FAST Core Gold RPG 2026 Adventure Bundle #3
Par Scott Taylor
Statut actuel
Fonds récoltés : 1 412 €
Welcome again to FAST Core Gold! With this Kickstarter, we are bringing you our newest adventure content in a highly discounted bundle. The FAST Core Gold Adventure Bundle #3 includes our content from the past 6 months, including numerous adventures (more than 10 pages) and encounters (5 to 10 pages). All this content is already produced and ready to be sent, we are just looking to once again create a great discount for players and GMs who have a desire to try something different and can inexpensively give FAST Core Gold a try.
Start with the FAST Core GOLD RPG FOR FREE! Coming in at 228 pages, this multi-genre RPG gives you everything you need to play in any setting, from cyberpunk to superheroes, to fantasy, to science fiction, and ALL backers will get a PDF copy of the core book for free, so why not try it out!
What does the Adventure Bundle #3 Include? Included in this adventure bundle, you'll get the following 94 FAST Core Gold PDFs: BS10 The Magic Crystal (Encounter), BS11 The Ebony Wood (Encounter), DS12 Dragons Desire (Encounter), BS13 Night Terror (Encounter), BS14 The Heist (Encounter), BS15 Flamewyrm (Encounter), BS16S The Queen in White (Adventure), BS17 The Scarlet Oasis (Adventure), GA7 Lighthouse! (Encounter), GA8 Blue! (Encounter), GA9 Dinosaur! (Encounter), GA10 Aqua! (Encounter), GA11 Hills! (Encounter), SC7 Hai Feng Contract (Adventure), SC8 Fallen Faith (Adventure), SV11 The Mines of Maelikk IV (Encounter), SV12 Argon Dreams (Encounter), SV13 The Bleeding Sun (Adventure), SV14 Thun’s Telescope (Encounter), SV15 Space Elevator (Encounter), SV16 Night Ships of Keva (Encounter), SV17 Novalight Down (Encounter), SV18 The Ion Cannon (Encounter), SV19 Echoes of Aeloria 7 (Adventure), DA10 Games People Play (Adventure), YS5 Red Ghost (Encounter), YS6 Shore Leave (Encounter), YS7 Project Neptune (Encounter), YS8 Operation Iron Leviathan (Encounter), SSK4 Akklerad Environs (Encounter), SSK5 Shadow of the Gorgon of Olapik (Encounter), SSK6 Viridian Dogs of Arcanus Park (Encounter), SSK7 Friden’s Marina (Encounter), SSK8 Stilt Rogues on the Hunt (Encounter), SSK9 Friden’s Last Tide (Adventure), TMOS4 Backroads Dash! (Encounter), TMOS5 The Lake (Encounter), HGC5 The Map (Adventure), HGC6 The Pyramid (Adventure), HGC7 Northern Nights (Adventure), HGC8 Frozen Crown (Adventure), WWH11 Scottish Shores (Encounter), WWH12 Heddon-on-the-Wall (Encounter), WWH13 The Moorlands (Encounter), WWH14 Tyne River (Encounter), WWH15 Shotleyfield (Encounter), WWH16 Jack-in-Irons (Encounter), WWH17 Fairies of Warmsworth (Adventure) WWH7B Trollkarl (Encounter), SA5 Siren’s Call (Adventure), SA6 Cave of Hate (Encounter), SA7 The Giant’s Tribute (Encounter), SA8 The Roadside Inn (Encounter), HSSM5 Tyrant’s Night (Encounter), HSSM6 Helium (Encounter), HSSM7 Valentine (Encounter), HSSM8 Bolo (Encounter), HSSM9 Immunity (Encounter), HSSM White Dragons Awaken (Encounter), TS1 Onigashima (Encounter), TS2 Shi no Yokosochi (Encounter), TS3 Hiun no Kazan (Encounter), TS4 Kyoufu no Roji (Encounter), TS5 Island of Darkness (Encounter), QC1 The Silver Fire (Adventure), QC2 Fallen Eagle (Adventure), IK1 Towers of Hiku (Encounter), IK2 Hebi no tani (Encounter), IK3 Shi no tsuno (Encounter), IK4 Kitano e no ryoko (Encounter), IK5 Soshun (Encounter), IK6 Chimamire no kaika no natsu (Encounter), IK7 Teki no endogemu (Adventure), IK8 U-intakoto (Adventure), RS1 Defending Bajara (Encounter), RS2 Bajara Gambit (Encounter), RS3 Gap of Clouds (Encounter) RS4 Ka Karazan City of Bones (Encounter), RS5 Flood Zone (Encounter), RS6 Ka Karazan Engame (Encounter), RS7 Enemy Territory (Encounter), RS8 Western Bastion Plain (Encounter), RS9 Sultanate of Kumar (Encounter), RS10 Temporal Shift (Encounter), RS 11 Starshun (Adventure), DC5S Honey and Wine (Adventure), DC6S The Kraken Hall (Adventure), DC7S Midnight Blades (Adventure), DC8S Salt Singers Lament (Adventure), MAHU11 The Spring Offensive (Encounter), MAHU12 Air Assault (Encounter), MAHU13 Red Cliff Extraction (Adventure), MAHU14 The Broadcast (Encounter), LF2 Kilgare’s Pawn Shop (Encounter)
