Kal -Arath is a completely self-contained 56 page booklet of rules, setting, and tables designed for solo, co-op, and group play. Or, you can just as easily lean into the setting, procedural gameplay and many included tables using your own favorite fantasy ttrpg rules. The game includes procedural rules that are a breeze for the solo player or the zero-prep group or co-op session: overland travel/hex crawling is broken down into different phases that create a satisfying gameplay loop and keep the action going. Oracles, Starting Adventure Seeds, Points of Interest, Encounters, Settlements, NPCs, Dungeons, Items - all of these have their own tables for generation, and combined together create a setting flavorful setting that emerges from the tables themselves - and over 25 pieces of original, hand drawn art. The included ruleset is a 2d6 system that blends my favorite aspects of Barbaric!, Mörk Borg, Black Sword Hack and OD&D - it is classless, with player facing rolls (due to its intention to be played solo with no rules changes); combat is fast and extremely deadly, with exploding damage dice and different maneuvers available to various weapons. A character could begin their career as a barbarian fighter type, and through progression take a backstab skill and later in their career pursue a demonic pact to learn the dark arts of sorcery, if they live that long. The following is some flavor text from the intro: Greetings, wanderer of wild and treacherous lands, seeker of glory and power untold! You have set your foot upon the perilous path into a savage land - a realm where ancient demons demand sacrifice and vie for power…and mortals strive against one another with blood-magic and steel. This massive steppe is known to its peoples as Kal-Arath, although the barbarians of the north refer to the vast grassland as “The Kyrg.” Arathi civilization centers around the stony plateau city of Kar’eld, heart of the Khanate of Akkai, the demon lord of Kal-Arath. Across these untamed vistas, the battle-barges of countless warlords sail a sea of grass and stone, crews hungry for the favor of squabbling demon rulers both demanding and cruel. To survive in Kal-Arath is to dance with death, yet the rewards for the bold are riches and renown beyond imagination. Here are monks and mystics drunk on the rotting blood of human sacrifice, practicing arts considered inhuman by those foreign to this place. Their bodies are hardened by fighting arts taught them by their dark masters, and their minds are fixed on nighted voids beyond mortal understanding. In the sky, beneath the blinding sun, one can sometimes see the riders of the fearsome flying lizards called teradun, doing battle with flashing lances or dark magics. These riders are sometimes favored champions of spiteful demonic nobility, or mercenary captains, or perhaps even the scouts or messengers of some wealthy merchant king. For Kal-Arath is not truly ruled by any - the city of Kar’eld may be the seat of the power of Akkai, but his lordship is contested at every turn by mortal and demon alike. This is a land where even a lowly pit-fighter may earn the love of the crowd and become king. Where rich traders and clever merchants hold more power than gods… and he who learns the secrets of decaying scrolls and forgotten codexes might set himself up as opposition even to the demons who rule this land from their blood-soaked temples. This is Kal-Arath. Who will you be? How will you die?
A storytelling game about a lone wanderer on a futile quest in a withering world Knight Forlorn is a storytelling game about a lone wanderer on a futile quest in a withering world, drawing much inspiration from games such as Dark Souls and Diablo. Through improvisation and collaboration, you will craft and narrate the story of the knight’s struggles. You’ll shape and portray the world together and take turns portraying the knight as they explore it. Influences: Dark Souls by Hidetaka Miyazaki / FromSoftware, A Game of Voices by Amos Persson, Se och göra i Aliatra by Simon Pettersson, Lovecraftesque by Josh Fox and Becky Annison / Black Armada Games, The Quiet Year by Avery Alder / Buried Without Ceremony
Designed and drawn by hardcore monster enthusiasts, MONSTROUS is a system-agnostic tool, the Game Manager’s go-to reference for telling better stories through monsters. In it, Kyle “Map Crow” Latino’s lavish illustrations bring to life dozens of classic monsters from myth, legend, and high-fantasy RPGs.
