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The Innsmouth Cycle

The Innsmouth Cycle


The Taint of the Deep Ones in 13 Tales The decadent, smugly rotting, secret-filled town of Innsmouth is a supreme creation of Howard Philips Lovecraft. It so finely mixes the carnal and the metaphysical that writers continue to take inspiration from it. New readers squirm in encountering Lovecraft's horrifying vision, then return to revel in the tale's grim wit and careful invention....   [click here for more]
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The Klarkash-Ton Cycle

The Klarkash-Ton Cycle


Clark Ashton Smith's Cthuhu Mythos Fiction The Ghoul, A Rendering from the Arabic, The Hunters from Beyond, The Vaults of Abomi, The Nameless Offspring, Ubbo-Sathla, The Werewolf of Averoigne, The Eidolon of the Blind, Vulthoom, The Treader of the Dust, The Infernal Star Clark Ashton Smith finished “The Ghoul” on November 11, 1930 and was pleased with the result. He mentioned...   [click here for more]
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The Nyarlathotep Cycle

The Nyarlathotep Cycle


Stories About the God of a Thousand Forms The Mighty Messenger of the Outer Gods, Nyarlathotep has also been known to deliver tidings from the Great Old Ones. He is the only Outer God who chooses to personify his presence on our planet. A god of a thousand forms, he comes to Earth to mock, wreak havoc, and to spur on humanity's self-destructive urges. This volume of stories and poetry illustrates...   [click here for more]
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The Pastores

The Pastores


A Malefic Cult for Cthulhu Dark Ages The Pastores are a fertility cult rooted in an alliance of several noble families who worship Shub-Niggurath in her form of the Magna Mater, and a variety of other Mythos entities under the guise of her sacrificed Son. Their cultic practices involve the breeding, transformation, and periodic sacrifice of the human populace under their control,...   [click here for more]
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The Strange Cases of Rudolph Pearson

The Strange Cases of Rudolph Pearson


Horripilating Tales of the Cthulhu Mythos Professor Rudolph Pearson moved to New York City after the Great War, hoping to put his past behind him. While teaching Medieval Literature at Columbia University, he helped the police unravel a centuries’ old mystery. At the same moment, he uncovered a threat so terrifying that he could not turn away. With the bloody scribbling of an Old English script...   [click here for more]
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The Three Impostors & Other Stories Vol. 1

The Three Impostors & Other Stories Vol. 1


Vol. 1 of the Best Weird Tales of Arthur Machen . . . He was hot on his trail, growing lean with eagerness; and in the evenings, when the sun was swimming on the verge of the mountain, he would pace the terrace to and fro with his eyes on the ground, while the mist grew white in the valley, and the stillness of the evening brought far voices near, and the blue smoke rose a straight column from...   [click here for more]
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The Tsathoggua Cycle

The Tsathoggua Cycle


Terror Tales of the Toad God Amid the unremitting vigilance of his warders, Knygathin Zhaum came forward, fixing upon me the intent but inexpressive gaze of his lidless, ochre-yellow eyes, in which a face-to-face scrutiny could discern no pupils. He knelt down beside the block, presenting his mottled nape without a tremor. As I looked upon him with a calculating eye, and made ready for the lethal...   [click here for more]
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The Vault

The Vault


A Scenario of Darkness and Terror This is a convention scenario with highly detailed characters and handouts intended for a theatrical style presentation in a single long session. This adventure is intended for 4-6 players, and can be completed in a single 5-7 hour session. It is not a scenario for the squeamish keeper or players, and some may view the drama herein as harsh. The game begins on September...   [click here for more]
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The White People & Other Stories

The White People & Other Stories


The Best Weird Tales of Arthur Machen Volume 2 Born in Wales in 1863, Machen was a London journalist for much of his life. Among his fiction, he may be best known for the allusive, haunting title story of this book, "The White People", which H. P. Lovecraft thought to be the second greatest horror story ever written (after Blackwood's "The Willows"). This wide ranging collection...   [click here for more]
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Undying Leaders

Undying Leaders


An Exploration of Long-Lived Wizards from the work of Lovecraft The works of Howard Phillips Lovecraft contain several stories about old wizards who deal in forbidden knowledge and whom seek to either extend their lifespan, to regain their youth or obtain knowledge and skills to cheat death. Some also seek to increase their knowledge by bringing back others from the dead and forcing them to answer...   [click here for more]
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7th Sea: Game Master's Screen

7th Sea: Game Master's Screen


This essential aid includes a three-panel, fold-out screen, helpful GM hints, and the first in a three-part adventure series. This module includes a fast-paced journey across main land Théah, with the players encountering action and intrigue at every turn. Also included is the first installment in the Explorer’s Society Source Book. ...   [click here for more]
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Church of the Prophets

Church of the Prophets


Everyone in Théah worships something. The Vaticine Church is one of the most powerful organizations in the world of 7th Sea, and this book details not only its organization, but those of the Objectionists, the Orthodox Ussuran Church, and the Church of Avalon. Read about the feared Inquisitors, who keep the church’s flock free of impure speculations. Explore the question of the Fourth...   [click here for more]
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Nations of Théah: Castille (Book 5)

Nations of Théah: Castille (Book 5)


A prince in exile, a people in turmoil, a nation at war. The fifth nation sourcebook for the 7th Sea RPG, Castille introduces a country embroiled in full-scale war with Montaigne. Highlights include the Vaticine Church of the Prophets and their faith, the lost fire magic of the Old Empire, Vodacce smugglers, and further material about the Brotherhood of the Coast. New character options and swordsman...   [click here for more]
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Nations of Théah: Eisen (Book 4)

Nations of Théah: Eisen (Book 4)


Devastated by war, the Eisen homeland is a reeking cesspit of mud and disease. Her people have been scarred by the destruction, but their experiences have given them strength few Théans possess. However, unless one of the Iron Princes finds the strength necessary to reunite their nation, it’s only a matter of time before a greedy neighbor invades and destroys them all. Contains in-depth...   [click here for more]
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Nations of Théah: Montaigne (Book 3)

Nations of Théah: Montaigne (Book 3)


"When the sun sets, the land will run red with blood." — Lady Jamais Sices du Sices This is truly a golden age. Montaigne stands on top of the world, and no one can challenge her authority. The limitless gold that pours from the Empereur’s coffers fuels the war against Castille — a war which can only end in victory for Montaigne, and the destruction of the Empereur’s most bitter...   [click here for more]
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Nations of Théah: Ussura (Book 7)

Nations of Théah: Ussura (Book 7)


Primal forests cover mile after mile of landscape, stretching through barren plains and snow-swept mountains. The country of Ussura is a raging bear, ruled by a white-haired beast and guarded by pacts of blood. Her church defies the Vaticine, and her people call for strength from an ancient goddess deep within their shifting lands. Uncounted legends lie within her borders, hidden beneath ice and snow....   [click here for more]
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Nations of Théah: Vendel & Vesten (Book 8)

Nations of Théah: Vendel & Vesten (Book 8)


Two hundred years ago, the islands of Vestenmannavnjar were home to fierce warrior tribes. Wielding powerful rune sorcery and deadly steel, their warriors struck terror into the hearts of Théans everywhere. All that has changed. Vendel, as it now calls itself, has broken from its past and forged a new future. Today, bankers and merchants rule the country, and swords and longboats have been replaced...   [click here for more]
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Nations of Théah: Vodacce (Book 6)

Nations of Théah: Vodacce (Book 6)


Every web has a center. Vodacce is a dark tower rising from the ashes of an ancient empire. It is a land of intrigue, deception and destiny where Fate binds and frees. The Vodacce sourcebook, sixth in the Nations of Théah series, details the mystical powers of the Fate Witches and the sinister designs of the Merchant Princes. ...   [click here for more]
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Secret Societies: Die Kreuzritter (Book 3)

Secret Societies: Die Kreuzritter (Book 3)


The Church has a darker side, and its name is Die Kreuzritter. Everybody knows that they were wiped out over 200 years ago, but sightings of silent figures wearing the Black Cross of Die Kreuzritter persist to this day. They are said to be men of the Church, fighting a lonely war in the shadows against the evil of Legion itself. Within these pages, you will finally learn the true story of these mysterious...   [click here for more]
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Secret Societies: Los Vagos (Book 5)

Secret Societies: Los Vagos (Book 5)


