Book picks similar to
Appendix N: The Eldritch Roots of Dungeons and Dragons by Peter BebergalTanith Lee
fantasy
short-stories
fiction
gaming
Spells & Chrome
John HelfersKevin Killiany - 2010
A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks and trolls walk alongside humans every day. Some work for mega-corporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—-for a price.Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & Chrome takes you into the dark and dirty streets of the future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got--cyberware, spells, or a very big gun--to get the job done.
Sword of Ice and Other Tales of Valdemar
Mercedes LackeyMark Shepherd - 1997
Home to the Heralds and their mysterious horselike Companions, the magical Tayledras Hawk-people, and of course, the powerful gryphons, Valdemar has garnered a devoted global following. Now these 17 new tales by fantasy's greatest authors are sure to add their own chapter to the history of this enchanting land.This anthology contains:
Introduction
by Mercedes Lackey
Sunlancer
by Philip M. Austin and Mercedes Lackey
The Demon's Den
by Tanya Huff
Ironrose
by Larry Dixon and Mel. White
Babysitter
by Josepha Sherman
The Salamander
by Richard Lee Byers
A Child's Adventures
by Janni Lee Simmer
Blood Ties
by Stephanie D. Shaver
... Another Successful Experiment
by Lawrence Schimel Choice by Michelle West
Song of Valdemar
by Kristin SchwengelThe School Up the Hill by Elisabeth Waters
Chance
by Mark Shepherd
Sword of Ice
by Mercedes Lackey & John Yezeguielian
In the Forest of Sorrows
by John Heifers
Vkandis' Own
by Ben Ohlander
A Herald's Honor
by Mickey Zucker Reichert
A Song For No One's Mourning
by Gary A. Braunbeck
Blue Heart
by Philip M. Austin and Mercedes Lackey
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.
Legend of the Five Rings RPG
Shawn Carman - 2010
Bushido’s staunch and unyielding code of conduct binds samurai to duty, strengthening their character and defining their choices. While some samurai serve the greater good, others use the strictures of Bushido to manipulate the lower ranks and advance their own power.Eight Great Clans form the heart of Rokugan’s culture. Each is defined by its own principles, values, and agendas. Each sees the Code of Bushido in its own way. Each seeks to serve the Emperor with its own unique talents. Take up the soul of your ancestors — the samurai’s daisho — and fight for the glory and honor of your family and Clan. Now is the time for heroes, in a world where Honor is a force more powerful than Steel.The Fourth Edition of L5R is the ultimate edition of the award-winning role-playing game. Inside this tome, you will find:• A game unlike any you’ve played elsewhere. Honor and service are valued more than magic swords taken from wandering ogres. Prepare for the glorious life of the samurai!• A unique Character Sheet. Legend of the Five Rings rules have never been more easy to learn and to play. No more need to flip through pages of rules while fighting your enemies!• A toolbox approach to role-playing in Rokugan. Fourth Edition encourages gamemasters of Legend of the Five Rings to customize their game, adding or removing from their campaigns as they see fit, customizing the game to fit their story lines and players.• A broad history of the Emerald Empire and the beliefs of all the Great Clans, with play options not only the major clans but also for outlying groups such as Imperials, Minor Clans, and the infamous Spider Clan.Draw your blade and join the fight for Rokugan.
The Grand History of the Realms
Brian R. James - 2007
Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events. In addition, the book features an exclusive Forgotten Realms short story by best-selling author R.A. Salvatore and new revelations for Realmslore aficionados.
The Very Best of Caitlín R. Kiernan
Caitlín R. Kiernan - 2019
Kiernan is one of dark fantasy and horror’s most acclaimed and influential short fiction writers. Her powerful, unexpected stories shatter morality, gender, and sexuality: a reporter is goaded by her toxic girlfriend into visiting sadistic art exhibits; a countess in a decaying movie theater is sated by her servants; a collector offers his greatest achievement to ensnare a musician who grieves for her missing sister.In this retrospective collection of her finest work—previously only available in limited editions—Kiernan cuts straight to the heart of the emotional truths we cannot ignore.
