Book picks similar to
Windriders of the Jagged Cliffs by Monte Cook
rpg
dungeons-and-dragons
rpg-collection
dark-sun
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
Imperial Munitorum Manual
Graham McNeill - 2007
In the style of a military weapons catalogue, this text features over 60 entries on weapons, kit and equipment utilised by the Imperial Guard, as well as details about the organisation that provides it, the Departmento Munitorum.
Half a King: free sampler
Joe Abercrombie - 2014
MARTINRead the first seven chapters of Joe Abercrombie’s fantastic new book!Prince Yarvi has vowed to regain a throne he never wanted. But first he must survive cruelty, chains and the bitter waters of the Shattered Sea itself. And he must do it all with only one good hand.Born a weakling in the eyes of his father, Yarvi is alone in a world where a strong arm and a cold heart rule. He cannot grip a shield or swing an axe, so he must sharpen his mind to a deadly edge.Gathering a strange fellowship of the outcast and the lost, he finds they can do more to help him become the man he needs to be than any court of nobles could.But even with loyal friends at his side, Yarvi’s path may end as it began – in twists, and traps and tragedy…
The Web of Arachnos
Robert E. Weinberg - 2005
In 1930, as economic catastrophe and poliltical upheaval blight the world, two friends uncover the well's secret. The two men will become legends--one a champion of justice known as Statesman, the other a reclusive criminal mastermind whose diabolical schemes will shake the globe. Their epic conflict begins in Paragon City, a once-great American metropolis brought low by the depression and crippled by corruption. but the battle cannot be won by Statesman alone. For justice to triumph, Paragon will have to become a city of Heroes.
Aenarion
Gav Thorpe - 2011
Despite the warnings, Aenarion rides out upon his dragon Indraugnir to seek the prize in order to save his homeland of Ulthuan. The journey is fraught with danger, and Aenarion must confront daemons, spirits and the elemental forces of nature itself if he is to succeed. But in drawing the blade from the Black Anvil, he will unleash the ancient and malevolent force that will tear the elven race apart.The events in this story form the underpinnings of the entire Warhammer mythos. What Aenarion does here changes the face of the world in ways that won't be resolved until the End Times themselves...This story is also available in the anthology Age of Legend.
Warhammer: Forge of War
Dan Abnett - 2007
On a hundred-mile front across the Northern fringes of the Empire, the defenses of man and his dwarf allies are crumbling, fear threatens to become panic, and the blood of martyrs runs ankle-deep. Here begins the hopeless quest of a ramshackle band led by a mere Greatsword Sergeant Franz Vogel. Vogel must unite his disparate band of men, mages and dwarfs to take the battle to the forces of Chaos that routed them -- but first they must first survive the secrets, both sacred and profane lurking within the primordial forest to which they fled! Will Vogel and his band find deliverance - or eternal damnation!
Classic Battletech: Total Warfare
Randall N. Bills - 2006
As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact
Shadowrun: Doc Wagon 19
Jennifer Brozek - 2015
Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.
Races of the Wild (Dungeons & Dragons Supplement)
Skip WilliamsEmily Fiegenschuh - 2005
It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
The Art of the Dragonlance Saga
Margaret Weis - 1987
This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS® game wanted more dragons." And more dragons they got. The prolific and extraordinarily popular writing duo of Margaret Weis and Tracy Hickman produced a veritable treasure trove of books telling of the heroic exploits and dastardly deeds of the denizens of their fantasy world. The Art of the Dragonlance Saga, long out of print, collects all the art from the novels, calendars, and game products that the God of Marketing created. This is an extremely rich collection, with sketches, paintings, drawings, and studies of beloved characters and settings. It is also full of artist's notes, character development, and explanations of the ways in which the books and the art coevolved. A must-have for Dragonlance fans, The Art of the Dragonlance Saga is also wonderful eye candy for all swords and sorcery fans. --Therese Littleton
Moving Targets
C.L. Werner - 2013
Amid the last refugees fleeing the advance, the duo is caught up in an assignment that will prove to be either their salvation or undoing.From the stinking mists of the Bloodsmeath Marsh to the back alleys of Five Fingers, Taryn & Rutger will do everything in their power to survive a game of Moving Targets.
Robert Jordan's New Spring #1
Chuck Dixon
However, while war among men boils forth, the Dark One once again grows powerful, and his minions begin to cast a wicked shadow over the land. New Spring is a graphical adaptation of the best-selling prequel to Robert Jordan's acclaimed fantasy series, The Wheel of Time!
Psionics Handbook
Bruce R. Cordell - 2001
This mental manipulation is not magical, nor is it the stuff of superstitious gossip. It is the art of psionics.This supplement for the D&D game provides psionic character classes and prestige classes, psionic skills and feats, a psionic combat system, and a plethora of psionic powers, items, and monsters -- everything you need to include psionics in your campaign.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
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.
Whispering Wind
Frederick Forsyth - 2000
The favour is returned when the scout is saved by the Cheyenne and given mercy, but when he falls in love with the girl he saved he knows that the tribe will never allow them to be together. They escape, but are forced to abandon their flight when they encounter an omen telling them that she is pledged to another. This frontier tale soon becomes a violent present day manhunt through the Wild West.
Part of the Storycuts series, this short story was previously published in the collection The Veteran.