Overview

Though times may change, man does not, and the nature of man is to seek power. Early man stared up to the heavens and beseeched the gods through prayer, ritual, and sacrifice. With fire from Prometheus, we banished the darkness, carving the world in our image. And with that fire, we built the forge, in time seeking power not just from the gods but in our own invention: spears, swords, and eventually a world of guns, planes, and bombs. As our tools grew more complex – as they afforded us more and more power – we lost belief in gods entirely and in the importance of the world beyond ours in granting us power. We were wrong.

What if the power of the gods has always been there, kept secret and locked away by those select few who never stopped believing in it? What if secret societies have long wielded this power for their own agendas, all the while lurking in the shadows? The Illuminati used divine geometry to generate wealth and craft grand monuments. The Skull and Bones Society used necromancy to ensure their legacy of political power. And the Nazi’s Thule Society fueled their war machine with black sorcery. Those who guarded the secrets could transcend human limits, escaping from hell and cheating death itself.

But for every Dracula, there is a Helsing; for every Hellmouth, a Buffy; for every Lucifer, a Constantine. There is a singular slayer, he or she who fights back when those with ancient powers step out from the shadows. They tracked vampires across Europe, led the Salem witch hunts, and united nations against the Nazis. In standing by our side, in uniting us against the darkness, they proved that the power of the many always outweighs the strength of the few, even those few who have tapped dark and ancient power. Until now.

A Council of Death Lords has once and for all united each of the separate secret societies in a concerted attempt to take control of our world. Harnessing demon blood and the gift of immortality, they’ve co-opted politicians, and with them, our governments. But amongst the masses stands a dissenting voice, an unlikely everyman slayer who sparks a revolution in streets of Chicago. He grants the hidden power of the gods to all, and the fires of rebellion spread. Thrust into an escalating conflict, we are each faced with the choice of how to wield our newfound powers: hide in the shadows or rule openly in the day as the Seventh Age arrives.

Dawn (The Seventh Age) – September 1, 2023

For centuries, a global conspiracy of secret societies have hoarded magic, keeping it hidden from the rest of the world.

Before the age of reason and science, magic ruled the world. Now, it’s coming back. If most of humanity gets wiped out in the process … well, sometimes you have to break a few eggs. A group of anarchs and heretics in Chicago work to tear down the barrier that has kept humanity ignorant of demons, forgotten myths, and ancient legends. Obsessed with discovering evidence of the afterlife, Mike Auburn's death-defying stunts have brought him closer than ever to lifting the veil of reality.

However, his ventures to the edge have not gone unnoticed. The boss of a tenebrous organization recruits Mike to their cause. Nothing can possibly go wrong. Right? Before long, a world ruled by the scientific method and rational thinking is challenged by the supernatural. Drawn out by the long-awaited return of magic, the dead, the damned, and the demonic will stop at nothing to bring it back for good. Suddenly, Mike is stuck at the center of a battle between the forces of reason, of good, of evil and everything in between.

Dawn is a clash of American Gods, Constantine, and The Dresden Files.

Dystopia (The Seventh Age Book 2)

There is a price to magic, even if bottled for consumption.

Magic has exploded back into the world, bringing with it creatures of myth and legend. After the initial shock, corporations found a way to turn magic into profit. The occult “gold rush” at the forefront of magically imbued politics built a world of wealth inequality, greed, and innovation.

Bartender Jane Auburn is an early adopter of a new drug sponsored by Pelican Pharmaceuticals that allows her to move at the speed of vampires and match the strength of demons. How bad could the side effects possibly be? After all, as it says in all their commercials, “Elcoll: it keeps you going even when you’re dead!”

Jane finds herself embroiled in occult corporate warfare, and to save her own life, she will need to uncover what other skeletons these new magical companies are hiding.

“Dystopia explores what really happens when magic has returned to the world. It’s like Cyberpunk and Repo Men meets American Gods and Dresden Files.”
—Kevin J. Anderson, NY Times best-selling author of Dune: Duke of Caladan and Clockwork Angels

“In The 7th Age: Dystopia, Rick Heinz one-ups himself by dialing the action to 11. Monsters, conspiracy theories, snarky humor, and enough action to leave you breathless –this has it all. Way too much fun!”
—Jonathan Maberry, NY Times best-selling author of Relentless and Bewilderness

Book 3:

The Seventh Age: Decay will focus on the Death Lords and their politics with victory in their grasp. Explore the minds of the secret council within the Unification and learn what happens when mortals try to resurrect gods.

Book 4:

The Seventh Age: Delusion continues with the Sons and Daughters and focuses on the faeries, magic, and wonder that have also returned across the world. Delusion will focus on themes of escapism as the world suffers.

Book 5:

The Seventh Age: Destruction is the final book in the series and will set the stage for humanity’s extinction…or will it?

Friends don’t let friends order coffee. Friends get their friends the newest in caffeinated crack. Midwinter Black. This special brew, infused with the purest ingredients and grown from the rays of the Black Sun, will awaken you from a thousand deaths. Literally. A cup of blackened blood is the perfect way to start off your morning AND add a dose of minor immortality to your routine. Get ready for ultimate flavor. Get ready to say goodbye to death by a heart attack. Get ready to sip Midwinter Black. Only available in some locations. May cause heart attacks. Not responsible for any side effects. -Seventh Age Dystopia - Chapter 12.

Pics Pl0x

(The Seventh Age)

Who ever said vampires weren't into gaming? As the world crumbles around Akira, reeling from the mass reveal of undead, she competes in an E-Sport tournament for a lifetime chance to paradise. As the toxicity levels rise during the rounds, Akira begins to contemplate the age old question of undead gamers everywhere... "Why can't I just thin the herd a bit?" An apocalyptic tale of video game revenge and greasy fast food (for vampires).

Product details

  • Publisher ‏ : ‎ Independently published (January 31, 2018)

  • Language ‏ : ‎ English

  • Paperback ‏ : ‎ 38 pages

  • ISBN-10 ‏ : ‎ 1977046088

  • ISBN-13 ‏ : ‎ 978-1977046086

  • Item Weight ‏ : ‎ 3.2 ounces

  • Dimensions ‏ : ‎ 5 x 0.09 x 8 inches

 

Ravenous #1: Bringing magic back into the world could mean untold wonders - or unleash hell on earth. For the secret service, it's just a damn headache. Four agents and one power hungry President race back to safety as new beings stalk the night. Will the U.S. Government stay pure? Or will it eat itself to survive?

Ravenous #2: What happens when the US Senate gains access to immortal power, or deal with a demon of war and a penchant for pressing nuclear buttons? Will you stay human to save the world? Or will you sell your soul…

A module for the RPG game system: Dread.

"Very well put together product, great for those new to running their own story telling roleplay game.

The story is unique and the information in the book allows for many different outcomes for multiple play throughs.

Recommended to anyone looking to take their friends on an adventure, or go on one themselves."

"I way a player for a shortened version of this module with my first introduction to the Dread system and the Seventh Age world. As someone who strives to develop engaging, believable characters into RPGs; it was an engaging story that left a feeling of confusion, hoplessness, and parinoia by the climax of what I believe to be the first arc."

"Played this during Midwinter and had to get it as soon as it came out. Rules are simple and the setting is just great. I highly suggest any gamer to check this out. I love the suggested price and think its well worth the $1.00 suggested price!"