ARC is a rules-light, tension-heavy fantasy tabletop role-playing game where anyone can create urgent stories ticking down to a seemingly inescapable apocalypse.
The Fey were here before we were. They have not forgotten. Their forms are multitude. Their powers are incalculable. Their mastery of the world, the Wyld, that they fashioned for themselves when nature rebelled against them, is absolute. They press against the edges of our world, watching. Waiting. They pick at the seams and wait for the barrier between us and them to unravel. They are coming. All that stands between them and us is the Hedge. The barrier of Nature’s magic which keeps them at bay is weakening. In her agony, the Hedge calls forth her champions. “My savior, my darling, my cure. Stop at nothing.” Once, you were merely human. Once, the Fey would have looked at you only as a thing to be bent or broken. Or eaten. Now the Hedge has chosen you to stand, to fight, and to shine. Harness the powers of nature, upgradeable weapons, and stolen Fey magic, to fight against hordes of scary faeries.
The Hedge is weakening, Warden. We knew it could not hold forever, but the sheer mass of numbers pressing against the edges of our world is a weight which presses upon our shoulders, a psychic scream which we feel in our bones and teeth even if we cannot hear it with our ears. Our troubles come not singly, but in battalions. Things are going to get worse before they can ever get better.
The fires of humanity are flickering, Warden, but they are not out. Darkness gathers, but points of light still gutter in that shadowed sky. As you feel the pull of the Hedge, embark once more on perilous missions to save what remains of us, spare a passing thought for those left to pick up the pieces. We are diminished, but we are not destroyed. Our civilizations lie in ruins, but true brave hearts and a stubborn belief that tomorrow may be better remains. Else what are you fighting for?
The Fey were here before we were. They have not forgotten. Their forms are multitude. Their powers are incalculable. Their mastery of the world, the Wyld, that they fashioned for themselves when nature rebelled against them, is absolute. They press against the edges of our world, watching. Waiting. They pick at the seams and wait for the barrier between us and them to unravel. They are coming. All that stands between them and us is the Hedge. The barrier of Nature’s magic which keeps them at bay is weakening. In her agony, the Hedge calls forth her champions. “My savior, my darling, my cure. Stop at nothing.” Once, you were merely human. Once, the Fey would have looked at you only as a thing to be bent or broken. Or eaten. Now the Hedge has chosen you to stand, to fight, and to shine. Harness the powers of nature, upgradeable weapons, and stolen Fey magic, to fight against hordes of scary faeries. Hold tight to your humanity as you take the fight into the depths of the Wyld, facing down the Court of Air and Darkness in the heart of their power with six iconic Wardens, 102 awe-inspiring powers, 65 beefy pages of rules and vague-but-evocative lore, and the robust, power-fantasy fueling core mechanics of LUMEN. Hold the line against terrifying foes, collect powerful Fey Grafts, and save what’s left of the world from a dark fairytale apocalypse.
Humanity is cursed, host to a roiling psychic sea barely understood or controlled, a phenomenon arising purely from the darkest portions of the human soul. While most humans are blissfully unaware of its presence, others are more sensitive. When it grows wild in these hosts, SINS appear, terrifying supernatural monsters that are anathema to reality itself. CAIN is the solution, the global supranational shadow organization dedicated solely to the hunting and execution of sins. It’s mission is clear, its purpose steadfast. Is there anything better than a good hunt? Just think, you’re all set to slaughter to your heart’s content. YOU are an exorcist, a powerful psychic soldier and tool of CAIN, honed and wielded for one purpose: WIPE OUT THE STAIN From Tom Bloom (Magnagothica Maleghast/Lancer RPG): a new narrative role playing game about playing psychic death soldiers hunting monstrosities made of human trauma. So it goes. Includes: *Rules for making exorcists, powerful psychic soldiers on a campaign of extermination. Nascent monstrosities themselves, they must struggle against the limits of their own expanding powers and bodies. *Rules for creating sins, psychic abominations created when their hosts’ latent psychic powers burst free of their body, spurred on by trauma and suffering. Unraveling the mysteries behind their birth and the tragic circumstances of their hosts can weaken them and be used as a weapon in the final confrontation, lending equal weight to investigation and combat. *Rules for running hunts: tense investigations that culminate in a climactic execution scene inside of the lair of the beast Character sheets and hunt sheets for easy organization *Over 150 pages of insanity, art, and stickers with an aesthetic inspired by lo-fi manga, visual collage, and barber beats album covers. Slash, and slash, and SLASH AWAY. UNTIL IT IS DONE. (Taken from the CAIN itch.io page)
The Ministry cast you out and turned against you. Can you survive in the City Beneath? Burned and Broken is a sourcebook for the Heart roleplaying game with details on how to bring characters from Spire into Heart and how to use the themes of the Ministry in regular campaigns.
