All The Ages Awakening From Firelit Dreams

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Where do dungeons come from? What did dragons crave before the first coins were minted? This book helps to tell a different sort of story with a different sort of adventure – it is a world both ancient & new – where the unthinkable epochs of the natural world fold under the new world of technical achievement, agriculture & urbanism. This is a setting of deep myths & new gods, of old ways meeting with the first revolution. You will find no dungeons here save those that you build, no gods here save those that you raise up & no treasure here save that which you create – this is the dawn of the world where the seeds of ten thousand years of adventure are planted. ...





Deluxe Elf Dossier

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Here is the first supplement for the Game of the North! A deluxe dossier for your elf character. Including more than a dozen full color character sheets as well as a dozen new tables to help you imagine an infinite variety of elf adventurers! This supplement also includes some background information on the races of the elves in the South as well as a new ability for elf adventurers. ...





Goblin Player's Guide

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Goblins! The seed of chaos has marked these fairy-folk for time immemorial, and they have marked back. Marked & bitten & cunningly created! Your Game of the North Goblin will be nicely served by this elite package of character sheets & records - and your Game of the North experience will be lavishly embroidered by the dozen pages of additional details & tables & abilities that together make Goblins all the more Gobliney. Suitable for any fantasy game - this Game of the North supplement can improve your experience playing or running a goblin in any game. It includes all the rules you need to include Goblin Tinkering Magic into any OSR style game. ...





Guru Pakla's Curative Nostrums

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Healing magic - the spells of curing - these are the most benign, beloved & valuable spells in any number of worlds. Where pain & suffering exist a wizard can make their name, their fortune & their reputation all with a few curative tricks - Guru Pakla's Book of Curative Nostrums shows you how to make your own cures and gives examples of magical cures created through the application of specially prepared oils, plants & poultices. Liberally illustrated - this spellbook is a guide and an example of how magic can be done, when it is well done....





In The Ruins Character Creation Guide

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A new setting & a new system for the Game of the North - the Game of the North gets some class! This guide walks you through the character creation process for the In The Ruins campaign setting -inside you'll find ways to generate a new background & outlook as well as an all new personality guide - meant to help you understand which of the 80(! Yes 80!) new character classes is right for you. You'll want to have some knowledge of the Game of the North or at least be conversant with some more popular OSR systems in order to make the most of this book - though it offers new details & tools suitable for any game....





Six Color Metamorphosis

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The Magic of Transformation is among the most formidable of a wizard's talents. The Six Color Metamorphosis elaborates upon & expands the Transformation Spell Seed & grants a glimpse at the practices of the Lodge of Six Colors - alchemist-magicians who seek to perfect reality itself....





The Afterworld a Guide to the Worlds Beyond Death

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What happens when you die? A question of pemanent interest to all who live. But what about those who live only in our imaginations? This is a game supplement intended to provide continuing adventures for dead Player Characters in any game system or setting. Intended as a universal aid to all games, The Afterworld is unbounded by reason, a vast, dark realm of unhindered imagination. ...





The Blue Book of Summoning

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Have you ever wanted to summon up space-demons from the moon? Well, now you can. The Blue Book gives you all the information you will need to formulate your own spellbook - your own summoned minions and your own QLPTH from which to command demon armies. Not for those who do not dare blasphemy in pursuit of Power - the Blue Book includes 5 Monster Templates & 8 New Demons - for your reckless wizard to summon. ...





The Book of Ten Trillion Things

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Why have a sword when you can have The Ominous Final Handmade Adamant Culling Sword? The Book of Ten Trillion Things is just that - a book containing a limitless supply of fully described, thoroughly articulated weapons, armor & tools - all the things an adventurer needs. The Book of Ten Trillion Things is a supplement for the Game of the North but its utility is quite broad - it is suitable as a supplement for any fantasy RPG. Get Cooler Gear, Tell Cooler Stories...





The Game of the North Player's Guide

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The Public Domain meets the Old School Renaissance in a game for creators & storytellers. The Game of the North balances the theatricality of the table experience with the strategy of a wargame & the unbounded infinity of an art project. Specially formulated for players and referees who like to make their sessions special, their settings unique & their stories sublime the Game of the North has been conceived from top to bottom as a game for creatives, makers, artists & storytellers....





The Hundred Worlds: An Introduction for Players

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Beyond Fantasy & Beyond Science Fiction - beyond expectations & imagination you find The Hundred Worlds. Welcome to a new setting for the Game of the North - where dreams touch reality & reality recoils, just a little bit. The Hundred Worlds is a Sword & Planet, Pulp Adventure, Fantasy Epic in a setting beyond your imagination. Welcome! This guide will help you make your character & get you started on your bold new mission to Tell Cooler Stories...





The Yellow Book of Curses

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Magicians & Wizards will always have recourse to hostile magic! Here is your guide to curses - both good & evil, mad & sane. The North is filled with threats only waiting to be cursed & harmed - The Yellow Book helps you harm them! Including a sample book of curses & liberally 'illustrated' with the outsider art of the magically gifted author....





Tombs of the Adamant Colossi - Player's Guide

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Here is your guide to playing an adventurer or running an adventure as a referee in the Tombs of the Adamant Colossi campaign setting. ...





Tombs of the Adamant Colossi Adventure 1 - Tomb of the 5th Colossus

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Welcome to the Game of the North – the Tomb of the Fifth Colossus is a module intended to introduce the system and the rudiments of the broader setting called The North. Each Referee and each player in the North will create their own narrative, their own adventures. This module is intended to give insights on how to run the game and how to play the game while providing a setting, an adventure characters, gear & backgrounds for ease of play. If you are running this adventure you can feel free to read the entirety of the module and all of the pre-generated characters & monsters records. If you plan to play as a PC in this adventure and its further campaign you shouldn’t read much further. You’ll want to select one each of the acc...





Unquenchable Will of Wolves Appendix I: Battles at Sea

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Journeys to the North require ships! This appendix to the upcoming & ongoing Unquenchable Will of Wolves campaign setting provides you with all you need to stage your own sea battles in the interpretive, evocative style that the OSR makes possible. The rules here are as simple & as complex as you wish them to be - they are a starting place & an end - depending on your enthusiasm for the topic. As with all of the Game of the North's supplements - this material is intended as a tool to help you execute your own Cooler Stories....





Unquenchable Will of Wolves Campaign Guide Part 1 - Beginnings

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Pirate Treasure! Dungeon Entries! Oceanic Conflicts! This is the first part of the sample setting for the Game of the North - an OSR sandbox adventure that lets characters make their own way & set their own agenda. Provided here is a guide to your PC's entry to the North - a lost continent full of adventure, treasure & lost civilizations. Welcome now to the Shrike River Delta & the gateway to the port of Ked - the City of Slaves & Scorpions. This module is a series of potential adventures & likely locations in the Shrike Delta's sourthern reaches - and this module will give you the opportunity to challenge & reward your players in new & thrilling ways. Let the find their own path in the trackless, maddening jun...



