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Amazing Minecraft Secrets You Never Knew About
Minecraft Books - 2013
BUY NOW! ON 50% SALE FOR A LIMITED TIMEAMAZON BESTSELLER 2013 !!!Become a pro in Minecraft! This book contains more than 100 best secrets for you ! Master your gameplay right now!* A LOT of secrets!* Very easy to read!* Updated to the latest version!* A bestselling book!Check out more of our guides!
Player's Handbook
James Wyatt - 2014
It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
Mortal
Mrdojo - 2019
A series of near death encounters force Asan to flee from his world with a sacred item that once belonged to a legendary figure from an ancient clan.Transported into the World of Realms, Asan wakes up in the body of an assassinated ten-year-old boy. He finds himself thrown into a strange new world— A world of cultivation and magical beasts. Thrown into the world as a mortal, Asan struggles to survive against the various powers that seek to destroy him.With the help of a highly-feared cultivator, he must battle to transcend his mortal roots and understand the mysteries of the World of Realms.
This a story that has a fantastic blend of Western and Eastern themes. Those who love Wuxia, epic, and dark fantasies would definitely enjoy this novel. It could also be regarded as a coming of age novel in a mythical and dystopian world.
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
फाशी बखळ [Phashi Bakhal]
Ratnakar Matkari - 1974
How did he allow the other person to die? How did he help the other person to hang himself to death? He was terribly upset about this. The moment his eyes saw a rope in any form he used to remember everything.........
Colony One
T.L. Ford - 2018
She may be smart enough to create a battery that never needs charging, but can she outmaneuver those who don't share her vision of community and create something that really lasts? How far is Alex willing to go to achieve her goal? Accessibility featured: All graphics and illustrations have detailed descriptions in their alt-text so if you are reading using voiceover, you will not miss anything.
Dark Ages Vampire
Mark Rein-Hagen - 2002
The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.
Dungeons & Dragons Art & Arcana: A Visual History
Michael Witwer - 2018
It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
The Legacy of a Vampire Witch 1-5
Theophilus Monroe - 2020
Book 1: Bloody Hell It had been almost a century and a half since I last encountered anyone from the Order of the Morning Dawn. They were religious fundamentalists with the dual goal of eliminating vampires and witches. Being both a vampire and a witch I was the embodiment of everything the Order hates. Their first attempt to eliminate me failed. Thanks to the fact that my mentor in the Craft was also a necromancer. When they burned my heart they didn’t kill me. They unwittingly completed a spell that tied my existence to the soul of one who took my place in hell. Now I’m heartless, literally. Not having a heart has some advantages. It means I’m pretty resilient, especially when it comes to wooden stakes. So long as the soul bound to my existence remained in hell, I was virtually invincible. But the Order figured it out. They hope to redeem the soul who was damned in my stead. If they do that, I’ll meet the true death for sure. I have to capture the one damned in my place before the Order manages to liberate him from perdition. If they free him, I will die. I have to go to bloody hell. Also included... Book 2: Bloody Mad: A Vampire in an asylum? Like that's going to end well... Book 3: Bloody Wicked: Taking on a horde of demon possessed vampires? Time to get wicked! Book 4: Bloody Devils: We were the terrors of New Orleans. And humanity's only hope. Book 5: Bloody Gods: I've always been the hunter... now I'm the hunted.
The Warrior Mage
Whiskey Flowers - 2016
Geddon is broken apart and distributed amongst various Rolstanian nobles with only a small part of it remaining in Cage's brothers hands who assumed the title of Duke. During this war all of Geddians powerful warrior mages fell, men and women as capable with the sword as they are with using magic. The last of these warrior mages is young Cage who as now being a Rolstanian must adapt to the culture of his conquerors and murderers of his parents despite his attitude towards them. Meanwhile Rolstan is gearing up for a far bigger fight and needs all of their fighting men to face the might of the Zetian Empire and that includes Cage. Join Cage as he proves the worth of Geddon warrior mages and find his place in this new world.
Return of the Lazy Dungeon Master
Michael Shea - 2018
Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.
All Flesh Must Be Eaten
Al Bruno - 2003
In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.