Attic Whisperer

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Zombie Sky Press. 290 posts (595 including aliases). No reviews. No lists. 1 wishlist. 3 aliases.


Zombie Sky Press

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Psychonaut is in its last days on Kickstarter! Do you want psychic powers? Do you want to add more psychedelic science fantasy to your game? Do you want new psionic classes and lineages and more?

First issue comes with the archon class, eft lineage, crystalline monsters, and more! Just plug and play in any 5E campaign. Ends soon!

https://www.kickstarter.com/projects/1557256029/psychonaut-a-zine-devoted-t o-psionics-for-5th-edition-games

Zombie Sky Press

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Was able to get a draft of the archon ready for viewing. This is very much a work in progress (not final rules or text or layout), and some elements need to be better balanced for sure, but it's complete enough for a preview.

The archon is built on warlock-style casting but with limited spell options (that is, only two schools) in favor of psychic implements that can be up-powered using the character’s power points. One subclass is presented here, the psychopomp, and additional subclasses would appear in the final.

Zombie Sky Press

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Just a quick update to let everyone know that add-ons have been added to the campaign. If you want Along the Twisting Way: The Faerie Ring Campaign Guide and/or Player's Guide (in either print or PDF, both at a small discount), you can add them to your pledge. (If you've already pledged and want them, you should still be able to go in and modify your order.) Note that the printed add-ons require that you be backing a tier that already has printed items.

Zombie Sky Press

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Kickstarter Update: Psicrystals

By what is generally considered as little more than a remarkable coincidence, the thoughts of sentient creatures are able to be embedded within certain crystal matrices. (Also remarkable is that so few scholars seek to probe the ramifications of this, the why of it all: is this simply the realities of evolutionary theory in inorganic life forms, or is there a deeper mystery to be considered. Our task here though is to present the state of research in the field and not to descend into either religion or pseudoscience.) What follows is a brief summary of the realities of psicrystal evolution.

The intricacies of embedding one's thoughts into a crystal are not to be minimized but are only discussed here in broad strokes. It is sufficient to understand that only certain crystalline lattices are suitable for holding the patterns of complex thought, especially when considering long-term storage. Thought corruption within the lattice is a nontrivial concern and many investigators have paid dearly for their lack of proper precautions. Of course, as with all things, magic makes the process quicker and safer. It should not be lost, however, that those earliest of psychic delvers made these remarkable discoveries without the aid of external magicks—sufficient time and intention is really all that is required. Truth, even some "baser" beasts have been shown to develop rudimentary psicrystal "companions," as it were, under the right circumstances. (See also Rutherford's fascinating observations of an octopus in his care and the "inseparable crystalline companion" with which it had developed a bond over their years of proximity.)

What Is a Psicrystal

Many a crystal matrix can be imprinted with a copy of some fragment of thought from another creature. This creates a recording of said thought (to be clear, this is a nonmobile object and capable of no action on its own) that gifted researchers can then access independently. An actual psicrystal is formed, however, only when a sufficient amount of thoughts are embedded within a given crystal to give it a semblance of life. (The threshold for sentience in psicrystals is a hotly debated topic, but the standard at present is that these psicrystals are little more than automatons and not to be considered sentient. It is still considered inappropriate by many to even consider the idea of an "inorganic life form," though that sentiment seems to be fading, and the designation is now seeing common usage.)

At their simplest, such psicrystals mimic those patterns recorded within their matrix. You can see how this might cloud the issue of whether they are a unique life form or merely a constructed copy, an object that merely acts upon those processes written within its form. When imprinted with the more instinctual thoughts of beasts, the new entity is deemed a crysmal and will display "personalities" mimicking the model creature.

Psicrystal familiars are more advanced specimens, imprinted with the more complex thoughts of intelligent creatures, and they can exhibit some truly fascinating abilities. They begin to raise the question of actual sentience in the life forms. A typical such psicrystal appears indistinguishable from a small sample of the type of crystal is was formed from. It can, however, quickly grow spiderlike, crystalline appendages to move around and manipulate objects, and it can display other remarkable abilities, such as levitation and electrical discharge.

The entities grow by accumulating more imprinted thoughts, patterning additional and increasingly complex thoughts of other creatures within their matrices, causing their forms and abilities to become all the more varied and strange. It is in these stages that one can find aggregations (or colonial psicrystals) and corrupted forms (psicrystals whose patterning has become altered in such a way as to make them unpredictable and prone to lashing out), among other types.

It is the crystlid that have put many notions of psicrystal evolution to the test though. Crystlids are a recent discovery as some psicrystals seem to have inarguably developed an intelligence all their own. (There are still many researchers that argue that a mere collection of processes, no matter how complex, when copied from another organism, cannot be considered intelligence. Crystlids will have to deal with much fear and hatred in their lifetimes.)

