The first major campaign for the Lone Wolf Multiplayer Gamebook, Terror of the Darklords is an epic adventure that will take the players from their quiet Kai monastery, through conspiracies spreading across Sommerlund, to the heart of the Darklords territory. Facing the greatest enemies the Darklords can array against them, the players will find themselves at the heart of great events, stalling a new invasion that threatens to sweep Sommerlund off the map and bring a new dark age to Magnamund.
You are Lone Wolf, the last Kai Master of Sommerlund. Civil War rages in Helgedad where your mortal enemies the Darklords struggle for control of the Black City. You have vowed to restore the Kai to their former glory and now seek the Lorestone of Varetta, a treasure that holds the power and wisdom of your warrior ancestors. Exciting adventure series in which the reader is the hero, makes the decision and fights the combats using the unique systems included in the book.
One of the most famous - yet least understood - manifestations of Thelemic thought has been the works of Kenneth Grant, the British occultist and one-time intimate of Aleister Crowley, who discovered a hidden world within the primary source materials of Crowley's Aeon of Horus. Using complementary texts from such disparate authors as H.P. Lovecraft, Jack Parsons, Austin Osman Spare, and Charles Stansfeld Jones ("Frater Achad"), Grant formulated a system of magic that expanded upon that delineated in the rituals of the OTO: a system that included elements of Tantra, of Voudon, and in particular that of the Schlangekraft recension of the Necronomicon, all woven together in a dark tapestry of power and illumination. The Dark Lord follows the themes in the writings of Kenneth Grant, H.P. Lovecraft, and the Necronomicon, uncovering further meanings of the concepts of the famous writers of the Left Hand Path. It is for Thelemites, as well as lovers of the Lovecraft Mythos in all its forms, and for those who find the rituals of classical ceremonial magic inadequate for the New Aeon. Traveling through the worlds of religion, literature, and the occult, Peter Levenda takes his readers on a deeply fascinating exploration on magic, evil, and The Dark Lord as he investigates of one of the most neglected theses in the history of modern occultism: the nature of the Typhonian Current and its relationship to Aleister Crowley's Thelema and H.P. Lovecraft's Necronomicon.
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.
The terrifying creatures that lurk in the darkest corners of Magnamund come to life in this, the latest supplement for the Lone Wolf Multiplayer Gamebook. From the mundane Baknar and Elix, to fan favourites such as the Gourgaz and Kraan, the Magnamund Bestiary provides games masters with a wealth of foes and enemies to challenge their players with. A special section is included featuring more human opponents, allowing games masters to quickly field the likes of thieves, rogues, mercenaries and Drakkarim at a moment's notice.
To most in the Realm of Drugolin, ]otherly+ lore lingered as mysterious legends best suited for late night hearths. On rare occasions one might hear of strange visitations. Some of huge, radiant beings bearing aid and guidance. Others of dark, evil creatures summoning dread and death. All were a part of Drugolish legend, but few took them seriously. The westland village of Noy couldn't afford the apathy of its unenlightened, middleland neighbors. Its enclosing fortress walls stood as a monument to the frightening visitations it experienced, day and night. When the town's most celebrated +adventurer+ receives a prophetic lamp, he teams with one final group on a faith empowering mission into the dread regions of evil that could usher in an eternal age where mortals are like angels and God reigns supreme. Yahwin (God), Krystos (Jesus), Sahron (Satan), a host of otherly foes, +warrior angels, + and warrior prophets endued with extraordinary power all inhabit this peculiar realm in which +eschatologian+ Mark Norris +allegorizes+ +a prophetic+ tale that wars for the Millennium's victor's rights. What would you do if an angel materialized in your bedroom tonight, handed you a prophetic lampstand that projected the events of Satan's rebellion, and invited you to brave the powers of hell? The otherly+ is waiting, ...will you go? +Mark Norris (B.A. theology/M.A. journalism) has served as a pastor, Christian education director, radio teacher, TV ministries prayer director, and publishing house editor. Today he works as a liaison for the U.S. Army.+