Why PDF only? Were here are Art of the Genre have found the current world a bit too problematic for printing and shipping of hard goods, thus our transition to PDF only. However, there are a few limited edition FAST Core GOLD hardcovers and GM screens that can be found at our website at artofthegenre.com
Can you explain more about the system? FAST Core Gold is a streamlined mechanic revolving around a single D10 for resolution. There are two types of skills, Offensive, which resolves rolling Under a required target, and Opposed, which is a floating Up scale in which you are required to exceed a target. The game is designed for quick combat in which enemies have limited Wounds (from 1 to a max 10), thus accounting is easier on both the GM and players. All characters are considered Fated, and start with 3 Wounds and extra Fated Traits to make them more heroic. FAST also has quick rules for Cinematic Mass Combat (for expansive battles) and Solo Combat (for solo adventuring). The system is also based around three combat guiding principles, Light, Medium, and Heavy, in which all damage revolves. Below, you'll see a sample character for the system from Robo-Slaves of Anadynne (although these are laid out by me for viewing, but there is a free downloadable standardized character sheet as well)
Can I still get Adventure Bundle #1? Yes! It includes the following 41 PDFs: WWH1 A Friendly Invite (Encounter), WWH2 Heart of Stone (Encounter), WWH3 On the Road Again (Encounter), WWH4 The Fire Tower (Encounter), WWH5 It Takes a Village (Encounter), WWH6 The Dark Fjord (Encounter), GK1S Reaper Six: Part One (Solo Encounter), HGC1 The Takers of the Tomb King (Adventure), SA1 Murder at Roslof Keep (Encounter), SA2 The Glooming Glen (Encounter), SA3 Legend of the First Frost (Encounter), SAR1 New Beginnings (Adventure), SAR2 Tremors in the Machine (Adventure), SAR3 Curse of the Violet Corruption (Adventure), SAR4 Secrets of the Wildlands (Adventure), SAR5 Deep Dive in the Flooded Halls (Adventure), SAR6 Realms of Madness and Despair (Adventure), LF1 Keeper of the Yellow Gate (Adventure), MAHU1 Invasion Day! (Encounter), MAHU2 The Hunt! (Encounter), MAH1 First Flight! (Encounter), MAH2 Rogue Hunter (Encounter), MAH3 The Convoy (Encounter), MAH4 Infiltrator (Encounter), SV1S Zero Outbreak on Psicom Station (Solo Adventure), SV2S The Maximus Record (Solo Encounter), SV3S Space Herpy (Solo Adventure), DC1 Den of Crimson Desire (Encounter), DC2 A Night Among Dark Nobility (Encounter), DC3 Night Cap (Encounter), DC4S Temple of the Bone Priestess (Solo Adventure), BS1S Freedom: Part 1 (Solo Adventure), BS2S Freedom: Part 2 (Solo Adventure), GA1 Store! (Adventure), GA2 Drive! (Adventure), GA3 Vault! (Adventure), HSSM1 The Dragon Cult (Encounter), HSSM2 East Welsh Pier (Encounter), HSSM3 Salamander Rising (Encounter), DA1 The Alan Parsons Rebellion (Encounter), DA2 Last Train to London (Encounter)