When evil rules the day, good stalks the night. From every corner of Castille the cries of the oppressed rise — and El Vago answers. Advisors from Los Vagos guide the footsteps of Good King Sandoval and direct the destiny of Castille. This 128-page Secret Society sourcebook contains new rules, new fighting schools, outlines for running a Los Vagos-based campaign, and reveals at last the true...   [click here for more]
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Secret Societies: Sophia's Daughters (Book 6)

Secret Societies: Sophia's Daughters (Book 6)


Find out how seductive danger can be. For too long, the women of Theah have been relegated to the status of second-class citizens. Sophias Daughters must move beneath the surface of Thean politics, concealing their activities behind silken gloves. The men they control are powerful, but not as dangerous as the women pulling their strings. Within the pages of this final volume in the 7th Sea Secret Societies...   [click here for more]
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Secret Societies: The Invisible College (Book 4)

Secret Societies: The Invisible College (Book 4)


Knowledge is deadly. Ten years ago, the Church was the leading light in Théan research. Now its natural philosophers are dead or in hiding, driven underground by the might of the Inquisition. But the flame of knowledge cannot be extinguished: the Invisible College carries on in secret, seeking to know the mind of Theus through the world he created. The Invisible College sourcebook details the...   [click here for more]
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Swordsman's Guild

Swordsman's Guild


“En garde!” You’re quick with your blade and quicker with your tongue. Your enemies are numerous and waiting for a weakness. Do you spend your days watching the shadows? Or call them out on the field of honor and settle things once and for all? You’ve lost your daughter to brutal kidnappers. The authorities can do nothing to help. Do you accede to the thugs’ demands...   [click here for more]
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The Montaigne Revolution

The Montaigne Revolution


“Death to l’Empereur!” For too long, the peasants of Montaigne have suffered under the decadent oppression of the nobility. In a wave of righteous fury, they rise up against their corpulent Empereur, destroying his order in the blink of an eye. Porté blood runs red in the street as the most powerful nation in the world turns upside down. But what sort of leaders can replace...   [click here for more]
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Madness on the Orient Express

Madness on the Orient Express


16 LOVECRAFTIAN TALES FROM AN UNFORGETTABLE JOURNEY Trains embody the promise and peril of technological advance. They unlock opportunities for wealth and travel, but also create incredible chaos—uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole....   [click here for more]
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Beyond The Wall

Beyond The Wall


The wall is Hadrian's Wall, a miles-long fortification built centuries ago to hold back hordes of wild savages living north of civilized Britain. Beyond it lies Caledonia, a bleak and harsh land where feudalism and civilization have never reached. Tribal Picts, the "Painted Men," rule here. Fiercely independent, they unify only to meet threats from outsiders, whom they loath and fear. Outsiders like...   [click here for more]
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Blood and Lust

Blood and Lust


Stygian Stallions, Curses & Hags, Evil Customs, The Witch Queen Morgan Blood and Lust provides four adventures and background material set across the Isle of Britain in Cambria, Logres, Anglia, and elsewhere. These adventures can either be played singly or can be arranged and linked to create a King Arthur Pendragon campaign. Various player handouts...   [click here for more]
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Chronicle of the Awakenings

Chronicle of the Awakenings


This book contains several new resources for the player and gamemaster of Nephilim. At the front of the book are sixteen new Past Life eras for character generation. These eras also help fill in some of the timeline of Nephilim history. Following the new Past Life eras is a section of new Metamorphosis rules which change the way in which the Transformations work, and introduce the idea of passionate...   [click here for more]
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Explorer's Society (Swashbuckling Adventures)

Explorer's Society (Swashbuckling Adventures)


Somewhere out there, countless mysteries lie waiting to be discovered. Do you have the courage to find them? At last, the eagerly anticipated guide to the Explorer's Society is here! From the depths of ancient ruins to the far reaches of the sea, the Explorers seek out all that which is hidden. They brave untold dangers - Syrneth traps, fearsome monsters, and horrors unheard - to uncover...   [click here for more]
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Heroes, Villains & Monsters (Swashbuckling Adventures)

Heroes, Villains & Monsters (Swashbuckling Adventures)


The corners of Théah hold dangers you can scarcely fathom. Heroes, Villains, and Monsters contains a plethora of new threats and dangers for your swashbuckling campaign. Some wear human faces, such as the sinister Prince Villanova and the dreaded Captain Reis. Others are monsters with no earthly origin: the man-eating sirens, the horrible Schattenmann, and the inhuman Sidhe. Now,...   [click here for more]
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Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)

Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)


Somewhere beyond the sea, a new world awaits... At the far end of Thean civilization lies the Midnight Archipelago - a tropical island chain on the edge of the Great Western Ocean. There, brave explorers chart the lost ruins of alien civilizations, pirates carve personal empires in blood and gold, and hidden jungles hold monstrous beings unseen since the dawn of man. Come venture to the...   [click here for more]
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Knights Adventurous

Knights Adventurous


KNIGHTS ADVENTUROUS expands and amplifies many topics introduced in the basic Pendragon rulesbook, and is a valuable aid to both the players and the game master. Character Generation greatly expands the options of player-knights. Lands and Peoples describes France, Ireland, and various regions of Britain revealing rulers, vassals, armies, and interesting features....   [click here for more]
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Knights and Musketeers (Swashbuckling Adventures)

Knights and Musketeers (Swashbuckling Adventures)


In days gone by, brave knights protected the innocent, battling the forces of evil with mighty weapons and chivalric code. Those days are gone... but there are still men and women who carry on that noble tradition. Don the tabard of the Musketeers and learn what it means to fight alongside them. The dark and the wicked shall fear your blade, for none serve justice so fiercely as the Musketeers. Details...   [click here for more]
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Land of Giants

Land of Giants


Explore the lands of Scandinavia in the time of Beowulf and King Arthur. While Arthur sat upon the throne of Britain, Beowulf drank mead in the halls of Hrothgar and battled Grendel for the glory and honor of his king. Land of Giants is a supplement for the Pendragon roleplaying system, describing Scandinavian kingdoms as they existed in the time of King Arthur. This book features...   [click here for more]
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Liber Ka

Liber Ka


Authentic Western Ceremonial Sorcery Liber Ka is a supplement for Nephilim introducing an updated, alternative magic system following authentic occult principles. The book includes: The Nephilim history of western sorcery. A grimoire of new spells. Information on the Magician Arcanum. Background on using sorcery in the modern world. An extensive bibliography on modern occult...   [click here for more]
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Lordly Domains

Lordly Domains


Lordly Domains Economic System: noble holdings, fiefdoms, and hosehold knights and officers. Grand Events: feasts and festivals, hosting a tournament, hunts and falconry. Heraldry Detailed cutaways depicting the inside of a lord's keep. "Of Allies and Enemies", a scenario demonstrating the concepts in Lordly Domains. This book is about nobles and their responsibilities and...   [click here for more]
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Nephilim Gamemaster's Companion

Nephilim Gamemaster's Companion


Indespensible Resources for the Nephilim Gamemaster The secret history of the Nephilim, composing a timeline from the beginning of the universe to the end of the world as we know it. Rules for artifacts and sentient relics of amazing power. A bestiary of new elemental creatures. Gamemaster's advice on starting and running a Nephilim campaign. Advice on plotting...   [click here for more]
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Pagan Shore

Pagan Shore


The Irish call their homeland "...ire", "Banba", or "Fodhla," after three goddesses known to early settlers In Ireland, the Old Gods still live. The hills they own are as well-known as the raths belonging to human kings. Ireland's interior plains feature emerald grasses, clumps of heather, hazel bushes, isolated oaks, and stranded glacial boulders. Few of the Irish plains are arable. Irish woods...   [click here for more]
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Perilous Forest

Perilous Forest


Many Quests, Ferocious Dragons, Devastated Lands, Hadrian's Wall, & a guide to the King's Highway Perilous Forest is a supplement for the King Arthur Pendragon roleplaying game system. It includes three major adventures, and extensive background for western Cumbria and the Perilous Forest. These adventures are arranged as a linked campaign along the...   [click here for more]
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Rapier's Edge: Adventures in Théah (Swashbuckling Adventures)

Rapier's Edge: Adventures in Théah (Swashbuckling Adventures)


Tis a fair wind that rises when adventure is calling your name! Ahoy! Here be a treasure chest of maps and more than 100 adventures for adventurers from every nation (aye, and even the Secret Societies!) Whether 'tis for a friendly group around a tavern table or a room full of ladies and gentlemen in courtly attire, you'll find what you need between the pages of this book. And lest ye think...   [click here for more]
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Savage Mountains

