The Santa Myth…

...And Why Pit Such a Cheery Legend Against the Horror of Zombies? by John Mayer Although this very question sounds paradoxical, the horror genre has always been at its best when it injects the shocking, the gruesome, the profane, the unknown, the ugly with the...

Storytime with Ian: Who are the Jötnar?

“In the beginning God created the heaven and the earth”. See, that’s where the Christianity has it all wrong. All good Vikings knew the real story of how it all really began. The same way it will all end. With giants. Ginnungagap was the great emptiness before...

FOR IMMEDIATE RELEASE Media Contact: Gwendolyn Nix SANTA VS ZOMBIES, ORIGINAL GRAPHIC NOVEL, LAUNCHES ON KICKSTARTER  Adventurous world full of Christmas cheer and gore to launch April 9, 2019   TOPEKA, KANSAS (April 11, 2019)—A...


FOR IMMEDIATE RELEASE Media Contact: Gwendolyn Nix NEW COMIC, ORC GIRL & GOBBO, RELEASES FROM OUTLAND ENTERTAINMENT  New Post-Apocalyptic Fantasy Comic Releases on March 29, 2019 TOPEKA, KANSAS (March 29, 2019)—Orc Girl & Gobbo,...

Planet Comicon 2019 Booth #1925

Hello folks! As we do every year, we'll be out at our hometown show, Planet Comicon. We'll have a variety of books, games, comics, and artwork on the table for you to check out! We'll be at booth #1925. This year, special guest Chris Yarbrough will be joining us for...


FOR IMMEDIATE RELEASE Media Contact: Gwendolyn Nix NEW VIKINGVERSE GRAPHIC NOVEL, THE JÖTUNN WAR, LAUNCHES ON KICKSTARTER The first of a four-issue graphic novel brings Norse history to life this March TOPEKA, KANSAS (March 22, 2019)—...

Reclaiming Norse Mythology from the Nazis by Ian Stuart Sharpe

It is one of the most iconic scenes in modern cinematic history:  Indiana Jones is in a desperate race against the Nazis, a lone hero battling against the entire German war machine to prevent an ancient artefact of immense power from falling into the wrong hands. Of...

Interview with Ian Stuart Sharpe, Author of The All Father Paradox!

Q: What made you write The All Father Paradox? Ian Stuart Sharpe: I think it was preordained. Not in a crazy way, you understand. You just learn to spot the signs, to realize that something is off-kilter. For example, in the year 793AD, according to the Anglo-Saxon...

THE ALL FATHER PARADOX Releases in October!

THE ALL FATHER PARADOX by Ian Stuart Sharpe Coming in October! What if an ancient god escaped his fate…and history was thrown to the wolves? Churchwarden Michaels thought it was just a run-of-the-mill crazy old man who stood in the graveyard, hellbent on studying...

HATH NO FURY Has Hit the Shelves and E-Readers!

Mother. Warrior. Caregiver. Wife. Lover. Survivor. Trickster. Heroine. Leader.   This anthology features 21 stories and six essays about women who defy genre stereotypes. Here, it’s not the hero who acts while the heroine waits to be rescued; Hath No Fury’s...
Apex Theropod Deck-Building Game

Apex Theropod Deck-Building Game

Apex is a dinosaur deck-building game where you play as one of nine apex predators competing for territory. Each playable apex predator has their own style deck that you must master to succeed with that dinosaur. Apex is a very brutal environment and the game will try and kill you throughout. The goal is not only to survive but to dominate the competition, literally. You must fight off other competing predators to control territories and win. The game will feature 60+ dinosaurs and 12 territories with each territory having it’s own territorial boss that you must defeat to dominate the territory. There is also Final Bosses in the game. The game supports 1-8 players which means it is designed to play by yourself or with up to seven friends. The game is huge and requires large play space to play up to eight players. The game is also very complex but easy to pick up on and keep track of everyone’s move.