Tales Before Narnia: The Roots of Modern Fantasy and Science Fiction
Douglas A. Anderson - 2008
Anderson illuminated the sources, inspirations, and influences that fired J.R.R. Tolkien’s genius. Now Anderson turns his attention to Tolkien’s colleague and friend C. S. Lewis, whose influence on modern fantasy, through his beloved Narnia books, is second only to Tolkien’s own.In many ways, Lewis’s influence has been even wider than Tolkien’s. For in addition to the Narnia series, Lewis wrote groundbreaking works of science fiction, urban fantasy, and religious allegory, and he came to be regarded as among the most important Christian writers of the twentieth century. It will come as no surprise, then, that such a wide-ranging talent drew inspiration from a variety of sources. Here are twenty of the tributaries that fed Lewis’s unique talent, among them:“The Wood That Time Forgot: The Enchanted Wood,” taken from a never-before-published fantasy by Lewis’s biographer and friend, Roger Lancelyn Green, that directly inspired The Lion, the Witch, and the Wardrobe; E. Nesbit’s charming “The Aunt and Amabel,” in which a young girl enters another world by means of a wardrobe; “The Snow Queen,” by Hans Christian Andersen, featuring the abduction of a young boy by a woman as cruel as she is beautiful; and many more, including works by Charles Dickens, Kenneth Grahame, G. K. Chesterton, and George MacDonald, of whom Lewis would write, “I have never concealed the fact that I regarded him as my master.” Full of fascinating insights into Lewis’s life and fiction, Tales Before Narnia is the kind of book that will be treasured by children and adults alike and passed down lovingly from generation to generation.
Dark Sun Campaign Setting: A 4th Edition D&D Supplement
Richard Baker - 2010
Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The
Dark Sun
Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.
The Halls Of Stormweather
Philip Athans - 2000
The Halls of Stormweather, a novel in seven parts, is the first book in a series that explores the mean streets of a city where everything has its price and even the wealthiest families will do anything to survive!Ed Greenwood -- The creator of the Forgotten Realms begins the tale with the capable but embattled patriarch of the Uskevren family.Clayton Emery -- The heir to the family fortune is brought to life by the author of Star of Cursrah and the Netheril Trilogy.Lisa Smedman -- A veteran science fiction and fantasy author shows us a young woman who's more than just a maid.Dave Gross -- The author of An Opportunity for Profit tells the story of the youngest son who carries a horrifying curse.Voronica Whitney-Robinson -- The story of the willful daughter Thazienne is told by the co-author of Spectre of the Black Rose.Richard Lee Byers -- The author of Dark Kingdoms tells a tale of a wife with a past as long as it is dark.Paul Kemp -- A talented newcomer creates a servant with more secrets than his master could ever guess.
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
NPCs
Drew Hayes - 2014
Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade.And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.
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
Van Richten's Guide to Ravenloft
Wizards RPG Team - 2021
No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?Van Richten's Guide to Ravenloft contains everything you need to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life!
The Weird Fiction Megapack: 25 Stories from Weird Tales
Steve Rasnic Tem - 2014
Included are works by many famous authors, such as H.P. Lovecraft, Robert E. Howard, Clark Ashton Smith, Manly Wade Wellman, E. Hoffmann Price, Tennessee Williams, and many more—with an emphasis on great but less-well-known stories that readers may not have encountered before. "To Become a Sorcerer," by Darrell Schweitzer (included here) was a finalist for the World Fantasy Award.Included are:BOY BLUE, by Steve Rasnic TemTAP DANCING, by John Gregory BetancourtTO BECOME A SORCERER, by Darrell SchweitzerTHE GOLGOTHA DANCERS, by Manly Wade WellmanTHE DEATH OF ILALOTHA, by Clark Ashton SmithTHE SALEM HORROR, by Henry KuttnerTHE DISINTERMENT, by H.P. Lovecraft and D.W. RimelTHE SEA-WITCH, by Nictzin DyalhisVINE TERROR, by Howard WandreiTHE PALE MAN, by Julius LongWEREWOLF OF THE SAHARA, by G.G. PendarvesTRAIN FOR FLUSHING, by Malcolm JamesonTHE DIARY OF PHILIP WESTERLY, by Paul ComptonMASK OF DEATH, by Paul ErnstTHE GIRL FROM SAMARCAND, by E. Hoffmann PriceTHE MONKEY SPOONS, by Mary Elizabeth CounselmanTHE VENGEANCE OF NITOCRIS, by Tennessee WilliamsTHE NINTH SKELETON, by Clark Ashton SmithBIMINI, by Bassett MorganTHE CURSE OF YIG, by H.P. Lovecraft and Zealia BishopTHE HAUNTER OF THE RING, by Robert E. HowardTHE MEDICI BOOTS, by Pearl Norton SwetTHE LOST DOOR, by Dorothy QuickDOOM OF THE HOUSE OF DURYEA, by Earl Peirce, Jr.IN THE DARK, by Ronal KayserAnd don't forget to check out the other volumes in this series, covering science fiction, fantasy, horror, mystery, westerns, single author collections -- and much, much more! Search this ebookstore for "Wildside Megapack" to see the complete list.