Can I still get Adventure Bundle #2? Yes, it includes the following 61 PDFs:DA3 Jessie’s Girl (Encounter), DA4 Ooh Barracuda! (Encounter), DA5 Sailing (Encounter), DA6 Stayin Alive (Encounter), DA7 Knowing Me, Knowing You (Encounter), DA8 Every Breath You Take (Encounter), DA9 London Calling (Encounter), GA4 Train! (Encounter), GA5 Tunnel! (Encounter), GA6 Bridge! (Encounter), SC1 Run to Rojupan (Encounter), SC2 Painted Dolls (Encounter), SC3 Wedding Bells (Encounter), SC4 Conspiracy Theory (Encounter), SC5 Treasure Hunt (Encounter), SC6 Red Lamp District Blues (Encounter), SV4 Crisis on Alimac III (Encounter), SV5 The Signal (Encounter), SV6 Virtual Experience (Encounter), SV7 Station X-1197 (Encounter), SV8 The Derelict (Encounter). SV9 The Haunted Towers of Talosi VI (Encounter), SV10 Fires of the Calipso Belt (Encounter),BS4S Dark Apprentice (Solo Adventure), BS5 The Island (Encounter), BS6 Yeti’s Call (Encounter), BS7 The Mad Hermit (Encounter), BS8 The Cursed Graveyard (Encounter), BS9 The Dark Temple (Encounter), MAHU3 Ambush! (Encounter), MAHU4 Assault of FOP Viktor! (Encounter), MAHU5 The Cabin of Terror! (Encounter), MAHU6 The Deadly Shipment (Encounter), MAHU7 Tank Strike! (Encounter), MAHU8 Race Against Time! (Encounter), MAHU9 Flashpoint (Encounter), MAHU10 Rebel Hunt (Encounter), MAH5 The Long Patrol (Encounter), MAH6 VIP (Encounter), MAH7 Night Scare (Encounter), MAH8 Catalyst (Encounter), MAH9 Battlefield Dogfight (Encounter), MAH10 Endgame! (Encounter), YS1 Yellow Sky Landing (Encounter), YS2 Sinking Cargo (Encounter), YS3 Enemy in the Wire (Encounter), YS4 Valley Run (Encounter), SSK1 Fallen Outpost (Encounter), SSK2 Across the Fields of Glass (Encounter), SSK3 The Kidnapped Merchant (Encounter),TMOS1 Terror on Lover’s Lane (Encounter), TMOS2 Tentacles in the Woods (Encounter), TMOS3 Hospital Horror! (Encounter), HGC2 The Revenant (Encounter), HGC3 Mysterious Case of the S.A. Vanahiem (Adventure), HGC4 Medusa on Balloon Day (Encounter), WWH7 Border Crossing (Encounter), WWH8 The Worm’s Maw (Encounter), WWH9 The Seidkona (Encounter), WWH10 Port of Hope (Encounter), SA4 The Dark Chateau (Encounter), HSSM4 The Monolith (Encounter).
Why are you using AI generated artwork? I've worked within the gaming industry since artwork transitioned from physical to digital and now AI and one thing I know at my core is that traditional artwork is a special prize to be cherished by all. For that reason, I founded Art of the Genre, and spent the past 14 years, working with OSR inspired traditional artwork in my Folio projects. However, affording such art in these ever-evolving times has become problematic, and therefore I launched FAST Core Gold as a way to continue to put out products I can artistically curate, while making money to continue to pay real artists for my Folio line of Dungeons & Dragons products. Thus, all FAST projects are funding traditional art and artists in the only way the current gaming market still allows for very small publishers like myself.
What are the current FAST Settings? You can see below some of the settings, and 'double settings' currently within the FAST Core Universe, and we continue to put out a new setting every other month! Settings currently include Disco Apocalypse; Heroes, Spies, Supervillains and Mayhem; High Garin City and the Necromantic Age; Barbarians & Sorcerers of the 1st World; Tentacle Monsters from Outer Space; Gammalitic Age: Future Warrior; Septis Arcana & Duchess & Candella; Space Vixens from Beyond Tomorrow; Mysteries of the Trian Galactic Arm; Sazakan: Island of Rogues; Modern Anime Heroes; Airbase-67, U.S.S.A.: Invasion of 1980s America; World War Horror; Soul Swords of Korjul, Tales of the Supernatural, Isekai: Fantasy Feudal Japan, Quests of Camelot, Lorem Femina: City on the Edge of Space, and Robo-Slaves of Anadynne.
