Sage Advice from the Grey Lord of Grimrook . . .

Reading and Collecting Recommendations

from the Author of Castle Oldskull

This page is home to the finest game supplements, books, and inspirations that enrich the author’s personal home library. Please note that these recommendations are purely unsolicited; no one can request to be added here. I simply share what I believe to be the best and most valuable Fantasy Role-Playing Game resources – created by other authors – for your consideration.

I provide image links to available offerings wherever I can; some resources remain out of print. Be sure to check back frequently to see what new discoveries await. And if you happen to be one of the authors featured here, please accept my heartfelt thanks for your creations. I salute you!

Product images featured here reflect the unchallenged copyrights and trademarks of their respective owners. No challenge to such is intended. To formally request removal from this page, please contact shadowed (underscore) sky (at) hotmail (dot) com with the subject line Request Image & Product Removal.

The Cthulhu Mythos Encyclopedia, Third Edition, by Daniel Harms
(One of the easiest ways to navigate the Cthulhu Mythos)

Back to BasiX Compilation: Issues 1-10, by Thom Wilson
(An excellent collection of campaign ideas, interviews, and artwork)
The Dungeon Alphabet, by Michael Curtis
(A fine book of old school art and innovative dungeon design ideas)
Black Pudding: Heavy Helping, by J. V. West & Various
(An excellent collection of FRPG classes, rules, and artwork)
Barrowmaze Complete: A Classic Fantasy Megadungeon, by Greg Gillespie
(One of the best old school dungeon crawls published since the fall of TSR)
Hubris: A World of Visceral Adventure, by Mike Evans
(One of the more interesting old school-inspired campaign settings)
The Book of Weird, by Barbara Ninde Byfield (aka The Glass Harmonica)
(One of Gygax’s apparent and uncredited source works for the 1973 creation of the original Fantasy Role-Playing Game; read my introduction here)
The Temple of Elemental Evil: Deluxe Edition, by Gygax, Mentzer, Et Alii
(A huge official 1E & 5E extension to the original classic dungeon crawl)
The Illuminated Edda, by Andrew Valkauskas
(Perhaps the most beautiful near-complete retelling of the Norse Mythos)
Encyclopedia of Things That Never Were, by Michael Page & Robert Ingpen
(One of the best books for campaign ideas, nostalgic and inspiring)
Echoes of Terror, by Various Authors
(One of the best and most imaginative books that corrupted me as a teenager)
The Dictionary of Imaginary Places, by Alberto Manguel & Gianni Guadalupi
(Arguably the finest overview of humanity’s history of world creation)
Three Books of Occult Philosophy, by Heinrich Cornelius Agrippa
(Outstanding example of 1500s magical world synthesis, a “real” Necronomicon)
The Atlas Maior, by Joan Blaeu
(The best atlas of the 1600s, the core “map” for the World of Oldskull)
Codex Seraphinianus, by Luigi Serafini
(The most important art book in existence, endlessly inspiring for the patient “reader”)
The Element Encyclopedia of Magical Creatures, by John & Caitlin Matthews
(A fairly massive bestiary, combining mythology, folklore, and urban legendry)
Fabulous Beasts and Demons, by Heinz Mode
(One of the classic Gygaxian bestiaries)
Witches, by Erica Jong & Jos. A. Smith
(A ruthlessly improper embracing of pagan magic and outsider culture)
Trolls, by Brian & Wendy Froud
(One of the best Froud books for monster lore and mischievous atmosphere)
Gnomes, by Rien Poortvliet & Wil Huygen
(An infamous yet unfairly maligned treasury of humanoid and demi-human lore)
The Atlas of Legendary Places, by James Harpur & Jennifer Westwood
(An excellent guide to drawing magical game world connections to the real world)
Strange Britain, by Charles Walker
(A good sourcebook for combining weirdness and superstition with geography)
The Annotated Alice: Deluxe Edition, by Lewis Carroll etc.
(The best look at the labyrinthine secrets behind Alice, inspiring my own work)
Giants, by David Larkin etc.
(An impressive compendium of giant lore and inspiring artwork)
Dinotopia: A Land Apart from Time, by James Gurney
(One of the best non-Tolkien examples of real and imaginary world building)
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