Create and destroy settlements in the City Beneath with this sourcebook for the Heart RPG. Inside you’ll find rules for four new types of angel, the fell-handed messengers of the Heart Itself which infiltrate and smash apart havens. You’ll also enjoy in-character ramblings on them from washed-up pulp fiction author Gris Hannemann who, potentially, invented them to sell more copies of his books.
Engage in desperate high-stakes combat against the Spiral Council in this sourcebook for the Heart RPG. This sourcebook for the Heart RPG contains expanded and alternative rules for sending your undercity delvers on dangerous missions for the dark elf revolutionary front. You’ll also find information on the factions that make the Vermissian their home, details on Throne Division equipment, a guide to building operations and a line-by-line breakdown of the network.
Visit Elsewhere, the City Between, in this unique dimension-hopping adventure for Heart: the City Beneath.
Climb aboard the Last Train and steal the secrets of its locomotion. Assassinate the most powerful man in the lawless undercity of Red Row. Defend the wedding of Brother Hellion’s only daughter at the Church of the Gun. Spring a gnoll prisoner-of-war from the best-defended prison in all of Spire. Kidnap a reborn Saint gone rogue on the streets of Pilgrim’s Walk. All these adventures and more await you in Shadow Operations, a collection of eleven Spire scenarios designed to be run in a single session and written by a wide variety of authors. Each of them is laid out in an easy-to-read format, allowing you to get up and running as quickly as possible.
In the mile-high ancient city of Spire, the cruel and beautiful high elves rule through bloody oppression – and the dark elves have had enough. In Spire:The City Must Fall, players take on the role of a rebel cell in service of a forbidden goddess of shadows and misdirection, and it is their mission to overthrow the government with a mixture of espionage, rabble-rousing, illegal magic and murder.
Remember all the ways in which childhood was not, in fact, the best time of your life in this sourcebook for DIE: The Roleplaying Game.
Experience an unexpected take on wargames in this sourcebook for DIE RPG. LOVE IS A BATTLEFIELD POWERSWORD PURGATORY SUNDAY NIGHT WARFARE
Die Scenarios Volume 1: Bizarre Love Triangles is the first in a series of softback DIE RPG sourcebooks. They’re just like the What If? comic book series, where familiar characters undergo wild changes and endure novel dangers. BIZARRE LOVE TRIANGLES: A DIE EX CRAWL WHERE THE VILE THINGS ARE I GO INFINITE
DIE: The Roleplaying Game transports a group of real-world, deeply-flawed people to a fantasy world via a predatory, sinister roleplaying game. There, they’re transformed into Paragons, each of whom is a warped take on classic fantasy roleplaying classes. They’ll confront how their lives have diverted from their youthful fantasies, face up to their dark sides and buried secrets, and maybe find a place that’s better, or at least more appealing, than home.
In DIE, you play a group of authentically flawed and desperate real-world people (Personas) who are sucked into a cursed roleplaying game and take on the form of heroes, villains and power players (Paragons). Some of you might want to get back to the real world for whatever’s waiting for you there. Some of you might want to stay in a reality where you can finally get what you want out of life. You all have to agree whether you stay or go, and dead people can’t vote. It can get pretty bloody.