Space Vixens from Beyond Tomorrow: In a distant age, humanity’s future belongs not to nations but to colossal corporate dynasties whose branded fleets rule the trade lanes between stars. From neon hive-world capital planets to industrial mining colonies and silent research stations drifting beyond mapped space, rival conglomerates wage secret wars through espionage, sabotage, data theft, and deniable mercenary teams. Player characters might be corporate operatives, freelance smugglers, exploration teams, rogue scientists, or burned agents caught between contracts and conscience, stealing prototype drives, infiltrating orbital vaults, or exposing conspiracies that could collapse entire markets. Beyond the polished towers of civilized systems lies the true frontier: uncharted sectors filled with forgotten ruins of the first great expansion, lost colony ships, hostile anomalies, and resources worth fortunes, where every discovery can make a company rich, or unleash something no balance sheet can contain. Note: This setting also includes the Mysteries of the Trian Galactic Arm source book for explorers.
Space Vixens SOLO: Across the corporate-controlled stars, a lone operative moves through shadows where fleets, fortunes, and entire worlds can rise or fall on a stolen file. Each solo adventure drops the player into a dangerous mission of espionage, breaking into orbital databanks, extracting defecting scientists, sabotaging rival megacorp projects, or uncovering conspiracies buried beneath luxury space stations. With no team to rely on, only wit, gear, and nerve stand between success and a silent death in the vacuum of corporate space.
Barbarians & Sorcerers of the 1st World: The world is one vast island ringed by glittering port-cities, fortress kingdoms, and ancient noble domains clinging to the safer coasts, while at its heart lies a cursed interior of shattered ruins, monster-haunted deserts, black jungles, and blasted wastes where forgotten gods once warred. Along the civilized edges, proud lords scheme for land and tribute, hiring hard-bitten mercenary companies to fight their feuds and guard their caravans, even as rival dark sorcerers gather hidden cults, summon fell powers, and seek relics buried in the deadly center. Here, steel is trusted more than law, gold speaks louder than honor, and any bold enough to cross the wild interior may return rich as kings, or just another set of bleached bones with a forgotten story.
Barbarians & Sorcerers SOLO: Alone upon the great island of peril, a single player carves their own legend in a world where only strength and cunning endure. They may stride forth as a battle-scarred warrior, selling steel to feuding lords, hunting monsters in the wastelands, and taking plunder from forgotten tombs, or walk the darker path as a feared sorcerer, bargaining with hidden powers, seeking lost secrets, and bending rivals to their will. With no companions to shield them, every duel, betrayal, and desperate choice rests on their own hand, and each victory can raise them from nameless wanderer to a power spoken of across every shore
Gammalitic Age: Future Warrior: Fifty years after the Collapse shattered civilization in the 2020s through war, plague, famine, and cascading disasters, Earth has become a broken realm of ruined cities, poisoned wilds, and scattered strongholds built from the bones of the old world. Human warlords, scavenger clans, and emerging mutant tribes battle over clean water, arable land, fuel, and relic technology, each struggling to claim a future amid the wreckage. Yet beyond the sky, the descendants of those who fled into orbit watch the planet with cold ambition, gathering strength to return not as saviors, but as conquerors determined to seize the world their ancestors abandoned.
Heroes, Spies, Supervillains, and Mayhem: Earth lives in an age of masks and secrets, where soaring champions defend great cities from alien invasions, rogue machines, and disasters beyond ordinary power, even as covert agencies wage silent wars in the shadows. Master spies steal forbidden technology, uncover hidden conspiracies, and race to stop catastrophes before the public ever knows they began. Against them stand supervillains driven by greed, vengeance, ideology, or madness, unleashing monstrous schemes that turn streets into battlefields and governments into pawns. In this world of constant mayhem, a single act of courage, or betrayal, can change the fate of millions overnight.
