Mycologist’s Primer is a guide to real-world magical fungi, lichens, and slime molds. A mix of ethnomycology, folklore, green witchcraft, occult, and science. A fully-illustrated, thoroughly-researched resource for writers and world-builders. An all-in-one book for druids, healers, alchemists, and poisoners—perfect as an in-world item and applicable in all fantasy (and most modern) settings. A system-agnostic toolkit for game masters everywhere, complete with tips on including the mushrooms in your campaigns—and creating new, exciting fungi.
The first cut is the hardest. The sharp pain, the fear, the regret. It all comes crashing down, you betray your body for loving you. It begs you to stop, and you cut again. Blood pumped by your unforgiving grip. A cavity remains where feeling once became. You wield heartlessly, with uncaring hands. Heir of Swords is a tarot-based solo divination and journaling TTRPG where you divine the fate of the Heir of Swords through a tarot spread. Navigate the spread of the Forest as the Heir, searching for their Heart and the treacherous Knight of Swords. The settled spread generates a story and history for a heartless deserter, a knave who cut out their heart so they may Cut Down fate. Plus One EXP February 2026 Zine Club Adventure Zine.
CAS-3: The Feast of Tegny Wood is a standalone Cairn Second Edition adventure of disease, duty, and decay, set in a haunted corner of Vald. During the holiday of Bartermoot, traders and Woodfolk meet in uneasy peace. Yet beneath the revelry, something dark stirs. Deep in Tegny Wood, an alchemist’s failed experiment has festered into an infection that twists flesh and soil into a grotesque parody of life. Meanwhile, something even more terrible is rising in the Wood, and growing ever closer… Created with the tools found in the Cairn 2e Warden’s Guide.
Cairn is an adventure game about exploring a dark and mysterious Wood filled with strange folk, hidden treasure, and unspeakable monstrosities. Character generation is quick and random, adventures are tense and reward careful exploration, and combat is frantic and deadly. (Description taken from the Itch.io page)
Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness.