Tales of the Dying Earth


Jack Vance - 1998
    Jack Vance is one of the most remarkable talents ever to grace the world of science fiction. His unique, stylish voice has been beloved by generations of readers. Some of his enduring classics are the 1950 novel The Dying Earth and its sequels, The Eyes of the Overworld, Cugel's Saga, and Rialto the Marvelous.

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

The History of the Hobbit, Part One: Mr. Baggins


John D. Rateliff - 2007
    Also featured are extensive annotations and commentaries on the date of composition, how Tolkien’s professional and early mythological writings influenced the story, the imaginary geography he created, and how he came to revise the book in the years after publication to accommodate events in The Lord of the Rings.

Master of Middle-Earth: The Fiction of J.R.R. Tolkien


Paul H. Kocher - 1972
    R. R. Tolkien's masterpieces generously repay close attention and study. In this thoroughly entertaining and perceptive volume, winner of the prestigious Mythopoeic Society Scholarship Award, Professor Kocher examines the sources that Tolkien drew upon in fashioning Middle-earth and its inhabitants—and provides valuable insights into the author's aims and methods. Ranging from The Hobbit to The Lord of the Rings to The Silmarillion and beyond, Master of Middle-earth opens the door to a deeper and richer appreciation of Tolkien's magnificent achievement. Inside you will discover• Why Aragorn is the most misunderstood character in The Lord of the Rings . . . and its true hero.• The origin of Sauron—and the nature of evil in Tolkien's universe. • The opposing forces of destiny and free will in Frodo's quest.• The Cosmology of Middle-earth—is it our world at an earlier time, or does it exist in a fantastic Elsewhere?• How Tolkien's ideas of morality, religion, and social order underlie every aspect of his life's work.Plus a fascinating look at such lesser-known works of Tolkien's as "Leaf by Niggle," "Smith of Wootton Major," and many others!

Tolkien: A Look Behind the Lord of the Rings


Lin Carter - 1969
    Tolkien written by Lin Carter. It was 1st published in paper by Ballantine in 3/69 & went thru numerous additional printings. It was among the earliest full-length critical works devoted to Tolkien's fantasies, the 1st to set his writings in their proper context in the history of fantasy. It was the earliest of three studies by Carter devoted to fantasy/horror writers & the history of fantasy, being followed by Lovecraft: A Look Behind the Cthulhu Mythos ('72) & Imaginary Worlds: The Art of Fantasy ('73), establishing him as an authority on the genre, indirectly leading to his editorial guidance of the Ballantine Adult Fantasy series. Gollancz published a cloth edition updated by Adam Roberts in 8/03. The study serves as an introduction for those unfamiliar with Tolkien's work. An introduction briefly reviews the publishing phenomenon of The Lord of the Rings & its popularity in the wake of the 1st paper editions in the '60s, after which he devotes three chapters to a short biography of the author thru the late '60s, including an account of how it was written. Four chapters explaining Middle-earth & summarizing the stories of The Hobbit & the three volumes of The Lord of the Rings follow, for the benefit of readers who may not have actually read the works. Carter next turns to the question of what the works are, a point of some confusion at the time. The then-current vogue for realistic fiction provided critics with few tools for evaluating an out-&-out fantasy on its own terms. Attempts to deconstruct it as a satire or allegory were rife. Carter firmly debunks these efforts, supporting his argument by drawing on Tolkien's own published ruminations on fantasy's functions & purposes. He then contextualizes the works by sketching the history of written fantasy from its earliest appearance in the epic poetry of the ancient world thru the heroic poetry of the Dark & the prose romances of the Middle Ages, down to the fairy tales, ghost stories & gothic novels of the early modern era & the rediscovery of the genre by writers of the 19-20th centuries prior to & contemporary with Tolkien. The origins of the modern genre are discovered in the writings of Wm Morris, Lord Dunsany & E.R. Eddison & followed thru the works of authors they influenced, including H.P. Lovecraft, Fletcher Pratt, L. Sprague de Camp & Mervyn Peake. Carter next highlights some of Tolkien's particular debts to his predecessors, tracing the motifs & names he utilizes back to their beginnings in Norse mythology & highlighting other echoes in his work deriving from legend & history. Finally noted is Tolkien's influence on contemporary fantasy, which was just beginning to make itself felt, primarily in the juvenile fantasies of Carol Kendall, Alan Garner & Lloyd Alexander.