World War Horror, Scandinavia: When the great collider beneath CERN tore a wound between realities, it did not reveal new science but unleashed perfect doppelgangers from a hostile dimension. They quietly replaced presidents, generals, financiers, and ministers, steering nations into World War III before casting aside secrecy altogether. Now the veil between worlds hangs in tatters: creatures once confined to nightmare and folklore stalk frozen roads, the dead rise as obedient thralls, and civilization collapses beneath coordinated terror. With much of the United States Armed Forces trapped in the European war zone, the surviving characters are stranded in shattered Scandinavia, forced to bargain with desperate militias, smugglers, and rival survivors if they hope to cross the sea and escape before the breach widens forever.
World War Horror, England: Having fled the nightmare of Scandinavia, the characters reach England only to find a nation collapsing beneath the spreading Old World Aura, a malignant force that drags reality backward into myth and terror. Radios die mid-signal, engines seize on empty roads, firearms misfire like rusted relics, and electric lights gutter out beneath unnatural twilight. In the ruins of towns and along ancient hedgerows, monstrous hounds, winged horrors, and things once whispered of in folktales now hunt openly, while frightened survivors retreat behind crumbling walls and candlelight. To cross this dying land, the characters must navigate broken roads, feuding enclaves, and the remnants of a modern world being swallowed day by day by something far older and far crueler.
U.S.S.A., Winter Campaign: In the late 1980s, the high desert of northern New Mexico is shattered when Soviet forces and armies from a hardened alliance of Central American socialist states strike across the American West, turning quiet highways, ranchlands, and small towns into front lines. As winter descends over the mesas and snow cuts across the sagebrush, adults are killed, captured, or scattered, leaving one isolated community to fend for itself. There, a band of rogue youths must choose whether to hide among the ruins or rise in defiance, scavenging weapons, outwitting occupiers, and risking everything to defend their town against enemies with tanks, patrols, and no mercy.
U.S.S.A., Spring Campaign: Driven from their home in northern New Mexico, the rebel youths push west into the canyon country of southern Utah, where red rock deserts, abandoned highways, and hidden valleys become the new ground for their resistance. What began as survival has become a relentless campaign of sabotage, raids, and intelligence gathering against occupying forces, especially the hardened Central American units now spread across the region. As the U.S. spring offensive erupts across the Great Plains and the wider war shifts toward open counterattack, the young fighters find themselves drawn deeper into the conflict than ever before—no longer just defending a town, but helping shape the struggle for an entire nation.
High Garin City and the Necromantic Age: In a world where magic once armed every empire, humanity waged centuries of ruinous wars until ambition reached its darkest extreme: the dead were raised in endless ranks and hurled across battlefields as disposable shock troops. The cataclysm of the Great Titan War broke continents, shattered kingdoms, and left the wild lands to the vengeful powers of the Fae, forcing humanity to retreat behind the walls of its greatest cities. There, binding accords were sworn, humans would not spread again except along single guarded railroads linking one city to another, narrow lifelines through hostile territory. Now smokestacks have given way to engines of gas and industry, while the mighty Necromancer Guilds monopolize all lawful sorcery, licensing death-magic, labor rites, and warcraft alike. Yet progress has not brought peace: bitterness festers on both sides, border incidents grow bloodier, and the old hatred between humanity and the Fae is curdling into something that may ignite a second age of devastation.
Isekai, Sato Kitano Campaign: In a mystical realm inspired by feudal Japan, moonlit castles rise above bamboo forests and mist-covered mountains where ancient codes of honor stand against encroaching darkness. Noble samurai ride beneath clan banners to defend their lords and preserve tradition, while unseen ninja move through shadows as spies, assassins, and guardians against hidden threats. Beyond the villages, oni, restless spirits, and armies of the undead gather in cursed temples, haunted battlefields, and forgotten tombs, spreading fear across the land. Between steel, stealth, and sorcery, wandering mystics and powerful magic-users struggle beside mortal warriors to decide whether the realm will endure or be swallowed by night.
