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Gehenna
Dean Shomshak - 2004
The prophecies of Gehenna were true. The world teeters on the brink of an undead apocalypse, the night when the progenitors of the vampire race rise to consume their childer amid a rain of blood and fire. As the fated Armageddon for the Kindred arises, what can they do? FOR THE DAMNED Drawing the Vampire Line to a close, GEHENNA brings about the conclusion of Vampire's World of Darkness. Featuring a sliding scale which Storytellers can custom-tailer the events of The End to their own chronicles, this book places the final accounting for the curse of Cain in the hands of the players' characters. Part of the Time of Judgement series. Hardcover. See also: Vampire: Gehenna, The Final Night (ISBN 1588468550).
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Ethan Gilsdorf - 2009
Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.
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 Starlight Sword
Roman Prokofiev - 2020
Some of you might have already read its previous version released a while ago by another publisher under the title Cat’s Game. The author has completely reworked the book’s first chapters; he’s also already completed Book Two of the series, fully intending to keep the story going. And we fully intend to release the whole series in English.Rogue Merchant is a classic might-and-magic-style LitRPG series with the elements of manapunk. It’s set in the Sphere of the Worlds: a worldwide multiverse comprised of hundreds of worlds, from horrible Infernos ruled by Demon Lords to mechanical worlds inhabited by sentient constructs, and gigantic markets that have sprouted at the crossroads of trade routes.Players use astral ships to travel between worlds, otherwise they have to venture into the perilous underground tunnels of the Endless Paths. Dozens of powerful clans share this delicious pie, scheming or waging wars against each other.The series’ main character is Cat, a wannabe merchant who specializes in procuring in-game valuables to sell them for real money. He is a Free Merchant, which is both his character’s class and his playing style - as well as his preferred problem-solving method. Cat is a cunning trickster who wriggles his way out of trouble thanks to his quick wit and his trading talents. His credo is, “Anyone can be bought provided the price is right”.Cat starts from scratch, using every opportunity to advance his plans. This book is the story of a common trader’s rise to greatness until he becomes the world’s new legend, the most famous merchant in the entire Sphere of the Worlds.The series focuses on the economics of a game world, including various trade methods such as regular and auction trading, as well as social and political interactions between clans and players. Plenty of intrigue and espionage, betrayal, trade wars, besieged castles and epic air battles of flying ships - all this has already made the fantastical universe of Rogue Merchant popular with thousands of Russian readers.Now it’s your turn to enjoy it.
Extraordinary Zoology
Howard Tayler - 2013
His research demands he place himself in peril to directly observe and interact with his subjects, a peril his assistants must endure as well.Bookish Lynus Wesselbaum is the picture of a scholar-in-training whose days are often spent sifting through the vast stacks of tomes within Corvis University. Yet Lynus has earned his place as Professor Pendrake’s senior assistant professor, having accompanied his mentor in the field and survived countless encounters with the most dangerous flora and fauna of western Immoren. Lynus is fortunate to be joined by Edrea Lloryrr, a young but eminently capable Iosan arcanist who also assists Pendrake and brings a unique perspective. When word comes of a new menace plaguing the remote villages around Corvis, both Lynus and Edrea find themselves swept up with Pendrake in an adventure that will force them to confront a primeval force of absolute destruction.
Call of Cthulhu: 7th Edition Quick-Start Rules
Sandy Petersen - 2013
— one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!
Dragonlance Campaign Setting Companion: Legends Of The Twins
Tracy Hickman - 2006
Arcanist Fables
Shami Stovall - 2021
New arcanists. The rise of the Second Ascension.Volke Savan has proven himself time and time again, but now the others of the Frith Guild want their opportunity. Illia wants to recover a lost runestone, Master Zelfree hopes to learn the magics of the Mother of Shapeshifters, and Adelgis surprises himself with the new depths of his dreamweaving abilities.But while the Frith Guild prepares for the coming war, the Second Ascension has grand plans for the world. When two more god-creatures are born, dastardly arcanists try their hands at braving the godly lairs. With the Dread Pirate Calisto as a ferry, men like Theasin Venrover will have to outsmart puzzles and traps that put the world serpent’s to shame.Witness stories from the viewpoints of friend and foe alike, all while the world races to find and bond with the remaining god-creatures.
Keeper of the Eye
Mark Shane - 2016
Then she learns she's fighting for the wrong side. Fleeing for her life, she seeks out Max, the one wizard who can help save her people. Michael is a simple carpenter. While other eighteen-year-olds seek adventure, he loves his quiet life. Then nightstalkers attack and everything turns to chaos. With the world on the brink of Armageddon, a mystical gem known as the Eye calls on Michael to wield its great magic, but its power is useless if he can’t learn to embrace the magic within himself. Thrown into a war of wizards and warlocks, demons and dragons, Michael and Falon follow Max on a daring mission to save the world. Racing headlong toward the fight of their life, Michael must wield powers he barely understands while Falon must embrace skills she abhors and Max must become the wizard he failed to be in the past.
Clanbook: Ravnos
Robert Hatch - 1997
From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.
Blades in the Dark
John Harper - 2016
There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?In this stand-alone game, you’ll find:* Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.* Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.* A robust core mechanic which puts the fiction first—the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.* A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.* A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.
Planescape Campaign Setting
David Zeb Cook - 1994
Taken to the Edge "TM" This setting has hot attitude and a hard-edged style. It deals with the multiverse -- all the planes of existence in the AD&D game. So, explore Sigil, the center of everything, and then take your adventures to the next level of reality -- and beyond