March 11, 2024 License Liminal Horror

Liminal Horror Third Party License

This license allows anyone to make adventures, monsters, spells, content or mechanics for Liminal Horror and sell or publish for free.

Rules

If you follow these rules you are allowed to publish free or commercial material based upon or declaring compatibility with Liminal Horror without express permission from Goblin Archives LLC.

Without explicit permission, you may not:

  • Copy or re-use the art of Liminal Horror, except those illustrations identified as public domain
  • Use the Goblin Archives, Liminal Horror, or Exalted Funeral logos
  • State or imply that your work is an official Liminal Horror product, or that it has endorsement from Goblin Archives

You may:

  • Use, copy, and modify the text of Liminal Horror Legacy Edition. Liminal Horror Legacy Edition is licensed under CC-BY-SA-4.0.
  • Use, reference, and modify the game rules and mechanics.
  • Reference any locations, creatures, characters or factions mentioned in Liminal Horror

Restrictions:

  • You cannot use AI generated Art or Text in a Liminal Horror compatible publication.
  • You cannot make Liminal Horror NTFs.
  • You cannot use or copy text from the Investigators Edition or Deluxe Edition that is copyrighted by Goblin Archives and Josh Domanski without a licencing contract.
  • You cannot publish work under the Third Party License content that would generally be deemed bigoted or hateful towards minorities, marginalized identities, and/or oppressed classes of any kind. You can use Third Party License for work that critiques bigotry, fascism, TERFs, billionaires, white supremacy, and other oppressive forces.

The following text must be included somewhere visible within your publication, and on the website or storefront where you promote the product:

[Product name] is an independent production by [Author or Publisher] and is not affiliated with Goblin Archives LLC. It is published under the Liminal Horror Third Party License.

This copyright text must be legibly included somewhere on the product:

Liminal Horror is copyright by Goblin Archives LLC.

Goblin Archives LLC takes no responsibility for any legal claims against your product.

You are allowed and encouraged (but are not required to) use one of the Compatible with Liminal Horror” logo in your product, and on the website or storefront where you promote the product.

[Download]

Different Compatibility Logos with Liminal Horror

Liminal Horror, CC-BY-SA 4.0 and the Third Party License

Liminal Horror started as a hack of Cairn. The core rules of LIMINAL HORROR are licensed Creative Commons — Attribution-ShareAlike 4.0 International — CC BY-SA 4.0. This means that you can copy and share the text as long as you properly attribute the sections and give those portions the same license.

What this means in practice?

  • You can use any of the text, as is, within Liminal Horror Core Rules as long as those parts are attributed and licensed in the same way.
  • It also means you can write your own adventure, reference rules and mechanics in your own way, and publish it using the Third Party License above and copywrite your portions of the text (if you want to).

Attribution

Licensing language used the framework created By Odin’s Beard RPG for their Runecairn Third Party License.

Additional language and guidance from the MÖRK BORG Third Party License by Ockult Örtmästare Games and Stockholm Kartell.

Restrictions drawn from Creative Comrades License Agreement v0.3 by JN Butler Art.

January 7, 2023 Appendix Liminal Horror Adventures Facilitator Tools Design Framework

Design Framework for LIMINAL HORROR

Introduction

Liminal Horror as an adaptable system for bringing modern horror to the ttrpg table. This Design Framework is intended to help designers, creators, GMs, and Facilitators to create work that is compatible (or derived from) Liminal Horror.

The core rules are built on the chassis of Carin (and by extension Into the Odd & Knave). This foundation allows for easy to engage with rules that allow people to generate characters quickly, and jump into play.

Liminal Horror intentionally took something that worked well and made a few adjustments (modernization of equipment and language, taking away scars and adding the stress/fallout system based on the damage/scar system). This document showcases what design aspects make LH works well for general ttrpg horror, and what aspects adventure designers can tweak to help reinforce the specific themes/genres of horror and the weird.


Liminality of characters

Liminal is often used to talk about types of places. As I have designed adventures, run games, and talked with other designers, it has become clear that Liminal Horror is not in reference to a place, but the characters themselves.

Characters embark on a process of change as a direct result of the horrors they are forced to grapple with. This transition from normality” to the weird is the main function of Liminal Horror’s core design. Exposure to monsters, stress, fallout, and being forced to make increasingly difficult choices results in characters that may or may not survive, but will undoubtedly be changed through play.