1-8 Players (9 playable Dinosaurs) • Ages 12 & Up • 30-90 Minutes • 600 Cards (60+ Dinosaurs)

Designed by Herschel Hoffmeyer

Shotguns & Sorcery

Shotguns & Sorcery

Explore the fantasy noir campaign setting Shotguns & Sorcery.  Written by Shotguns & Sorcery authors, Matt Forbeck and Robert Schwalb, and powered by the just announced Cypher System™ from Monte Cook Games, the Shotguns & Sorcery core book allows you to defy the power of the Imperial Dragon Guard. Whether you are playing as your favorite character or unraveling their mysteries for the first time, this hardcover, 250-page core book with 70 pages of full color artwork from Jeremy Mohler includes all the rules for game play, allowing you to explore Dragon City and its outskirts as never before.

Outland Entertainment is working together with Matt Forbeck to develop his setting into a table-top role-playing game!  The Kickstarter was successfully funded in January of 2015. The book is due to be released in late 2017.

Find the novels and more information over on Matt Forbeck’s website!

Created & Written by Matt Forbeck
Cypher Rules Adapted by Robert Schwalb
Edited by Ellie Ann
Illustrated by Jeremy Mohler
Design by Edward Lavallee & Dustin Dade





Welcome to Nightfell; a world locked in a cycle of struggle between the forces of light and dark… or is it? Every ninety years, the world of Berun is subject to ten years of darkness when the shining eyes of the gods close and monsters boil forth from the depths below to devour all in their path. Humanity protects itself with armies made of the dead, the corpseguard, which return to life during Nightfell and stand watch over the cities and strongholds.

 It has been 89 years since the last Nightfell, and the ancient city of Kamteh has fallen under

the control of a new religious sect that believes the gods will halt the cycle of Nightfell if they destroy their corpseguard. And only the oldest living embalmer of Kamteh, Father Kast, and his two young pupils stand between this cult and the utter destruction of their city!

Created by Nicolas Giacondino
Written by Jeremy Tolbert
Illustrated by Nicolas Giacondino
Colors by Pedro Figue
Lettered by Edward Dukeshire
Produced by Steven Dudley
Logo & Design by Edward Lavallee
Cover colors by Jeremy Mohler



The emperor is dead. What’s left of the once proud Pilean Empire is under siege from enemies beyond its borders—and from within. Rival nations of Ommany, Thila, and Ud, along with the pirates of Brailee’s Steps, clamber to gain advantage in battles over the empire’s land and wealth. It is a time of war and strife, but also of discovery and opportunity. The race to control the north has driven progress in science, technology, and sorcery, all of which contribute to the chaos in their own unique ways.

But the empire only believes itself to be at the world’s center. Elsewhere, aquatic zealots plunder the seas and coasts. Young, progressive nations rise and gain power. In the untamed wilds, dark secrets and ancient ruins lie in wait. Musicians harness the power of magic through their songs.

And beyond the borders of the physical world, immortal demigods debate the fate of these chaotic mortals—and intervene at their tumultuous whims.

Life on the Pilean continent grows more interesting by the hour…

PILEAUS is an ambitious transmedia project set in a sprawling dark fantasy realm. It’s the story of a world in chaos as told by a diverse group of creators. Current components include:

  • PILEAUS: WAR IN THE NORTH, an RPG sourcebook.
  • DISGRACED, a graphic novel by Scott Colby.
  • THE UNMADE MAN, a novel by Daniel Tyler Gooden.
  • And an array of short stories and webcomics released online monthly.

Created by Jeremy Mohler, Scott Colby, & William Ward
Illustrated by Chris Yarbrough

Pathfinder Supplements

Pathfinder Supplements

Villain Codex I: Foes For Fledgling Heroes

Every good story needs an antagonist. Beowulf isn’t epic without Grendel; Harry Potter doesn’t become the Boy Who Lived without Voldemort; and without Darth Vader, Luke Skywalker is still toiling as an anonymous farmboy on Tatooine.

It’s a superior villain makes a plot memorable.

The Villain Codex I: Foes for Fledgling Heroes presents 12 exciting, memorable NPCs for players, complete with stat blocks across a range of challenge ratings (3-8) to provide GMs with combat challenges their players won’t see coming.