(Issue one of Psychonaut will contain four to six statblocks detailing various psicrystal varieties, including some heavy hitters. The crystlid lineage player option will be detailed in issue two.)

Join us today!

Zombie Sky Press

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Kickstarter Update

The mystic mantle you take on as an archon is a role of cosmic importance—at least to you. It focuses your deep reservoir of psychic potential into a specific purpose. There was no “higher being” that anointed you to your role. You came about it on your own as you discovered your power and what it meant to you, and you followed your calling. That’s why no two archons are ever alike, all of us coming from such disparate backgrounds with no real teaching, only our own stubbornness and curiosity. There’re no guidelines, no rules laid down for our calling, for our mantle. You just do it. And hopefully learn from your mistakes.

Oh sure, some have claimed it’s the multiverse itself calling out to those who possess the capacity, leading them, unbeknownst to themselves, toward their “life’s goal.” But that’s for the scholars and priests to argue about.

To Be an Archon

The archon is a new base class with which you can explore the multiverse. As an archon, you take on a particular role: maybe that’s as a psychopomp, ushering the confused dead to their final rest, or maybe as a ghost hound, investigating anomalous creatures and places, ensuring they don’t damage the fabric of the multiverse. There are many, many roles that you might find yourself in.

To help you accomplish this, you wield magic, though this is limited compared to some other spellcasters (similar to a warlock). However, you also have a special affinity for psychic implements—mystical tools that are bound to you and that channel your innate psionic abilities. These are varied from one archon to another and often take the form of grimoires, tattoos, psicrystals, psychoactive skins, third eyes, even bound weapons with minds of their own. You’ll choose your favorites, the implements that prove most helpful to you, and together, you’ll find your way. This is how you’ll shine and chase your dreams.

The archon base class is included in the first issue of Psychonaut along with several subclasses.

Join us on Psychonaut today!

Zombie Sky Press

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Calling all fans of psionics...

Psychonaut: A Zine Devoted to Psionics for 5th Edition Games

Psychonaut is a new serial zine from Zombie Sky Press, presenting psionic options for gamemasters and players alike who are looking for something a little different for their game. Everything is fully compatible with 5E.

The first issue contains several fantastically psychical options:

  • Archon. New base class. Hybrid psionics/magic user. Akin to the warlock. Tentatively eight subclasses, including the psychopomp. Will be made available to backers after the Kickstarter campaign for playtesting.
  • Efts. New salamander-like playable psionic fey. (They are masters of fire with lore that ties into The Faerie Ring Campaign Guide.)
  • Psicrystals. Crystalline creatures with a strange, intertwined history with meatbag humanoids.
  • Powers. An assortment of new powers (or "psionic spells"). The power set will be gradually built out so that ultimately it can replace standard spells for those that want it.
  • Plus design notes.

Come join us!

Zombie Sky Press

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Along the Twisting Way: The Faerie Ring Campaign Guide (Pathfinder) major PDF update. (It has been reformatted to match the print release.)

The lands you know are but a speck in the multiverse. Mysteries are but a step away, and strange magics seep from the seams in reality. Faerie is watching you.

Adventure in a World of Wily Fey and Strange Magic
The fey are everywhere, and all paths eventually lead to Faerie.

It's only a matter of time until you encounter these odd, mysterious, tricksy creatures, and you best be prepared. Their motivations can be inscrutable, their politics alien, and their magics wild, and make no mistake, they are not to be taken lightly.
Come. There is much to be told:

  • * Detailed description of the complexity of Faerie and its place in the multiverse and the various planes they call home.
  • * Characters from the very lords of Faerie (like Flibbertigibbet and Moaro) to their unique servitors.
  • * Lore on the politics of Faerie and the demesnes of the fey lords.
  • * Forbidden details of the fey and their machinations.
  • * And much more!

This book is all about the fey, adding new fey options to your game that are fully compatible with Pathfinder 1E (also available for 5th Edition). This is a combination bestiary and worldbook, giving you tons of new fey creatures and NPCs and new locales and artifacts and more. (Hardcover editions available from zombiesky.com.)

Zombie Sky Press

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There's a new horror book box in town! The boxes are from TwitterStone, and each will feature books from various publishers and also other goodies.

The first of the mystery boxes is scheduled for Halloween and has books from the small presses Broken Eye Books and JournalStone. But there's only a few days left to order. The cutoff for ordering this box is Friday, October 19.

(Our own book, from Broken Eye Books, is meant to be a surprise, but if you want to know, here's a link to spoil it!)

