Suggested Reading

These books have specifically influenced the Anthros Campaign Setting.

  • Aeneid, Virgil
  • Antigone, Sophocles
  • Beowulf
  • Crime and Punishment, Dostoevsky
  • Cthulhu Mythos, et al., H.P. Lovecraft
  • Hitchhiker’s Guide to the Galaxy, Adams
  • The Hobbit, Tolkien
  • Iliad, Homer
  • Ilium, Simmons
  • Illusions, Bach
  • Lord of the Rings series, Tolkien
  • Lost Books of the Odyssey, Mason
  • Metamorphoses, Ovid
  • Odyssey, Homer
  • Olympos, Simmons
  • Screwtape Letters, Lewis
  • Sir Gawain and the Green Knight, ed. Tolkien

For more suggested reading, music, art, and games, see the Appendices sections of the Pathfinder RolePlaying Game Core Rulebook and Advanced Player’s Guide.

Benefits of Roleplaying

GAMA pamphlet

Interesting Supplements

(NOTE: I am not trying to coerce anyone into buying anything. I am simply putting up here supplements that 1) I think players might be interested in, 2) are generally cheap, and 3)I would be willing to incorporate into my games if players are interested. This is for my reference, tooβ€”β€”β€”β€” The Captain)
  • The Genius Guide to the Vanguard
    excerpted from “The Vanguard is a new base class designed for use with the Pathfinder Roleplaying Game… You can see in both his powers and their limitations echoes of the magical warriors whose exploits first fired our fascination with fantasy fiction and brought us to the gaming hobby in hopes of forging such adventures for ourselves.”
  • Two Dozen Dangers: Haunts excerpted from "When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead… a ghostly presence that blurs the line between a magical trap and a true undead. This supplement details 24 new haunts, building on the new type of hazard introduced in the Pathfinder Game Mastery Guide which include:
  • True Alchemy excerpted from "Alchemy is not science. Alchemy is not chemistry. Alchemy is not pharmacology. Alchemy is not medicine… The concepts in this sourcebook explore the new possibilities of alchemy and science. New gear, new feats, a new sorcerer blood line and two new player races are all products of the strangest sciences imaginable.
  • Super Genius Guides at Super Genius makes quite a bit of good stuff, and most of their PDFs are 2.99. Run it by me if you’re hoping to use one in my game, though…there are a lot and I’m not familiar with all of them!
  • Book of the River Kingdom Collects the rules for kingdom-building from the Pathfinder Adventure Path, minus mass combat rules.


More Giant Ants

Margreve Sorceror Bloodline

System / Rules

E6 System Rules for d20 games (meaning D&D 3.5 and Pathfinder) that cap level advancement at level 6. Afterwards, characters can still advance by acquiring new feats.

Incantations When many spellcasters get together, they can cast powerful magic. This variant reproduces spells above 4th level.

Alternate Settings / Other Interesting Games

Kingdoms of Legend excerpted from of Legend is a Pathfinder Roleplaying Game Compatible campaign setting based on an alternate history Earth of the early 15th century. Human empires dominate the landscape while the elves, dwarves, and gnomes struggle to hold on to ancestral homelands. The Greek gods are real: known by various names in different locales. Piracy, war, political intrigue, and danger are commonplace. Heroes are desperately needed in all corners of the globe!

Ars Magica

Riddle of Steel

Castle Ravenloft Board Game


Anthros Campaign Setting Cpt_Tempesta