Developed by Swords for Hire Development
Written by Authors: Andres Bermudez, Matthew Browett, Nik Geier, Scott Janke, Mikko Kallio, Luis Loza, J.T. McRoberts, Jacob W. Michaels, Michael Riter, Andrew Umphrey, and Christopher Wasko.

Villain Codex II: Adversaries for Advanced Heroes

As characters become more powerful, so must their adversaries. Thus, Villain Codex II: Adversaries for Advanced Heroes is full of new foes for GMs to pit against their PCs.

As in Villain Codex I: Foes for Fledgling Heroes, Villain Codex II: Adversaries for Advanced Heroes presents 12 exciting, memorable NPCs for players, complete with stat blocks across a range of challenge ratings (9-14) to provide GMs with combat challenges their players won’t see coming.

Developed by Swords for Hire Development: Mikko Kallio and Jacob W. Michaels
Written by Authors: Phoebe Harris, Steve Johnson, Mikko Kallio, D.L. Loutzenhiser, Luis Loza, James McTeague, Matt Morris, Rep Pickard, Stephen Stack, Robert Thomson, Christopher Wasko, and Nicholas Wasko

Parliament of Monsters

Welcome to the Parliament of Monsters, where beasts come to meet.

Written by Nicholas Wasko & Christopher Wasko, Parliament of Monsters presents 5 new monsters to challenge players: the Aitvaras (CR 2); Linnorm, Dune (CR 12); Onyare (CR 5); Planaurochs (CR 4); and Solar Spider (CR 4).

Written by Nicholas Wasko & Christopher Wasko

Arcane Focus: Secrets of Sensory Magic

Many spellcasters know divination as the school of magic related to knowledge: divination spells can remotely explore and examine the world, foretell the future, and uncover secrets hidden by magic, deceit, and even time. Sensory wizards view “knowledge” as bits of information acquired through one’s perception of the world, inextricably linked to the senses that absorb the information and interpret its significance.

What good is a name, for instance, without ears to hear it or eyes to read it, when its meaning is lost on those unable to perceive it? To comprehend ideas and philosophies, one must first be able to experience one’s surroundings through one’s senses, the oldest and purest means of acquiring knowledge.

Within this book you will find:

  • Details of the Sensory School, a new focused arcane school option for would-be diviners.
  • Advice on the roleplay of Sensory Wizards, including characters and adventure hooks to ease the integration of the Sensory School into your campaign.
  • 4 New Spells, 3 New Magic Items, a New Racial Trait, and details on the spellbook of a Sensory Diviner.

Written by Nicholas Wasko & Christopher Wasko

Arcane Focus: The Great Bazaar

The Great Bazaar is filled with wonders from far-flung lands, from the mysterious wares that can be procured among its many shops to the extravagant shopkeepers themselves. This product includes seven different shops suitable for insertion into any bustling marketplace in a fantasy campaign. From the purveyor of exotic eggs and beasts to the contrarian collector of news and information, these characters—and the magic and secrets they have for sale—are sure to intrigue your players. The adventure hooks, items, monsters, feats, and other content can also stand alone as exciting additions to your campaign.

Development: Mike Kimmel
Designers: Jeffrey Swank, Jason Owen Black, Andrew Umphrey, Garrett Guillotte, Mark Nordheim, Jacob W. Michaels, and Matthew Browett

Arcane Focus: The Wayfarer Magics of the Vagabond Mage

The common view of wizards is that of the cloistered academic. While many wizards spend their days surrounded by ancient tomes and mystic paraphernalia, there are those who chafe at such an existence. For those wizards whose wanderlust is as strong as their thirst for knowledge, the life of the vagabond mage is very appealing. Not a defined focus so much as an underground tradition, vagabond mages are transmuters who focus on movement, preferring spells that allow them to travel quickly or to overcome the difficulties of the varied terrain they encounter.

Within this book you will find:

  • Details of the Vagabond School, a new focused arcane school option for traveling transmuters.
  • New Spells, New Magic Items, and advice on the roleplay of Vagabond Mage, including characters and adventure hooks to ease the integration of the Vagabond School into your campaign.

Written by Jason Owen Black & Douglas Schaub