Fiendish Codex II: Tyrants of the Nine Hells


Robin D. Laws - 2006
    "Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.

Dungeons And Dragons Basic Set [Box Set]


John Eric Holmes - 1974
    Edited by Eric HolmesThis version of Basic Dungeons and Dragons (the cover reflects the 2nd printing of the "Holmes version" is the followup to the Orignial D&D sets.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Rifts World Book 1: Vampire Kingdoms


Kevin Siembieda - 1991
    New Techno wizard devices. The Mayan Gods, and temples. The Mystery of the Yucatan Peninsula. Juarez City, and much more.

Monster, She Wrote: The Women Who Pioneered Horror and Speculative Fiction


Lisa Kröger - 2019
    From Gothic ghost stories to psychological horror to science fiction, women have been primary architects of speculative literature of all sorts. And their own life stories are as intriguing as their fiction. Everyone knows about Mary Shelley, creator of Frankenstein, who was rumored to keep her late husband’s heart in her desk drawer. But have you heard of Margaret “Mad Madge” Cavendish, who wrote a science-fiction epic 150 years earlier (and liked to wear topless gowns to the theater)? If you know the astounding work of Shirley Jackson, whose novel The Haunting of Hill House was reinvented as a Netflix series, then try the psychological hauntings of Violet Paget, who was openly involved in long-term romantic relationships with women in the Victorian era. You’ll meet celebrated icons (Ann Radcliffe, V. C. Andrews), forgotten wordsmiths (Eli Colter, Ruby Jean Jensen), and today’s vanguard (Helen Oyeyemi). Curated reading lists point you to their most spine-chilling tales.Part biography, part reader’s guide, the engaging write-ups and detailed reading lists will introduce you to more than a hundred authors and over two hundred of their mysterious and spooky novels, novellas, and stories.

Meditations on Middle-Earth


Karen HaberGlenn Herdling - 2001
    Tolkien created the extraordinary world of Middle-earth and populated it with fantastic, archetypal denizens, reinventing the heroic quest, the world hardly noticed. Sales of The Lord of the Rings languished for the better part of two decades, until the Ballantine editions were published here in America. By late 1950s, however, the books were selling well and beginning to change the face of fantasy. . . . forever.A generation of students and aspiring writers had their hearts and imaginations captured by the rich tapestry of the Middle-earth mythos, the larger-than-life heroic characters, the extraordinary and exquisite nature of Tolkien's prose, and the unending quest to balance evil with good. These young readers grew up to become the successful writers of modern fantasy. They created their own worlds and universes, in some cases their own languages, and their own epic heroic quests. And all of them owe a debt of gratitude to the works and the author who first set them on the path.In Meditations on Middle-earth, sixteen bestselling fantasy authors share details of their personal relationships with Tolkien's mythos, for it inspired them all. Had there been no Lord of the Rings, there would also have been no Earthsea books by Ursula K. Le Guin; no Song of Ice and Fire saga from George R. R. Martin; no Tales of Discworld from Terry Pratchett; no Legends of Alvin Maker from Orson Scott Card. Each of them was influenced by the master mythmaker, and now each reveals the nature of that influence and their personal relationships with the greatest fantasy novels ever written in the English language.If you've never read the Tolkien books, read these essays and discover the depthy and beauty of his work. If you are a fan of The Lord of the Rings, the candid comments of these modern mythmakers will give you new insight into the subtlety, power, and majesty of Tolkien's tales and how he told them.

GURPS Powers


Sean Punch - 2005
    . . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly—two crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaign—or high-powered players—you want GURPS Powers!

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....