One stumbling block larger than any other for content creators and authors of roleplaying games is getting ahold of the right art. You can come up with brilliant concepts all day, but if you can’t find a piece of art for it, that’s a problem. If you’re intent on making races or monsters, folks will expect at least one piece of art to represent the creature in question.
That brings us to this book, the spiritual successor to Spells from Elsewhere. With a “Eureka!” moment, I realized I didn’t have to match art to an existing monster: I could create the monster based on the available art. That changed everything. Time periods, genres, technology levels, and the very foundations of the cosmic structure are all called into question and shuffled together within this tome. Yet for every jaunt into cyberpunk, modern times, cosmic horror, or space opera, it all cycles back to the high fantasy roots of D&D. Whether you are world-building, setting up one-of encounters, playing a rollicking game of genre-hopping calamity, or just finding new options for a traditional high fantasy game, there are plenty of options spread across this book for every type of game.
- from the publisher's blurb