There's a brief description of our included book below as a spoiler. I can't tell you what the other book is, but know that this is a horror-filled box of wonder. You can order single boxes or subscriptions through TwitterStone.

Book Description:

Richard Pett's Crooked is as if Clive Barker wrote Sherlock Holmes. It all takes place in a twisted and Gothic city called Brine with impossibly tall, crooked spires and a giant circular waterfall that powers everything. This is a world where they bring you back from the dead as slave labor, which is not okay with many of its inhabitants. So it's got zombies, it's got Lovecraftian monstrosities tying to break through the mirror into their world, and it's got a good old-fashioned serial killer back from the dead. At it's core, this is a murder mystery with a killer that Jared, former investigator for the church, must deal with again. This is a sprawling world of monsters and politics, of class struggle and revenge. It's terrifying.

Zombie Sky Press

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DESIGNER'S LOG (FAERIE DATE 09-18-2017)

We recently officially released the Campaign Guide (Pathfinder), which many of you now already have as part of your Kickstarter rewards and pre-orders. We're waiting to finalize print files to allow some time for any last-minute changes while I work on the Player's Guide.

We had some delays on the 5E version, but Jon Sawatsky is now on board to help us finish that. He's currently catching up on the source material and will be putting his finishing touches on the statblocks in the coming weeks.

Meanwhile, I am actively editing and laying out the Player's Guide (Pathfinder). I believe all of the needed content is now there--except for me to update the kitsune starball stats. I expect to make heaps of progress on this book this week.

More soon...!

Zombie Sky Press

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Ambrosia Slaad wrote:
Indeed. Bookmarks make it sooooo much easier to hop around as needed. Many thanks, Mr. Gable (and unnamed InDesign/Acrobat person).

You're both very welcome. I had simply forgotten all about them in the rush. (And I am the "unnamed InDesign/Acrobat person.")

Zombie Sky Press

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Let me see what I can...

Just uploaded a bookmarked version of The Faerie Ring: Along the Twisting Way Campaign Guide! ;D

Zombie Sky Press

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Let me see what I can...

And just uploaded a bookmarked version of The Faerie Ring: Along the Twisting Way Campaign Guide! ;D

Zombie Sky Press

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There's now an updated The Faerie Ring Prelude available for free. You can check out the foreword by Jeff Grubb and the introduction that sets the entire book into motion.

Zombie Sky Press

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Over 10 years ago, I started writing The Faerie Ring (RPG setting). It was just a thing I had to do. It scratched an itch of what I wanted in my own games, expanding on faeries, adding new oddities. That is, more crazy adventures to strange planes meeting weird creatures but still focused on the fey and built upon centuries of folklore (real or otherwise). But I knew so much less back then, and it took a long while to finish with many obstacles in the way. And it was dangerous to go it alone. So THANK YOU to all the many people that helped this book get here. The first book (for Pathfinder Roleplaying Game) is finished. The 5E version is coming soon as are more books.

(Credits for the Pathfinder Roleplaying Game version.)

FOREWORD
Jeff Grubb

LEAD DESIGNER
Scott Gable

DESIGNERS
Wolfgang Baur, J Gray, Victoria Jaczko, Amanda Hamon Kunz, Sarah Madsen, Andrew Marlowe, Monica Marlowe, Ben McFarland/Brian Suskind, Kelly Pawlik, Stephen Rowe, David Schwartz, Joshua Stevens, Todd Stewart, James Sutter, Mike Welham; Additional Designers: John Benbo, Savannah Broadway, Clay Clouser

DEVELOPER
Stephen Rowe; Additional Developers: Liz Courts, Endzeitgeist Sigurðr, Steve Helt

EDITOR
John Rateliff; Additional Editors: Tom Benton, Scott Gable, Micheal McArtor

COVER ILLUSTRATOR
Julie Dillon

INTERIOR ILLUSTRATORS
Eric Belisle, Julie Dillon, Carolina Eade, Lizzy John, Domenico Neziti

GRAPHIC DESIGNERS
Crystal Frasier, Scott Gable

Special Thanks to Michael Bauer (for those early talks) and BJ Hensley (for promoting the Kickstarter)

Tremendous Thanks to the support of our 315 Kickstarter backers for making this all possible. You’re wonderful.

Zombie Sky Press

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Over 10 years ago, I started writing The Faerie Ring (RPG setting). It was just a thing I had to do. It scratched an itch of what I wanted in my own games, expanding on faeries, adding new oddities. That is, more crazy adventures to strange planes meeting weird creatures but still focused on the fey and built upon centuries of folklore (real or otherwise). But I knew so much less back then, and it took a long while to finish with many obstacles in the way. And it was dangerous to go it alone. So THANK YOU to all the many people that helped this book get here. The first book (for Pathfinder Roleplaying Game) is finished. The 5E version is coming soon as are more books, such as the Player's Gude.

