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Colonial Gothic

Delve into the shadowy secrets of colonial America, where history intertwines with the supernatural. This series uncovers hidden events and conspiracies that shaped a nation's birth. Prepare for thrilling tales filled with horror and intrigue, set against the tumultuous backdrop of the American Revolution's dawn. Uncover the truth lurking in the darkness.

Colonial Gothic Organizations: The Templars
Colonial Gothic Bestiary
Colonial Gothic: The Lost Colony
Colonial Gothic: New France
Colonial Gothic: The French & Indian War
Colonial Gothic: Gazetteer
  • Colonial Gothic: Gazetteer

    • 104 pages
    • 4 hours of reading

    t is 1775.The conflict between the American colonists and the British Parliament has come to a head at Boston. War seems inevitable. Behind the war, unseen hands move unknowing pieces, manipulating events according to ancient plans. Beside the war, ghosts and monsters walk the land and ancient curses run their course.Welcome to the Thirteen Colonies.In this book you will find maps and information covering each of the Thirteen Colonies, plus the Province of Maine and local native peoples, plus a short ready-to-play adventure, A Surprise for General Gage. A glossary explains unfamiliar terms both native and colonial, and a bibliography points to more detailed information on the colonies and their inhabitants.Written by Graeme Davis, this book is your guide to the Thirteen Colonies. Filled with maps, adventure hooks, and other information, this book picks up were Colonial Gothic Revised left off, and begins exploring the world of Colonial Gothic.

    Colonial Gothic: Gazetteer
  • IT WAS A DIFFERENT TIME. A time when Washington was a militia colonel. A time when Franklin was best known as a scientist. A time when Bostonians drank tea. A time when the British were the good guys. Welcome to a new era for COLONIAL GOTHIC, as the pages of history are tuned back to a time prior to the American Revolution. In THE FRENCH AND INDIAN WAR, players and gamemasters are presented with the tools and sources they need to run their games during this critical time of American history. Join General Wolfe at the Siege of Quebec. Walk the woods with Hawkeye, Chingachgook and Uncas. Raid with Rogers' Rangers. Or pair this book with the NEW FRANCE sourcebook and fight to drive the British out of North America! THE FRENCH AND INDIAN WAR includes historical background, new rules, adventure seeds, and game statistics for the leading personalities of the period 1754-1763.

    Colonial Gothic: The French & Indian War
  • France and England have always been rivals.As it has always been in Europe, so it is in America. From Quebec to the Great Lakes and the Mississippi Delta, New France offers a constant challenge to the British colonies. French troops garrison Quebec and Montreal. French forts dot the interior. French Louisiana – in theory, at least – extends from the Appalachians to the Rocky Mountains.Welcome to New FranceIn this book you will find a complete description of New France, with information on its political structure, society, and major settlements. There are notes on making French colonial Heroes, including the famouscoureurs des bois – the explorers, trappers, and traders who did much to open up the interior to France. Campaign settings on offer include the“Golden Age” of French power, the French and Indian War which created British Canada, and the Revolutionary War.Allons-y! Pour la France – and let us teach these British that they do not own the New World!Written by Gabriel Brouillard Colonial New France opens up the world and shifts attention away from the English Colonies.

    Colonial Gothic: New France
  • Set in the early 17th century, the narrative explores the ambitious yet ill-fated attempt to establish a colony in Popham, Massachusetts. It delves into the lives of the settlers, their struggles against harsh conditions, and the challenges they faced in forging a new community. The story highlights themes of resilience, exploration, and the complexities of early colonial life, revealing the historical significance of this lesser-known chapter in American history.

    Colonial Gothic: The Lost Colony
  • Bestiary Go tell Mankind, that there are Devils and Witches; and that tho those night-birds least appear where the Day-light of the Gospel comes, yet New-Engl. has had Exemples of their Existence and Operation. Revd. Cotton Mather, 1689 Monsters are everywhere. They lurk in the untamed mountains and forests of the New World. They stalk the towns and cities of the Thirteen Colonies. They wait in the shadows to prey on the foolish, the unwary, and the unlucky. Within these pages, the Colonial Gothic GM will find a selection of creatures great and small, ready to challenge even the most valiant Heroes. Some are denizens of the New World, both natural and supernatural. Others spring from the myths and legends of antiquity, and have crossed the great Ocean along with the colonists. Some do not belong in this world at all, but may be summoned here by dabblers in sorcery. The Colonial Gothic Bestiary contains descriptions and game statistics for more than 50 creatures from myth, legend, and nightmare to supplement the creatures found in the 2nd edition Colonial Gothic Rulebook, along with notes for the GM on using them in Colonial Gothic adventures, and an index listing the creatures in both volumes. Even in this new Age of Reason, there are creatures that confound science and challenge sanity. Are you ready to face them?

    Colonial Gothic Bestiary
  • From Parzival through Indiana Jones and the Last Crusade to The da Vinci Code, the Knights Templar have had an enduring hold over the popular imagination. At dawn on Friday, October 13, 1307, they went from being one of the most powerful organizations in medieval Europe to prisoners and fugitives. They were questioned under torture and their leaders were executed for heresy. Officially disbanded in 1312, the Knights Templar ceased to exist.The legend of the Templars has proved harder to destroy. Rumors persisted of hidden treasure, of a curse that blighted a dynasty, and of a secret so powerful that it threatened the very basis of the Church. New organizations such as the Freemasons looked back to the Templars, and became shrouded in myth and conspiracy theory themselves.The Templars is the first in a series of Colonial Gothic sourcebooks covering secret societies and other organizations.Within these pages you will find detailed and authoritative information on the activities of the Knights Templar in the world of Colonial Gothic, including their acknowledged and secret histories, their structure and organization, their goals in the Thirteen Colonies and around the world, and the implications of membership.Although they do not show their hand openly, the Knights Templar remain a force in the world of Colonial Gothic. Their hand is seldom seen, but it pulls on many strings.Written by Graeme Davis

    Colonial Gothic Organizations: The Templars