The early 20th century of the United States knew no limits for this world... or the next. After conquering the mysteries of electricity, radios, and X-rays, it was only a matter of time before the coming science would push beyond the boundaries of natural law. True, the spiritualism craze was mostly entertainment to fill seats, when it wasn’t a con to empty wallets... But what if it wasn’t all smoke and... [click here for more]
From the darkest jungles to glorious kingdoms, from barren deserts to shining oases, the lands of Akoma offer unknown riches with unknowable dangers. Mysterious star-gazers, miraculous alchemy, and the machines of war await anyone who dares trespass in these lands. But the promise of wealth and power brings fool and fortune-hunter alike.
Book of Horn & Ivory includes:
The strange continent of... [click here for more]
Welcome to the World of Tomorrow!
This book will expand your Urban Jungle campaign to the limits of scientific possibility ... and beyond!
Enhance your lifestyle with new and exciting gadgetsthat you assemble, employ, break, fix, and improve as your necessity requires new inventions. Craft deadly handguns that shoot atomic bombs! Mechanize your baseball... [click here for more]
From the darkest of the hillside thickets to the strangest of the blasted heaths come the monsters! Enfraughten your Ironclaw game with peril!
Book of Monsters adds:
Dozens of new monsters, all rated and organized by name (alphabetical, of course) and tier (of deadliness)
Environmental hazards, from the merely odd to the decidedly dangerous
New equipment made out of monsters
An... [click here for more]
Sometimes even the mindless lichen know when something unspeakable lurks nearby. From the secret Sacerdotal Priests who truck with magciks so secret, they might be branded heretic ... to the Blessed whose power transcends life and death ... and on to the mighty Druids, incomprehensible to outsiders yet still respected and feared ... this Mysteries book unveils character upgrade options and new places... [click here for more]
From nobles in grand castles to bishops in gilded churches ... from the heights of castles and cathedrals to the forsaken desolation of the waste-lands ... from the courts of diplomacy and reason to the depths of madness and malfeasance ... The Book of Adventures adds seven new stories to tell in your IRONCLAW campaign. You will need the IRONCLAW Player’s Book or the Omnibus to play this game. ... [click here for more]
When the Syndics ruled over the 10,000 Worlds, their planets of choice were the most hospitable ones. Oxygen-rich atmosphere ... moderate gravity ... carbon-based life ... all of these qualities were prized by the mysterious masters of the stars. But not every world is the same... After the fall of the Empire came the rise of the forgotten, the forsaken, and then forbidden. People of all kinds, from... [click here for more]