(Credits for the Pathfinder Roleplaying Game version of the Campaign Guide.)

FOREWORD
Jeff Grubb

LEAD DESIGNER
Scott Gable

DESIGNERS
Wolfgang Baur, J Gray, Victoria Jaczko, Amanda Hamon Kunz, Sarah Madsen, Andrew Marlowe, Monica Marlowe, Ben McFarland/Brian Suskind, Kelly Pawlik, Stephen Rowe, David Schwartz, Joshua Stevens, Todd Stewart, James Sutter, Mike Welham; Additional Designers: John Benbo, Savannah Broadway, Clay Clouser

DEVELOPER
Stephen Rowe; Additional Developers: Liz Courts, Endzeitgeist Sigurðr, Steve Helt

EDITOR
John Rateliff; Additional Editors: Tom Benton, Scott Gable, Micheal McArtor

COVER ILLUSTRATOR
Julie Dillon

INTERIOR ILLUSTRATORS
Eric Belisle, Julie Dillon, Carolina Eade, Lizzy John, Domenico Neziti

GRAPHIC DESIGNERS
Crystal Frasier, Scott Gable

Special Thanks to Michael Bauer (for those early talks) and BJ Hensley (for promoting the Kickstarter)

Tremendous Thanks to the support of our 315 Kickstarter backers for making this all possible. You’re wonderful.

Zombie Sky Press

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The Faerie Ring: Along the Twisting Way Campaign Guide for the Pathfinder Roleplaying Game is now available in PDF. Nail down the furniture, and hide the children... the fey are coming! If you've always wanted a "Feynomicon," here's your chance.

(Print and 5E versions and Player's Guide coming soon.)

Dear Titus,

Originally, I had no intention of responding to your query, let alone honoring your request. There is certainly little love between the fey—my brethren—and humanity. And, really, what would it accomplish?

Needless to say, I’ve had a change of heart. I have come to appreciate that sharing my knowledge and insight with you might go far. Not in the useless notion that you harbor of bringing our peoples together, but in instilling the proper respect—and perhaps even a little fear—for us. Humanity knows so very little, after all. I believe they need a glimpse of what is out there in order to better appreciate their own insignificance.

More selfishly, I am limited by the scourge of time—though perhaps not as much as you. The fey are so scattered and diverse that even being one of their own, I could not hope to catalogue them all in one lifetime. Together, perhaps we can learn a bit more about the fey.

So where to begin? Perhaps by laying the foundations . . .

—Zheddo the Bluetongue, Most Knowledgeable Sage-in-Exile of the Darkling Dominance

Publisher, Zombie Sky Press

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The 5th Edition and Pathfinder Campaign Guides for our setting THE FAERIE RING are coming along beautifully. We are beginning to finalize chapters, and we're sending pre-release copies to those who have pre-ordered. We're accepting new pre-orders through August 31: get your own previews and guarantee the low pre-order prices.

Publisher, Zombie Sky Press

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Indiegogo InDemand picked us up! With InDemand, we can continue where we successfully left off our previous campaign. You can still pledge, and the stretch goals will keep coming for new and old backers alike.

Missed us the first go around? The campaign continues. Bring the fey into your game wit the The Faerie Ring.

https://www.indiegogo.com/projects/the-faerie-ring-for-pathfinder-rpg-and-5 e

Publisher, Zombie Sky Press

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Been crazy here at ZSP! Clawing my way back through all the long weekends and emails and colds and fey shenanigans.

To answer the outstanding questions I see...

1) This is intended to be open ended. So we certainly hope to have future expansions.

2) We just set up our online store, and you can now pre-order most of the options from the Kickstarter: https://www.zombiesky.com/store/c2/The_Faerie_Ring.html

All the same prices. Hope that helps! Let me know if you don't see what you're looking for.

Publisher, Zombie Sky Press

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Wheee! The fey are on their way. And though there was a last minute drop below the second stretch goal, I plan on honoring it. There will be two additional chapters--and one by James Sutter.

Publisher, Zombie Sky Press

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This time, we wanted to show off some of our newest content with some darklings (a new player race): The Darklings.

(This one has 5E mechanics, but the flavor will be the same as for Pathfinder.)

Kindred to the shadow and tormented by their ancestors, darklings are strong-willed fey that call the Plane of Shadow home. They live in constant fear of their dark heritage, never knowing when their darkling curse will consume them, turning them into terrible beasts.