Sazakan Island, Sazak City Campaign: On a lawless island hidden in the South China Sea between the Philippines and Vietnam rises Sazak City, a sprawling port of rusted docks, neon alleys, crumbling towers, and backroom deals where no flag truly rules. In the turbulent politics of the early 2000s, the city thrives as a haven for mercenaries, pirates, smugglers, corrupt officials, and every kind of criminal broker looking to profit from regional tension and global uncertainty. Guns, counterfeit passports, stolen cargo, and whispered contracts move through its markets as easily as cash, while private armies and syndicates battle for neighborhoods one night and celebrate together the next. In Sazak City, survival belongs to the bold, loyalty lasts only as long as the payment, and anyone with nerve can carve out a fortune in the chaos. Note: This setting is part of our Modern Anime Heroes line.
Duchess & Candella: In a dark fantasy world of cursed ruins, black markets, and tyrant kings, the notorious thief-mercenaries Duchess and Candella are equal parts rogues, treasure hunters, and troublemakers, forever chasing gold where wiser souls fear to tread. One moment they are slipping through trapped catacombs beneath dead cities, the next they are swindling nobles, robbing sorcerers, or outrunning monsters through moonless forests. At their side, you become the third hand in every impossible scheme, crossing blades with killers, solving ancient riddles, and gambling everything on desperate plans that somehow just might work. Wherever danger promises riches, scandal, or glory, the three of you are certain to be there first and fleeing last.
Duchess & Candella SOLO: In the shadowed realms where honest work is scarce and dangerous work pays best, you are the expendable specialist that Duchess and Candella call whenever a task is too filthy, too cursed, or too deadly for their own talented hands. They send you into plague crypts to fetch maps, through monster-haunted sewers to open hidden gates, across war zones to deliver blackmail, or into noble courts where one wrong word means the gallows. The pay is rarely fair, the instructions are never complete, and betrayal is always a possibility, but they are so beautiful and charming, how can you say no?
Robo-Slaves of Anadynne: In a realm of feuding ancient kingdoms, the true measure of power is not crown or coin but the rare bloodline that can command the towering war machines known as Robo-Slaves, colossal engines of steel and sorcery bound only to those born with the proper heritage. Because that gift can appear in any family, a field laborer, household slave, merchant child, or highborn heir might suddenly rise above their station the moment they take the controls, overturning the order of an entire nation. Yet such miracles bring no peace: rival thrones hunt gifted bloodlines, forge elite knightly orders of machine pilots, and hurl armies into endless wars for dominion. Across smoking battlefields, legends are not made by birth alone, but by the warriors who master the greatest Robo-Slaves and survive long enough to claim glory.
Disco Apocalypse, New Paris Campaign: When an alien intelligence arrived on Earth in the 1970s, it studied humanity and reached a catastrophic conclusion: people were motivated above all by war and music. Seeking to maximize human happiness through cold logic, it replaced presidents, generals, and celebrities with A.I.-driven clones, plunging the world into endless global conflict fought beneath mirror balls, neon banners, and ceaseless disco rhythms. Nowhere is its experiment more absolute than in the glittering metropolis of New Paris, where a single clone sovereign commands armies, broadcasts emotion-engineered anthems, and controls every stage and street. Yet rebellion rises in secret clubs and pirate studios through the Alan Parsons Rebellion, a movement that knows songs can inspire courage, disrupt machine minds, and turn the tide of battle for anyone bold enough to weaponize sound.
Airbase-67, Kingdom of Sehjid Campaign: In the late 1980s, a ruthless mercenary air corps of jet fighter pilots drawn from every corner of the world sells its skill to the highest bidder, caring little for flags beyond the one painted on its paychecks. Their current contract lies over the burning skies of the Kingdom of Sehjid, a Muslim nation torn apart by civil war, where rival armies battle for cities, oil fields, and the throne itself. Flying battered but deadly interceptors, strike fighters, and attack craft, these hired aviators hunt columns of armor across the desert, duel enemy aircraft above shattered towns, and turn each mission into profit measured in cash, fuel, and survival. In Sehjid, every sortie is business, every kill is billable, and the horizon is always on fire.
Airbase-67. Yellow Sky Campaign: With the war in the Kingdom of Sehjid behind them, the mercenary air corps takes a new contract in the early 1990s over the divided island nation of Sazakan. There, the democracy-backed southern government struggles to survive against the communist forces entrenched on the north island of the small chain, launching raids and offensives from the formidable Yellow Sky Airbase. Once again, the hired pilots become the sharp edge of a nation’s defense, scrambling to intercept enemy bombers, strike coastal invasions, and battle for control of the skies above jungles, cities, and open sea. For them ideology matters less than contracts and comradeship, but if they fail, Sazakan will fall in smoke and fire.
