What is time? Where does it go? How much of it has passed, and how much is yet to come?
Worlds, both fictional and real, are immensely varied and strange. Why should their pasts be sensible, organized, and predictable? Why should fictional evolution follow a logical progression? Our world certainly didn’t.
This book features:
-100 Speculative Ages
-Ideas for Using Them
-Notes... [click here for more]
The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring:
a city (with a map)
a fortress (with interior and exterior maps)
two hectic days and... [click here for more]
This book is about Atlantis before the tide turned. It’s about Hyperborea before it vanished between dimensions. It’s about Nu Yark Citee before the Mushroom Bombs hit.
It’s a setting guide to the greatest and most ambitious city in the world: Endon. It’s about a world slowly tipping onto its side, and all the interesting things that begin to slide at the start of a revolution. It’s about... [click here for more]
What’s a Sphinx without a riddle, or a Minotaur without a labyrinth? What’s a Dragon without a hoard, or a Peasant without a grievance?
The Monster Overhaul is a massive Role Playing Game bestiary designed for at-table utility. Monsters are presented alongside useful tools, ready for immediate use in any scenario.
This book aims to provide a GM with the tools they need, as they... [click here for more]