Savage Mountains


Savage Mountains features four complete adventures for the King Arthur Pendragon roleplaying game, set among the wild mountains of Wales. Ample background information is provided for the gamemaster. including details on the peoples of the region, politics, and notable places. Particular sections of this book are intended to be photcopied and be given to the players....   [click here for more]
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Secret Societies

Secret Societies


A Sourcebook of Occult Organizations "It is useless to deny, because it is impossible to conceal, that a great part of Europe is covered with a network of these secret societies, just as the superficies of the earth is being covered with railroads." —Benjamin Disraeli, 14 July 1856 Since the fall of Atlantis, the secret societies have grown, due to Nephilim patronage...   [click here for more]
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Ships and Sea Battles (Swashbuckling Adventures)

Ships and Sea Battles (Swashbuckling Adventures)


"Port side cannons, fire at will!" The seas of Théah are home to dangerous men… almost as dangerous as the vessels they sail. Now, learn about the mighty ships that ply the waves, seeking plunder for their crews and hunting the enemies of their nations. Deck maps, mass naval rules, guidelines for campaigns set entirely on board ship, and more! Learn the details behind Théah\'s...   [click here for more]
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Strongholds and Hideouts (Swashbuckling Adventures)

Strongholds and Hideouts (Swashbuckling Adventures)


The terror of a thousand midnights is somewhere in that castle. All you have to do is find him... No swashbuckling hero would be complete without a secret hideout to keep him safe from his enemies... and no ruthless villain would go through life without an imposing fortress from which to work his twisted will. Now those thrilling locales are yours to explore! Fortresses and Hideouts contains...   [click here for more]
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Swashbuckling Arcana (Swashbuckling Adventures)

Swashbuckling Arcana (Swashbuckling Adventures)


Power flows through the blood. Thean sorcerers gain their magic through ancient bloodlines, inherited from distant ancestors who struck a terrible bargain for power. But theirs is not the only mystic power in Theah. Alchemists conduct their experiments in lonely towers while druids and shamans draw from the strength of the human soul. From dark monsters hidden in the shadows to forgotten...   [click here for more]
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The Sidhe Book of Nightmares (Swashbuckling Adventures)

The Sidhe Book of Nightmares (Swashbuckling Adventures)


Don't be afraid of the dark… be afraid of what hides within it. For countless millennia, the alien Sidhe have lurked in the corners of our vision… enchanting the unwary with dark magic and tempting the foolish with empty promises of wealth and glory. Théans have rightly learned to fear their cold beauty. But some things are so terrible as to frighten even them. Now, learn...   [click here for more]
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The Spectre King

The Spectre King


The Spectre King contains six adventures for the King Arthur Pendrago roleplaying game. All are of medium length, requiring several sessions of play each. Of note, the Grand Tournament of Logres introduces the summer tournament circuit - regularly occurring festivals that knights can attend year-after-year, with a list of events so that every year's tournament is different. Also included...   [click here for more]
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Tomes of Terror

Tomes of Terror


The lessons of Cthulhu 101 are long Overdue because Manuscripts Don’t Burn and Rare Finds could mean The Calling is at hand. Four rare and dangerous occult tomes, The Necronomicon, Cultes Des Goules, The Book of Eibon and The Revelations of Glaaki Vol IV, have been stolen from the Jeremiah Orne Library on the...   [click here for more]
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Wyrms Footnotes #15

Wyrms Footnotes #15


After a short rest, Moon Design Publications announces that the legendary flagship Gloranthan "magazine"* Wyrms Footnotes is back with Issue 15! Articles and scenarios by Greg Stafford, Sandy Petersen, Jeff Richard and Rick Meints, including: Adventure Time with Sandy Petersen! The Upland Marsh! Sun Dome County (in Sartar, not Prax)! The Far Place! War in Glorantha! Magical...   [click here for more]
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Nexus

Nexus


SECRET AGENTS from all over the world are converging, clandestinely, on a small science fiction convention. Coded transmissions have been intercepted, emanating from somewhere near the Con Suite. Fans have mysteriously disappeared, and stangers have shown up at the convention wearing their badges. And the rumor has it that some of these clever costumes aren't really costumes at all. Live Action Roleplaying...   [click here for more]
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