This draft is very much a work-in-progress, but we wanted to give an idea of where we're going with our 5E development. There will be more class variants and backgrounds and magic and other options for players. Along with, of course the shadowy monsters--like the grue!--and details on the city of Zussael for GMs.

And there's a new darkling illustration, also still in progress, in the latest update.

I'm as excited to see this new material come in as you are! ;D

JUST ONE DAY LEFT TO JOIN IN!

Publisher, Zombie Sky Press

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Just updated the twilight child sample with some racial stats and feats for Pathfinder: The Twilight Children.

Twilight children are the lost and stolen and half-breed children known to many as changelings. Or the Fair Folk. Given their mixed heritage, they have a variety of options that will be further developed in The Faerie Ring, including taking on aspects of their lords (like Manitou).

One of us!

Publisher, Zombie Sky Press

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Been busy getting another PDF sample together. It's a bit of the Manitou chapter along with the twilight children (a player race and one of his servitor races) along with an archetype just for them. I'll let you know soon where and when you can check that out.

And some wonderful stretch-goal news...

James Sutter, Architect of Paizo's First World(!) and a Super-Fine Storyteller, will write one of the new fey lord chapters.

AND...

Robert Schwalb, Creator of Shadow of the Demon Lord and a World-Class Devourer of Souls, will write one of the new fey lord chapters.

You can help make this happen.

The Faerie Ring

Publisher, Zombie Sky Press

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Just posted another Kickstarter update for The Faerie Ring. Including the text here for your reading pleasure:

One of the key aspects of The Faerie Ring, we built new whim-fueled locations filled with secrets and violence, intrigue and adventure. These tend to take three forms: the preternatural planes, the demesnes of the fey lords, and fey cities and other sites of power.

THE PRETERNATURAL PLANES

These are the Realms of the Fey. A new type of plane that's easy to slot into your campaign as a faerie otherworld. (The "Sample of The Faerie Ring" PDF linked in Update #3 goes into greater detail.)

The Preternatural Planes—countless in number and constantly changing—are inextricably linked to the Material Plane, existing on its very edges and orbiting like moons. Sheathing the Material Plane, they dance around it in complex patterns, each plane’s cycle as unique as the plane itself. At one extreme is the Astral Plane, stubborn and still, content to fill its given role and never budge its course. Others go so far as to periodically overlap and coexist with the Material Plane. And just as the analogous moons, the planes are constantly waxing and waning in relation to the Material Plane, advancing and receding in their influence.

They are entangled so closely with the Material Plane that they often behave as a single, highly complex plane. Perhaps, the Preternatural Planes are simply layers in a vaster Material Plane within which what we now call the Material Plane is but the dominant layer—for now, anyway.

For the most part, these realms are reasonably similar to the Material Plane, sharing many qualities but for a significant emphasis on some force or characteristic. The Plane of Shadow, for instance, resembles a Material Plane engulfed and twisted by shadow. Planar traits can vary widely, of course, and some Preternatural Planes are so bizarrely idiosyncratic that they seem baffling and unsettling to those from more “normal” realms. Scholars busily try to make sense of it all, of course, using science and magic to seek patterns to the mysteries, plotting the vastness of unlimited realities on complex maps and in intricate orreries that seek to mirror reality itself. Some secrets, however, may not be coaxed away from the selfish planes so easily, and it can be perilous to pry.

Here are merely a handful of the Preternatural Planes:

Aralu (or the Gaol of Always): The endless subterranean labyrinths of Aralu serve as a terrible, secret prison for the fey. No one admits to knowing its origins although, of course, one hears rumors. I’m told the chambered caverns seem to extend to forever, no one knowing just how far or the number of prisoners held within. Many of the inhabitants are artifacts of forgotten ages. What secrets must they must hold.

Dream (or Dreamtime, the Dreamlands, the Plane of Dreams): A meandering but pervasive realm of dreams and nightmares, this plane connects all those entities with the capacity for dream. A constantly changing realm, whose natives flit along, following the currents of dream.

Nibiru: The Hidden Crossing, the Lost Alleyways, Nibiru is the unseen framework of the multiverse. The behind-the-scenes byways that connect one plane to another. If you know how to get here, there's nowhere you can't go. Finding your way back is another story entirely.

Nowhere (or Plane of the Lost): Where do lost things go? Nowhere. All of the things ever lost can be found in Nowhere. And once things find their way to Nowhere, they typically stay. This junkyard realm is not an easy place to leave, for Mahu is the door, and he jealously guards what he considers his—which includes anything and everything within Nowhere. It is not just objects, though; creatures are caught within its borders as well, giving rise to odd ecologies as creatures of random races are forced to make do within the vast fields of junk.

Sea of Rahab: As if entrapping the darkest and most terrible depths of the sea, the Sea of Rahab is a watery nightmare created during the fall and rebirth of the Chaosbringer, Rahab. Forever, she occupies her throne within, choreographing the chaos. Of late, her twisted children stir more than usual and are beginning to cast their gaze beyond the borders to which they had grown accustomed.

CITIES AND SITES OF POWER

Within those planes are the fey cities and centers of power. This is where gather the masses for courtly feasts, launching raids on the humans, buying and selling of things that would make a golem blush, gathering of shadowy cabals, and more.

Here are merely a handful of important fey centers:

The Embassy: Nestled in the crossroads realm of the Eternal Twilight, the Embassy is the center of the faerie world. It serves as neutral ground where the various courts (both Seelie and Unseelie) meet, whether in grievance or revelry, in accord with ancient treaties.

Those lands peripheral to the Embassy are claimed by various of the more powerful fey lords and are anything but neutral ground, being typically strongly contested.

The Goblin Market: This massive, city-sized market is never in the same place twice with its dizzying array of exotic goods and its cutthroat mercantile ecosystem. It is a sea of fey and non-fey, all looking for that special something: a memory, an exotic slave, a forgotten dinner set, a lost god in a bottle, the way out.

Kalapa (in Shambhala): The submerged city of the matabiri is not really as the legends would have it. The tales of Shambhala as the land of the peaceful and pure were lies to draw in more test subjects. It is really a den of nightmares from which few escape.

Perdition: A vast necropolis, Perdition rests in Purgatory—a soul trap for the dead and a very unpleasant place. Here, the resident lost souls are lorded over by mysterious fey, the so-called angels of death. Are they jailers—or are they prisoners, too? All the plane’s inhabitants cling to mythical claims of a path out of Perdition but continue in their unending unlife as its citizens.

Tír na nÓg (in Mag Mell): The Morrigan's own twisting demesne city. It is the Escher-like home of her minions the sidhe. Her rule here is absolute, and you are always in terrible danger should you find yourself within its walls.

Xibalba: Mysterious walled city at the end of all time and creation. None have breached its walls to find more.

Zussael: The great city-state of the Darkling Dominance. Impossibly tall spires, swaying to the seeming breaking point, oddly angled alleyways, and a shifting layout, the shadowy darklings call this city home and headquarters.

DEMESNES

Fey sovereigns possess a connection with their demesnes from birth. These demiplanes are an extension of themselves: sovereigns are either born in the demesne’s tender grasp or immediately hear its call and seek it out. Their demesne is specifically linked to them. It is theirs. Its traits and landscape are completely controlled and alterable by the sovereign, slowly molding and remolding in tune to each sovereign’s subconscious over the course of a lifetime or rapidly shifting in response to conscious manipulation.

Sovereigns can travel back and forth from their demesnes at will and, seemingly, even draw power from them when needed. Each demesne can exist either as a pocket dimension (a demiplane with attributes according solely to its sovereign’s whim) or superimposed over part of another plane, again at the sovereign’s whim. For most sovereigns, this latter method is typically only possible with the Material and Preternatural Planes serving as host planes although certain lords have been known to travel the multiverse, latching on to whatever plane is available. When superimposed, the host plane is pushed from the demesne’s insertion point to its periphery, possibly creating an incongruous seam. Kept too long like this, the demesne risks becoming a permanent addition to the host plane: Manitou’s abdicated lands, for instance, have long since “taken root.”

Mogwoi sovereigns are alone in possessing no true demesnes. However, they can form permanent links with portions of the Material Plane; such a territory acts as a surrogate demesne and, indeed, is typically called their demesne. These mogwoi territories are typically remote and dangerous. Though not as malleable as the true demesnes of other sovereigns, they still respond and lend their power to their mogwoi lords in a limited capacity.

Should a sovereign be permanently destroyed, his or her demesne collapses if a demiplane. However, those demesnes that have bonded to another plane—and, of course, mogwoi territories—remain but become twisted and warped.

Here are merely a handful of demesnes:

Heartwood: Korapira’s demesne, the Heartwood lies as the hub of the Green Expanse, connecting all the old, dark forests of the multiverse. Its shifting boundaries suffuse with other forests and make possible passage even between planes. Of course, without knowing the paths of power, it’s almost impossible not to get lost, which can prove disastrous.

Korapira's living and growing Palace of Leaves, breathtakingly composed entirely from the surrounding forest, and the vast Gardens of Sheol, exquisite flowers and elaborate landscapes where Korapira's perverse experiments take place, take up its majority.

Scáthbaile: Queen Mab's demesne of Scáthbaile is a land of dreams and darkness, though this makes it sounds stranger than it is. The trees tower hundreds of feet high. The moon glides above the forest, fully thrice the size it appears in the familiar skies of mortal lands. Within the pale white halls of the queen's Shell Palace are hundreds of star sprites, who provide most of the illumination. Indeed, those sprites who have displeased her are often chained into Queen Mab's chandelier for days or even weeks.

Strangle Grove: Red jack's adopted demesne, Strangle Grove appears to have developed a spark of sentience. It has much more control over itself than other demesnes do. It is capable of morphing its features at an alarming rate and has developed quite the imagination over the years in shaping itself. Very much the predator, it devours those hapless souls that find themselves within its borders. It is allowed to pretty much do as it pleases as long as its actions support Red Jack’s goals.

Publisher, Zombie Sky Press

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Our giant source book for the fey just launched!

It's the continuation of The Faerie Ring, and there's powerful fey lords, new fey monsters, fey player races and character options, fey planes and cities, and more. Tons of the wonderfully weird for players and GMs alike.

Play as a fir bolg, bitterclaw, darkling, goodfellow, wyrd, putti, twilight child, black hat, kitsune, matabiri... maybe a sidhe. Bring some plane-hopping fey adventure to your game: Kickstarter for The Faerie Ring

Publisher, Zombie Sky Press

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Yes, Qstor. There's more coming. And it's coming soon. More details as I can announce them. :)

Publisher, Zombie Sky Press

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daken201 wrote:
Just out of curiosity, but dose the Starseed remind anyone else of a Diclonius?

The starseed was unabashedly inspired by Elfen Lied. :)

Publisher, Zombie Sky Press

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Thanks for the awesome words, Endzeitgeist! It's an absolute pleasure to have been selected for your Best Of list.

Yes, the soft cover edition has sold out. Getting more from printer, but it'll likely be a couple weeks.

And other goodies in progress... :)

Publisher, Zombie Sky Press

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Thanks for the kind words, End! :)

Publisher, Zombie Sky Press

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Set course for the weird!

Publisher, Zombie Sky Press

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Awesome review so far, Dulsi! Thanks for taking the time! And thanks to everyone that came by the table at PaizoCon to hear about the book, even when crazy space stuff really wasn't what you were looking for. Those of you that loved it just made our day! :)

Publisher, Zombie Sky Press

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Just announced that It Came from the Stars Campaign Guide is at the printer. Find more details here!

And you can find a preview in the latest Open Gaming Monthly!

Publisher, Zombie Sky Press

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Halloween is a time for the dead... and for those that love them.

Our long-awaited Mysteries of the Dead Side: Sacred Necromancer rings in this dark holiday. The fruit of our very first Kickstarter campaign, this is the epitome of a devoted necromancer class.

We've also just released our schizophrenic version of the shaitan in Wishbreaker, a Tale of the Shaitan. You can use the creature as a shaitan or as a new genie called a wishbreaker. Either way, it is more than ready to torment PCs.

And one more, our first batch of color prints of Incantations from the Other Side: Spirit Magic and Incantations in Theory and Practice have arrived.

Zombie Sky Press

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Thanks for the awesome review, DungeonmasterCal! Glad you liked it!

Zombie Sky Press

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Full speed ahead!

Zombie Sky Press

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Want to boost your alchemicals? Check out the new alchemical ampules--it's like metamagic but for alchemy.

Coming next month, we tackle pirates. New bits and pieces of nautical mayhem for your game. And Christina Stiles and Thomas Leblanc join the crew!

Zombie Sky Press

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Ha! This sounds like fun. :)

Maybe ZSP can lend a hand with stars and faeries and madness!

Zombie Sky Press

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It's my birthday, and I'm giving stuff away. (That's how it works, right?)

I'm considering what to work on next year for Zombie Sky Press, and I'm always looking for new and interesting challenges. So for Thursday only, I would love to hear what you want to see in RPGs. What would set your mind ablaze?

What system would you prefer: Pathfinder, 4E, Fate, an original game system, other? What content would you like to see? What would excite you? Could be something to do with existing lines or something altogether different.

Three posters, chosen by me, will receive free copies of all the PDFs that ZSP has already published or the next three releases free, your choice.

(You can also post on Facebook and Google+.)

Game on!

Zombie Sky Press

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You don't have to go to the stars... they're coming to you!

It Came from the Stars is a new patronage project from Zombie Sky Press, exploring the effects of the weird on your game. Join today!

Beyond the Realms You Know

It Came from the Stars brings the mystery of the unknown and the weird to your Pathfinder Roleplaying Game with new player options, new monsters, and new adventures. Mystery, wonder, and terror from the starry vastness await you. Whether you play in a world that is already aware of what lies beyond or that has been so far oblivious, it's about to get ugly.

Discover bold new options for characters: Fantastic psychic abilities. Strange alien technology. Mindwarping secrets. Will you stalwartly oppose the madness or will you give in? Can you twist the dark whispers to your own advantage?

Confront challenging new foes: For instance, the dreaded star beasts (one is illustrated above). Each star beast is unique in personality, appearance, and power. What can you hope to do if one of these devastating forces comes to your world? Or any of the other new creatures, for that matter?

Plunge into harrowing adventure: The stars are here! Stave off invasion. Discover derelict technologies. Plunge yourself into worlds unknown. How will you fare in the coming confrontation?

Set Sights for the Weird

Join us in bringing the weird to your game. It Came from the Stars comes in two parts, 64 pages each, wondrously illustrated by Roxxy Goetz (The Spoils CCG). The first is full of player options, including new classes, new options for existing classes, and much more. The second is full of new monsters and crazy adventures. Discover strange, new technologies and portals to other worlds. Meet odd monsters and take their stuff. Save the day or die as your world burns. (This product will be supported with Hero Lab, character generation software from Lone Wolf Development.)

Who could bring you such a thing? Only masters of the weird, that's who: Scott Gable (Incantations in Theory and Practice, The Faerie Ring), Colin McComb (Dark Sun, Planescape, and Ravenloft Settings), Richard Pett (The Sixfold Trial, The Styes, We Be Goblins!), Michael Kortes (Entombed with the Pharaohs, Haunting of Harrowstone), Clinton Boomer (Incantations from the Other Side, The Infernal Syndrome). And you! You can join us in this craziness: contribute your designs, playtest the results, shape the final product, and have some crazy fun!

As a milestone, if we can reach 150% of our funding goal, we'll create three parts, instead of just two: the bestiary and the adventures will each have there own 64 pages. (That means a minimum of 192 pages!)

The Stars Are Here!

Maybe the strange creatures are here to enslave! Maybe they're here to eat! Maybe they're here to mate!! Whatever the case, it probably won't be pretty. It Came from the Stars is not a setting but a set of tools for you to add the wonder of the stars to whatever setting you wish. It's an event to up the stakes of your game and shatter expectations. It gives you what you need in order to add an element of the unknown to your game. Mysterious abilities, strange technologies, powerful foes, and mind-blowing adventures. It's about discovering that you're not alone. That there is much more than you had ever realized out there. That you are in terrible danger always.

It Came from the Stars provides the means to launch your game in new directions. Spice up your fantasy with a taste of the stars--some Lovecraftian horror here, some space opera there, a splash of pulpy action. Add some mystery to your ancient cultures, giving them ties to things beyond the stars. Add an unexpected twist to the storyline, upping the stakes and revealing new possibilities. Create rich characters with backgrounds hinting at the stars and powers threatening to consume them. Stave off the invasion forces and discover new worlds.

While a book of the weird, for sure, It Came from the Stars is fun and playable and still the fantasy you know and love. It's intended to shake up campaigns, pushing the limits--whether that's cthuloid squishiness or arcane science or weird psychic powers.

There's weirdness out there. You ready to explore it with us? Follow along with the pre-launch discussion and teasers at zombieskypress.com and Scott's G+.

It Came from the Stars is the first offering in The Weird Cycle. Future offerings under this banner will explore... other weirdness! It Came from the Stars complies with the Pathfinder Roleplaying Game Compatibility License.


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Sebastian wrote:

I'd prefer my rpg's to be free of political axe-grinding, no matter the flavor. The Crimson Throne relationships are good stories and don't stick out like a sore thumb. "Let's make a gay paladin and good doctor that provides abortions" and "one or more of the iconics is gay" strikes me as intentionally sticking the same sore thumb in the collective eye of people who are bothered by those ideas. Does Paizo really need to take a stand on these issue? What's next? Militant vegan iconics? Anti-union iconics? Does one iconic support the closing of the Chilexian border?

...

I don't understand. Why is an interesting or complicated iconic "political axe-grinding," but if it's a quiet little snippet in the background, it's OK? Why are contentious issues suddenly forbidden? I think a story on "militant vegans," for example, is a great idea--a meaty subject even (couldn't resist). Maybe you agree, I can't tell, but why shouldn't that story be allowed for an iconic? Must all iconics be milquetoast?

Conflict is story. When the stories get boring and predictable, what's the point? It's all fair game or none of it is.