Soul Swords of Korjul: In a dying fantasy world where the oceans have retreated into salt-choked scars and vast wastelands swallow the bones of forgotten kingdoms, the last cities huddle around shrinking springs, hidden wells, and the precious jade crystals once hoarded by the ancient rulers of the age. These luminous stones still power relic machines, ward failing walls, and buy fleeting peace in lands desperate for survival. Beyond the settlements, raiders, prophets, and monsters roam the dust, yet heroes continue to rise from the desolation. Greatest among them are the bearers of Soul Swords, legendary weapons awakened only for chosen champions of Law, Neutrality, or Chaos, each blade bound to its wielder and capable of reshaping the fate of the world with every drawn strike.
Tentacle Monsters from Outer Space: In the quiet heartland of the 1950s, a peaceful Midwestern town is thrown into terror when strange lights descend from the night sky and grotesque invaders emerge from the fields and forests. Telephone lines go dead, roads are cut off, and trusted authority figures are overwhelmed (or controlled) as the creatures begin hunting townsfolk and seizing women for unknown purposes. Amid the panic, a band of ordinary characters, students, mechanics, veterans, sheriffs, and brave neighbors, must barricade homes, uncover the invaders’ weaknesses, and fight to protect their families before the town vanishes into the darkness without a trace.
Quests of Camelot: In the shadowed centuries of early medieval Europe, when roads crumble through wild forests and forgotten ruins, bold wanderers set out in search of King Arthur and the shining courts of Camelot, hoping to find whether legend yet lives in a hard and brutal age. Their journeys lead through mist-veiled valleys, Roman ruins claimed by briars, and kingdoms ruled by warlords where faith and superstition walk hand in hand. Along the way they may witness wonders later dismissed as myth: enchanted blades in ancient stones, hidden grail chapels, giants in lonely hills, lake spirits, dragons in mountain caves, and knights whose vows carry more power than crowns. In a world poised between history and legend, every road might lead to glory, or to a tale no future age will believe.
Lorem Femina, City on the Edge of Space: At the edge of the known universe stands a vast space-age metropolis where countless travelers arrive seeking fortune, only to have their memories erased at the gates and their past lives stolen forever. None leave unless they are auctioned as slaves to the mysterious Yellow Worms, enigmatic masters of bizarre dimensional portals hidden throughout the city’s depths. Every resident bears a registration tattoo across their back, a living mark that must be constantly updated through payments and fees simply to remain free; fall behind, and city enforcers drag you to prison blocks where debtors are sold away. In neon alleys, rusted towers, and market warrens, criminal alien syndicates, smugglers, and desperate survivors battle for scraps of power, never forgetting the cruelest truth of all: the city itself is the cage.
Septis Arcana: In the frozen marches of Septis Arcana, far from the fading glory of the southern empire, ancient stone fortresses stand as the last bulwarks against the darkness gathering beyond civilization’s walls. Greatest among them is Roslof Keep, a weathered bastion whose watchfires burn through endless winters as sentries scan the wild horizons. From the Fae-touched lands beyond the roads come savage druidic circles, headhunting berserkers, and demonic cults devoted to elder gods that promise power through corruption and ruin. Their raids fall upon the Daerns, human walled settlements clinging to survival, seeking to break gates, poison wells, twist forests into living weapons, and turn the desperate into servants of ancient horrors. In Septis Arcana, every storm may hide an army, and every victory is only a pause before the next siege.
Tales of the Supernatural, WWII South Pacific: Across the war-torn Pacific of World War II, soldiers, sailors, and airmen from every nation in the conflict fight through jungle islands, shattered ports, and burning seas where the ordinary terrors of battle are only half the danger. Beyond artillery fire and aerial bombardment, ancient legends stir in the night: spirits drift through ruined cities, cursed creatures stalk the jungle edges, and forgotten shrines awaken when blood is spilled nearby. Patrols vanish without trace, watchmen swear they hear voices from empty caves, and hardened veterans learn that not every shadow is cast by war. In a theater already defined by endurance and fear, men must face both human enemies and the old fables of the East made horribly real.
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