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.

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.

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Freedom and Necessity


Steven Brust - 1997
    Across Europe, the high tide of revolution has crested, leaving recrimination and betrayal in its wake. From the high councils of Prussia to the corridors of Parliament, the powers-that-be breathe sighs of relief. But the powers-that-be are hardly unified among themselves. Far from it...On the south coast of England, London man-about-town James Cobham comes to himself in a country inn, with no idea how he got there. Corresponding with his cousin, he discovers himself to have been presumed drowned in a boating accident. Together they decide that he should stay put for the moment, while they investigate what may have transpired. For James Cobham is a wanted man--wanted by conspiring factions of the government and the Chartists alike, and also the target of a magical conspiracy inside his own family.And so the adventure begins...leading the reader through every corner of mid-nineteenth-century Britain, from the parlors of the elite to the dens of the underclass. Not since Wilkie Collins or Conan Doyle has there been such a profusion of guns, swordfights, family intrigues, women disguised as men, occult societies, philosophical discussions, and, of course, passionate romance.Nor could any writing team but Steven Brust and Emma Bull make it quite so much fun...

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.

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

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.

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 Viking Spirit: An Introduction to Norse Mythology and Religion


Daniel McCoy - 2016
    As you’d expect from Daniel McCoy, the creator of the enduringly popular website Norse Mythology for Smart People, it’s written to scholarly standards, but in a simple, clear, and entertaining style that’s easy to understand and a pleasure to read. It includes gripping retellings of no less than 34 epic Norse myths – more than any other book in the field – while also providing an equally comprehensive overview of the fascinating Viking religion of which Norse mythology was a part. You’ll learn about the Vikings’ gods and goddesses, their concept of fate, their views on the afterlife, their moral code, how they thought the universe was structured, how they practiced their religion, the role that magic played in their lives, and much more. With its inclusion of the latest groundbreaking research in the field, The Viking Spirit is the ultimate introduction to the timeless splendor of Norse mythology and religion for the 21st Century.

Egyptian Mythology: A Guide to the Gods, Goddesses, and Traditions of Ancient Egypt


Geraldine Pinch - 2002
    Now, in Egyptian Mythology, Geraldine Pinch offers a comprehensive introduction thatuntangles the mystery of Egyptian Myth.Spanning Ancient Egyptian culture--from 3200 BC to AD 400--Pinch opens a door to this hidden world and casts light on its often misunderstood belief system. She discusses the nature of myths and the history of Egypt, from the predynastic to the postpharaonic period. She explains how Egyptian culturedeveloped around the flooding of the Nile, or the inundation, a phenomenon on which the whole welfare of the country depended, and how aspects of the inundation were personified as deities. She explains that the usually cloudless skies made for a preoccupation with the stars and planets. Indeed, much early Egyptian mythology may have developed to explain the movement of these celestial bodies. She provides a timeline covering the seven stages in the mythical history of Egypt and outlining the major events of each stage, such as the reign of the sun God. A substantial A to Z section coversthe principal themes and concepts of Egyptian mythology as well as the most important deities, demons, and other characters. For anyone who wants to know about Anubis, the terrifying canine god who presided over the mummification of bodies and guarded burials, or Hathor, the golden goddess whohelped women to give birth and the dead to be reborn, or an explanation of the nun, the primeval ocean from which all life came, Egyptian Mythology is the place to look.

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 Exegesis of Philip K. Dick


Philip K. Dick - 2011
    Dick is the magnificent and imaginative final work of an author who dedicated his life to questioning the nature of reality and perception, the malleability of space and time, and the relationship between the human and the divine. Edited and introduced by Pamela Jackson and Jonathan Lethem, this will be the definitive presentation of Dick’s brilliant, and epic, final work. In The Exegesis, Dick documents his eight-year attempt to fathom what he called "2-3-74," a postmodern visionary experience of the entire universe "transformed into information." In entries that sometimes ran to hundreds of pages, Dick tried to write his way into the heart of a cosmic mystery that tested his powers of imagination and invention to the limit, adding to, revising, and discarding theory after theory, mixing in dreams and visionary experiences as they occurred, and pulling it all together in three late novels known as the VALIS trilogy. In this abridgment, Jackson and Lethem serve as guides, taking the reader through the Exegesis and establishing connections with moments in Dick’s life and work.

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.

Myths to Live By


Joseph Campbell - 1972
    Campbell stresses that the borders dividing the Earth have been shattered; that myths and religions have always followed the certain basic archetypes and are no longer exclusive to a single people, region, or religion. He shows how we must recognize their common denominators and allow this knowledge to be of use in fulfilling human potential everywhere.