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Everyone knows the Brothers Grimm scoured the lands of their native country for folk stories and compiled them into a book that came to be known as Grimm’s Fairy Tales. What is less widely accepted is that these stories had their basis in reality, or at least in truth. With the completion of the book, the Grimm Lands became something more than a fable, but something less than real.

You will play children trapped in the Grimm Lands. Your powerful imagination is a blessing and curse — it gives you power in the land of fairy tales, but may also be the thing keeping you here.

Part fable, part reality, the Grimm Lands exist… somewhere else. Forged from the dreams and nightmares of little boys and girls, the Grimm Lands are very similar to our own in some ways. There’s a sun, a moon, grass, trees, air to breathe, people, rivers, and everything in between. In other ways, however, the differences are profound and perhaps unsettling. The Sun and Moon aren’t just celestial bodies — they’re recurring characters — and the grass and the trees don’t necessarily thrive on just soil. And everything, and everyone, has an interest in children.

Sometimes that interest is benign. Common people may be in awe of the knowledge even a grade school child has at his command. A digital watch or a flashlight is clearly an item of incredible wizardry to such people. But many times, in the dark and twisted place the Grimm Lands have become, that interest is malevolent. Witches lurk in dark woods, waiting to cook and eat the fattest children they can find. Trolls lurk under bridges, eager to take a toll from any child who tries to pass. The inhabitants of the Grimm Lands want the attention, the imagination, and the reality that children provide — or maybe they just want a tasty snack.


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D100 Discoveries Series: Temple, Castle and Wilderlands

D100 Discoveries Series: Temple, Castle and Wilderlands


D100 Discoveries Series: Temple, Castle and Wilderlands Volume I This new system-free resource provides six random encounter tables, each with 100 entries for interesting and unusual encounters game masters can roll up on the fly or peruse for inspiration. Written for use with any fantasy role playing system (be it Pathfinder, Dungeons & Dragons, OSRIC or Runequest!) any campaign will b...   [click here for more]
Zodiac Gods Publishing  $2.95

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The Sorcerer's Scrolls 46

The Sorcerer's Scrolls 46


The Sorcerer's Scrolls #46 is here! The first issue of 2010 features new articles and fiction on fantasy and science fiction gaming, including: The Tyrrany of Evil Men by Dan Lambert - the dubious ethics of Pulp Fiction Artifacts of the Ages - Two new artifact swords for D&D 4th edition They Shall be Paid in the Coin of the Realm - A lengthy article on generating unique coinage for your fan...   [click here for more]
Zodiac Gods Publishing  $1.50

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Introduction to the Realms of Chirak

Introduction to the Realms of Chirak


This introduction to The Realms of Chirak provides a concise overview of the setting, including its people, cultures, and religion. Includes a map of the Sea of Chirak region. This book can serve as a handy overview to give to players, and is system neutral. It can be used as a mini-gazetteer for any system....   [click here for more]
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