For more information see a talk I participated in: Writing & Designing Non-Cthulhu Horror | Virtual Horror Con 2022


Setting/Place

The spaces in which these stories are told are extremely important to many types of horror. The cabin in the woods, the mall outside of time and space, a dark hospital. These places function as another character that is just as important as the big bad.

Even seemingly mundane spaces are important for modern horror as they are instantly relatable to the players. Using the schemas of those at the table we are able to imagine these spaces with vivid detail. It is then when you introduce the weird, strange, and horrifying that the juxtaposition hits players (and their characters).

For more information watch Empty Rooms: Architecture and Horror Panel


Liminal Horror and Cops

A value that was not made explicit when writing the core text, but is fundamental to its conception, is that Liminal Horror is written as to not be playing law enforcement (cops, FBI, military). The themes inherent in playing as extensions of those types of systems are problematic, exploitative, and uninteresting.

Reframing as people interested in the paranatural, people in over their heads, journalists, writers, etc is a more fruitful of an outlet.

Any piece of media that you love that is centered around being a cop can be reframed in a ttrpg context as being an investigative journalist of some sort. Columbo as an eccentric writer always looking for the truth to the mystery is more interesting, while also not needing to benefit from a system designed to oppress. Now take your journalist Columbo and throw him at a lich.

Take playing the store clerk that sees something that cannot be believed. The journey that has them stumbling forward into horror beyond imagining, and seeing how that character ends up is much more worthwhile story than a cop trying to jail the shadows.

So if your inclination is to frame the characters as cops, military, or something like that, I ask that you take the time to think of what framing it differently could do for the story. Law Enforcement, military, and government agencies have their place in LH, but it is to act as a natural friction point and adversary. They pose themes worth exploring, just not with players being on the side of oppression.


Reinforcing Specific Themes/Genres in Horror

As I’ve designed official modules for Liminal Horror, I’ve found that the versatility of the core system allows for aspects to be prioritized or adapted to reinforce specific genre desires.

Variables Index

  • Character Gen (backgrounds, starting equipment) - recommended start for all adventure writing
  • Party Composition (party questions/framing, entanglements)
  • Stress (its use and ways to adjust)
  • Fallout (creating your own to tie to your specific brand of weird) - second place to go if writing an adventure
  • Modular Rules (examples of some I’ve created as a means to support different genre set pieces)

Character Gen

Tailoring your Character Generation is the first aspect I would recommend if you are aiming for a specific genre/theme in your adventure module.

The most straightforward adaptation you can do is to create custom backgrounds, getting to know your character questions, and starting gear that specifically aligns with your module. This can help give an extra level of immersion in the composition of the party.

Below are three different, specific examples of approaches you can take. They have varying degrees of restructuring from the core text.

  • From Funnels
  • From The Bureau
  • From The Mall

From Funnels

For the Appendix introducing Funnel Rules I simplified the character generation procedure by cutting down the amount of questions, and having each background include two items related to the background.

Journalist (Audio Recorder, Camera)

Store Clerk (Lighter, d6 Mini-baseball bat )

One option you could do is choose a specific set of thematic backgrounds with accompanying starting equipment. 6 options should suffice for most tables and give you a range. The more options you provide also help by informing the Facilitator and players the types of characters that would be in this setting. What you include in a table is an act of lore/worldbuilding. 12

From The Bureau

For The Bureau Josh Domanski and I tailored the character gen (renamed Personally Identifiable Information (PPI) Policy - p. 5) to be a streamlined version of the process in the core text. We included references to Liminal Horror’s questions as an option but embedded a majority of the flavor in the Operational Experience (renamed backgrounds).

Each Operational Experience (The Bureau p. 6-7) had a short description of the background (2-3 sentences) that hinted at why they were in the Monolith. They also alluded to potential complications and goals for the character. Each OE also included 2-3 items as starting equipment.

FINALLY FOUND YOU: You’ve spent years searching for answers. But this is it, you finally know where to find them. Take: Leather Jacket (1 armor), old photograph (The Bureau p. 6)

GHOST HUNTER: Ever since your show was canceled, you’ve been trying to go legit. They haven’t returned your calls, but there’s no harm in showing up in person. Take: Spirit box, thermal camera, EVP wrist recorder. (The Bureau p. 6)

COMPLIANCE OFFICER: Records show that the Bureau has missed the last 51 annual safety inspections. This oversight simply cannot stand. Take: Inspection form,flashlight (d6), all-in-one measurement/testing tool. (The Bureau p. 7)

This option expands on the custom background/equipment combo by baking in more implied world building and characterization with the short prompt. Creating backgrounds that have a blurb and equipment can be a way for you to reinforce the setup and give players a starting point that has some built-in stakes.

  • You could take it a step further and add some more in depth characterizations to the prompts to give a tailored setup.
  • You could give (either to each of them or have a roll table) each character a hidden goal/drive.

From The Mall:

For The Mall I rewrote the entire character generation for Liminal Horror from the ground up. A web-based version can be found on the Liminal Horror website.

I started by having players add to the mall (setting) as a means of building shared vision for the space. They then dove deeper into their characters, specifically answering:

Why Are You At The Mall?

How Does Your Character Feel About The Mall?

The starting gear was rewritten to be mall themed, with little notes to reinforce the setting (like what uniform they wear if they are an employee, etc).

Creating a custom procedure for creating a character can be a great way to modify character gen to produce a specific style of starting character. It puts not only the characters into the space of being a part of the setting but helps prime players. A simple framework could be:

  • Step 1: Adding to the setting (mall, town, organization)
  • Step 2: Ability Scores & HP (standard core rules)
  • Step 3: Investigator Details (use this section to ask guiding questions that establish the characters’ connection to the setting)
  • Step 4: Starting Gear (write a starting gear table that aligns to the tone and theme of the scenario)
  • Step 5: General Info (age, look, name, final touches)
  • Step 6: Entanglements (see the following section for details)

Party Composition

An elite team composed of lone wolves, nerds, thieves, marginalized, heretics and enemies of the academic bureaucracy.” - Shin Gojira 2016

Getting to the heart of what brings the party together is another variable that can be adjusted to reinforce theme, tone, and setup. Sometimes it’s implied based on setup (The Mall has people as customers or employees) or is it more open to interpretation (The Bureau has a few questions that can be influenced by people’s Operational Experiences - but serendipity can easily be the culprit).

Party composition is often made up of:

  • Party Questions
  • Entanglements - Connections
  • Entanglements - Bonds

Party Questions

One way to adjust the system for your module is to create a unifying setup that brings the party together. Liminal Horror Party Questions introduces some options that could bring the group together. You could write in a specific unifying prompt for the scenario.

For Bayocean one of the options I will be using as a frame for the pamphlets is having the PCs together making a radio show/podcast on the area. This framing gives a starting unification of the group and will allow for some context/equipment at the impetus. While not necessary for the flow of the scenarios, providing an option for Party composition can be worthwhile.

Entanglements - Connections

Having players create at least one NPC that they have a connection to is a fantastic way to bring them deeper into the setting. In The Mall players create (or choose) an NPC that their character has a connection with. This gives an immediate thread for the Facilitator to tug on, building stakes and creating narrative buy in for the characters. (Spoiler: I would often use one of the NPC connections as the first victims of the monster in The Mall, establishing what’s at stake immediately after things break bad)

Entanglements - Bonds

While in the core text this is listed as optional, for The Mall I made it a built in step for players. It begins to create a web of connection and gives a starting point for characters in relation to each other. This is also great because of how play impacts and changes these relationships (remember, the Liminal Horror is how characters change in the face of these events, and often it is not for the best).


Stress

Stress is a great resource for Facilitators. It allows them to put characters at risk, and can help control pacing. Since it is a modular addition specifically for Liminal Horror, altering/adjusting/removing stress is something that is completely possible.

Stress serves two functions:

  1. To be a non-physical threat to players - directly in relation to the weird
  2. It is the means in which Fallout is triggered, thereby permanently changing characters through the weird.

Depending on the themes, tone, and need in your adventure, you can adjust how stress gets used. It will be important to make the adjustment explicit for the Facilitator (and support them in explaining it to players).

Possible Adjustments

  • In Place of Stress: One adjustment could be introducing a variable in the place of stress (or to go alongside it). In The Mall, there is a mechanic called Whisper Cards. For this module the trigger for Whisper Cards would replace getting stress. This only occurred for the player taking an action. So while other characters got stress in a situation, the one taking the most risk got a Whisper Card instead. This mean while stress was still in play (especially for attacking HP and establishing stakes) Whisper Cards become the main conduit for the weird. (This decision was to reinforce the being replaced theme of the module, and was a way to integrate a modular rule - see below).

