Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

Deities and Demigods


Rich RedmanJeff Easley - 2002
    With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

Science of the Magical: From the Holy Grail to Love Potions to Superpowers


Matt Kaplan - 2015
    Like Ken Jennings and Mary Roach, Kaplan serves as a friendly armchair guide to the world of the supernatural. From the strengthening powers of Viking mead, to the super soldiers in movies like Captain America, Kaplan ranges across cultures and time periods to point out that there is often much more to these enduring magical narratives than mere fantasy. Informative and entertaining, Science of the Magical explores our world through the compelling scope of natural and human history and cutting-edge science.

Changeling: The Dreaming


Ian Lemke - 1997
    Only the world of humanity remains. Without any awareness of our true nature, humankind crushes us beneath its banal heel. Joy and laughter are gone; only the Dreaming remains.We are changelings, the forgotten ones, neither fully fae nor wholly mortal. The last of our kind on Earth, we have built ourselves an invisible kingdom. We are everywhere, yet you have never seen us. We hide, not behind some fragile Masquerade, but in plain sight with the power of our Glamour. We exist within a real world of make-believe where "imaginary" things can kill and" "pretend" monsters are real.The storytelling game of modern fantasy. The Kithain are heirs to Earth's secret kingdom of faerie. And yet they are only part fae; they are forced to adopt mortal guises to survive disbelief in magic. The fae must strive to forestall the coming Winter and bring about an endless Spring lest Banality consume all and the Dreaming be lost.Changeling Second Edition features a clarified and expanded setting and cosmology, as well as completely new and revised rules. Yet it's fully compatible with first edition and the rest of the Storyteller games. A full-color, hardcover book with art and graphics like you've never seen before.

Book of Lies: The Disinformation Guide to Magick and the Occult


Richard MetzgerDaniel Pinchbeck - 2003
    Just as Russ Kick's Guides focusing on secrets and lies from the mainstream media, government, and other establishment institutions rethought what a political science book could look like and whom it would appeal to, Book of Lies redefines occult anthologies, packaging and presenting a huge array of magical essays for a pop culture audience. Just some of the contents:An introduction by comics genius Grant Morrison, who also contributes a threepart article on Pop Magick.Mark Pesce, author of The Playful World, compares computer programming and spellcasting.Genesis POrridge, father of Industrial Music and Rave culture explains how samples in a rave song can have magical consequences.Paul Laffoley discusses his magical artistic strategies (Metzger compares Laffoley to Merlin the Magician).Magical Thinking--an extended excerpt from Daniel Pinchbeck's Breaking Open the Head.William Burroughs and the occult.Nevill Drury, Australia's most noted occult writer, tells of Dion Fortune, Austin Spare, and Rosaleen Norton.Why Does Aleister Crowley Still Matter?Donald Tyson's "The Enochian Apocalypse Working." Were the seeds of the end of the world sown in the Elizabethan era?.The first ever biographical essay on Marjorie Cameron, the fascinating character from Los Angeles' occult and beatnik scene.Hitler and the occult--Peter Levenda interview by Tracy Twyman.Robert Temple on how his book The Sirius Mystery's, controversial thesis (for which he was ridiculed) was proven by the Hubble telescope twentyfive years late.An exclusive Anton LaVey interview by Michael Moynihan, author of bestselling book Lords of Chaos.Erik Davis, author of Techgnosis, looks at H. P. Lovecraft's Magick Realism.

Behold a Pale Horse


Milton William Cooper - 1991
    This information has been kept in topsecret government files since the 1940s. His audiences hear the truth unfold as he writes about the assassination of John F. Kennedy, the war on drugs, the secret government, and UFOs.Bill is a lucid, rational, and powerful speaker whose intent is to inform and to empower his audience. Standing room only is normal. His presentation and information transcend partisan affiliations as he clearly addresses issues in a way that has a striking impact on listeners of all backgrounds and interests. He has spoken to many groups throughout the United States and has appeared regularly on many radio talk shows and on television.In 1988 Bill decided to "talk" due to events then taking place worldwide, events that he had seen plans for back in the early 1970s. Bill correctly predicted the lowering of the Iron Curtain, the fall of the Berlin Wall, and the invasion of Panama. All Bill's predictions were on record well before the events occurred. Bill is not a psychic. His information comes from top secret documents that he read while with the Intelligence Briefing Team and from over seventeen years of research.

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Rise of the Dungeon Master: Gary Gygax and the Creation of D&D


David Kushner - 2017
    Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.

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 . . .

Tales of the Knights Templar


Katherine Kurtz - 1995
    Legend endows the Templars with magical powers with which they are said to have altered the course of history. The Temple and the Crown picks up in 1306 with the crowning of Robert Bruce in Scotland. Bruce immediately faces a challenge to his throne, and Pope Clement and King Philip of France, jealous of the Knights' magical powers, wealth, and charm, have them arrested on trumped-up charges of black magic, blasphemy, and consorting with the Devil. The Templars' only hope is to flee as fugitives and seek a new home...and a safe haven for the mystical treasures they guard.

Halo Mythos: A Guide to the Story of Halo


343 Industries - 2016
    The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.

Pathfinder Roleplaying Game: Mythic Adventures


Jason BulmahnTracy Hurley - 2013
    Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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 a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15