you in their epic battles!Pathfinder Roleplaying Game: Bestiary 4 is the fourth indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Bestiary 4 includes:- More than 300 different monsters.- Creatures from classic horror literature and monster films, including the colour out of space, elder things, and kaiju.- New player-friendly races like changelings, kitsune, and nagaji.- Entities of mythic might, from despotic demon lords and alien elohim to terrifying Great Old Ones—including Cthulhu!.- New creatures you can construct, like clockworks and juggernauts.- New familiars, animal companions, and other allies.- New templates to help you get more life out of classic monsters.- Appendices to help you find the right monster, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify combat.- Challenges for every adventure and every level of play.... and much, much more!Cover art by Wayne Reynolds