  • Drop Connection To Fallout: Another adjustment could be to drop the connection to Fallout. Having stress simply be a risk akin to physical damage. This removes the characters being shifted by the weird, but maintains the resource tension by giving another avenue to impact HP and decrease stats. In a straight slasher style module I could see omitting fallout (see the Fallout Considerations below).

  • Shift to a Build Up System: One other option is to have Stress build up over time, accruing until something happens (with the trigger being specific to a modular rule created for your scenario - see below).

    Note: Liminal Horror explicitly is designed to avoid playing into stigmatizing mental health. If you create a new stress trigger that is not Fallout it needs to not step into historical tropes of sanity systems and its ilk. If there’s a mechanical impact to rules, be careful what you name it.


Fallout

Fallout is the rule that directly entwines Liminal Horror with the weird. When designing Fallout, my intent was to use it as a means of entangling characters. It functions as a narrative progression (and sometimes mechanical one) and makes explicit how characters have changed as a result of the stress caused by the weird.

The generic Fallouts written for Liminal Horror are fun and each provide a different narrative hook that could have sessions built around them.

If you are writing your own Liminal Horror scenario, one of the first things I recommend doing to reinforce your intended theme/tone/monster/etc is create a few adventure specific Fallouts. This align the weird that happens to the players to the horror being written in the adventure.

For the Mall

I wrote Fallouts that relate to the Children of Ammon infecting the Carpenter Mall:

01: You hear the choir’s song, its melody is an ever-changing constant. ▶ Increase your CTRL by 1d4.

07: Sounds begin to manifest visually. At first, they are just shapes and colors, but they slowly start to become more distinct. Their form is unlike anything you’ve ever seen.

For The Bureau

We leaned in to Fallout as a major facet of the themes of corruption. The Shadow is invading The Monolith, and as characters get closer to the goal they become infected by shadow, getting stronger (hopefully strong enough to overcome the Director) but potentially losing themselves in the process:

02: Halo of Black Flame: It forms over your head, faint at first, but the longer you spend in this place, the more pronounced it becomes. Roll d4 and add it to your CTRL (max 18).

07: Arm of Night: The flesh from your right arm sloughs off and is replaced by sharp angles made of shadow (acts as a d8 weapon).

11: Maggot Warren: Maggots made of shadow burrow in your flesh. They grant a limited ability to manipulate shadows. You can move 150lb objects up to 100ft. Every time you use this the burrowing of the maggots causes d4 Stress to anyone that sees.

Fallout can be a thing that is shifted or omitted (see Stress, Possible Adjustments above), but it is also one of the easiest ways to strengthen the connection between the system, the weird, and your scenario. Character Gen and Fallouts are two things I always adjust for my Liminal Horror adventures and are the first places I recommend people look at when trying to write their own.


Modular Rules

One of the things that I have loved doing for Liminal Horror is creating modular rules/procedures that can be used in both campaign play and short for adventure writing.

What I have found is that since there is a strong central ruleset, you can adjust modular rules to meet needs of play, adding and removing them over time based on the story being told.

For The Mall I used Whisper Cards as a modular rule that specifically reinforced The Thing/being replaced/not knowing who has been replaced. If I were to continue after the events of the adventure, I may drop the Whisper Cards and stay with the core rules, adding a different modular rule if the need arose.

This adaptability can be leveraged in your own writing. Creating rules/procedures that specifically reinforce a tone/theme/event sequence can elevate play but doesn’t break the table or narrative.

Some examples of other modular rules that I’ve put out (or are planning on putting out):

These can be in addition to the core rules, or adapted to replace/work alongside stress & fallout. If there is a complicated or genre specific thing that happens (especially in relation to character change), creating a custom rule or procedure can be a great way to really tailor the system to your adventure.

I use the term modular because it truly is. Liminal Horror is built in such a way to facilitate telling interesting horror stories from a multitude of genres.

(Design Framework © 2023 Goblin Archives)


  1. Vi Huntsman did a great video on table entries and how they can act as way of understanding the world: The Good, The Bad and the Aleatory - Roll Tables Part 1 - YouTube↩︎

  2. John Battle does a great dive into how bits and pieces presented in a text (like table entries) help build an understanding of the world - which then can lead to roleplay: The Descent into Roleplaying - YouTube↩︎

December 25, 2022 Liminal Horror Adventure

#Dungeon23 Prep

Where Goblin Archives attempts to write a room a day for a year and see if a traditional mega-dungeon will work with Liminal Horror.

Origin of

For those not aware, Sean McCoy Win Conditions posted a preview project he was doing called Dungeon23. The original tweet is included below. Here is a more in-depth post he made about the project #dungeon23.

The Below A LIMINAL HORROR MEGADUNGEON

For my entry we will be diving into a mega-dungeon that lays below an abandoned” island (in proximity of Bayocean, and based on Hashima Island). Peliminarily titled The Below/Caverns of Hashima.

Evacuated decades prior, small pockets of people still make this place their home, despite the dangers. Residents of the island know better than venturing too far below.

Hashima Island — MRJAKEPARKER.COM

CROSS SECTION OF MAP

Here is a cross section of my dungeon. 12 levels lay below the island.

While 1-3 were utilized by the more modern residents of the island. Levels 4-12 existed long ago. There was a reason why they were sealed away…

img

SURFACE

I will write some descriptions (point crawl/zones style) for the surface. Some factions will reside above, with most of the detail waiting for what awaits underground. I’ll be adapting this map to a functional surface village zones.

img

LEVEL 1: THE HOLE

This level acts as the underground section of the above city. It is where some of the more nefarious humans have set up shop, far away from prying eyes of governments, corporations or externally imposed laws.”

img

LEVEL 2: RESEARCH

I always seem to include corporations/governments doing shady shit in my work, and this won’t be any different. As with most LH work, there will be a paranatural bend to it. Since I haven’t started writing the dungeon, I’m not sure what the problem they set in motion will be, but I have a feeling it will allow me to justify a LH take on 2d6 Goblins”

img

What I’m reading to get prepared:

I find having clear touchstones and exemplars help me anchor my writing/process. I have a feeling that each level will end up having very specific touchstones/playlists/read-lists. Here is what I’m reading in the leadup.

Modules:

Manga:

Films:

As a special treat:

Only for my newsletter crew, here’s a peak at some of the possible things that may show up (a glimpse at the notes app)

  • Mage making human animal hybrids
  • Godzilla children (like the spawn from the tail of Shin Godzilla)
  • Fungal cult
  • LH style Goblins”
  • Elephants foot
  • Flooded part of the mines (you can unflood)
    • Locked vampire”
  • twist on undead/skeleton - Porcelain noroi masked
  • Shapeshifter…mimic
  • Witch/seer
  • Tremors monster thing.
  • Ceiling of doors
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Subscribve to the newsletter here: Goblin Archives’ The Stacks

December 21, 2022 Liminal Horror Fallouts Faction Monster

dead

dead” by Max Lander. From the zine Night Walks Issue #1

TALES FROM THE VOID: What lurks within the dark

As this jam has evolved, it has become clear that having a collection of LIMINAL HORROR content is something that will help the system grow and evolve. As a game it does something special and has a unique place situated in terms of rules & framing.

The jam has been extended and morphed into an archive of content.

Welcome to THE STACKS (as of 12/21/22). Next up are the MONSTERS, FALLOUTS, FACTIONS

MONSTERS, FALLOUTS, FACTIONS

  • Dark Fairy Godmother by Evlyn Moreau: Meet Savrinka, the dark fairy godmother. A dangerous ally, contact or scheming villain that you can easily insert into your Liminal Horror campaign.” Includes stats, location, fallout, and connections to other LH bestiary entries.
  • This Spells Trouble by STATIONS (itch.io). 20 wondrous spells! / 20 strange side effects! / 20 ways you might have learned the spell! / 20 entities and groups your magic might attract! / A remix-able Words of Power table to create your own spells!”
  • Faction: The Symposium by ManaRampMatt. A scholarly society based in Oxford made up of fringe theologians, archaeologists, mystics, historians, ancient astronaut theorists, anthropologists, and black-market antiques dealers focusing on paranatural incursions throughout history and the artifact that were either produce by or left behind in these events.”
  • Fall Fallout Table by Mograg. 36 weird ways your Liminal Horror character may be changed by the season of falling leaves and long shadows across the lawn.”
  • An Investigator’s Bookshelf by Saelim Nisa. This is a collection of strange and anomalous books one might find during their investigations.”
  • Mary’s Stall by Saelim Nisa. A custom monster and fallout. Just remember to not go into the last stall.
  • IT FOLLOWS by Goblin Archives. A custom fallout and monster entry modeled after the film It Follows.
  • Faction: The Archivist by Goblin Archives. A faction that answers the question, what if Columbo was a paranormal investigator/journalist/major NPC in the Liminal Horror universe? My own head-cannon has all official published works as reports created by THE ARCHIVIST. I may or may not have a map of the PNW marking different LH locations, written in the style of The Archivist…”
  • The Donjon Maesters’ Guilde by cmframent. A pamphlet toolkit” with prompts for generating serial kidnappers and killers connected by a strange conspiracy and a love for enclosed spaces.”
December 21, 2022 Liminal Horror Supplements Hacks Appendix

mind

mind” by Max Lander. From the zine Night Walks Issue #1

TALES FROM THE VOID: That Which Binds

As this jam has evolved, it has become clear that having a collection of LIMINAL HORROR content is something that will help the system grow and evolve. As a game it does something special and has a unique place situated in terms of rules & framing.

The jam has been extended and morphed into an archive of content.

Welcome to THE STACKS (as of 12/21/22).

Finally we have sections on:

  1. Rules, Supplements, Appendices
  2. Hacks
  3. Spanish Language Content

RULES, SUPPLEMENTS, APPENDICES

  • Liminal High School by Evlyn (itch.io). Six pages of random tables and some optional rules to generate a group of high schoolers for the TTRPG Liminal Horror. Contain original artwork by Evlyn Moreau.
  • Faction Power & Resources by Tim Obermueller. Need some ideas for a faction? Not sure what they have or what they can do? Use this to decide on the types of things your faction has. Do they have a fleet of motor scooters? Do they own a high rise? Are all the members of the faction familiar with magic?”
  • Faces, Places… AND THE WEIRD!!! by Roque Romero. A big table with 216 possible factions/NPCs. A d100 table of common places. A sparks table for Liminal Places and two additional tables for turning these into RELICS or ENTITIES.”
  • Light by Goblin Archives is a table of different light sources to cut through the miasma.

HACKS

  • SCI-FI LH by Roque Romero is a Liminal Horror hack for SPACE. Come scream with us (supposedly) no one can hear you scream and die horribly (un)solving odd Liminal Horror mysteries IN SPACE!”
  • LIMINAL COLOSSUS by Mynar Lenahan. A Kaiju Supplement. The final Doom Clock has filled. The Liminal Colossus rises from beneath the sea. The City is decimated, with survivors trying to rebuild what they can. How will Investigators adapt to this strange new era for humanity?”
  • This Mortal Coil by David Garrett (itch.io). play a space traveler-turned-necromancer on a quest to achieve eternal life before you become irredeemably corrupted by the forces of darkness. You’ll explore surreal worlds, battle terrifying creatures, negotiate with cosmic horrors, and command the forces of darkness.”

SPANISH CONTENT

October 30, 2022 Liminal Horror

future of lh

Future Liminal Horror Projects

There are a few different projects on the horizon for Liminal Horror. There are some amazing projects coming up. While I can’t share exact details and timelines, here is a brief glimpse at what is emerging from the archives.

  • Liminal Horror Deluxe Edition. The idea behind this is to follow the Vaults of Vaarn model of deluxe edition. A Liminal Horror publication would receive professional editing, new art, layout, expanded Facilitator content that includes collecting the different appendixes and supplements, as well as 1-2 new starting adventures. The original core zine will remain it’s CC BY-SA 4.0 but I will follow in Leo’s footsteps in shifting the license for the Deluxe edition.

  • BAYOCEAN: A collection of short adventures set in the PNW (specifically along the Oregon coast). Each adventure modeled after a different horror film, they can be played independently or connected together to weave a larger campaign/red string cork board. I’ve been really inspired by how the Mausritter collection The Estate presents connected pamphlets.

  • Semi-Secret Module tangentially related to The Bureau, a collab with Josh Domanski (but to be honest we will be collabing on all the above and below projects).

  • Liminal Horror Society: a magazine filled with content (short adventures, fiction, art, rules) published in a Heavy Metal, Dragon, Dungeon style format.

  • A publishing fund for new creators to print their Liminal Horror publications.

    • Finding a publisher that is interested in partnering with 3pp Liminal Horror creators.

Quick Reference of Liminal Horror licensing

CC BY-SA 4.0 International License (fair to use for others’ publications):

Goblin Archives LLC copyrighted material that requires a contract to license to be used in other projects:


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