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Outcast Silver Raiders: Player's Guide

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Outcast Silver Raiders is a blood-drenched occult medieval roleplaying game in the old school tradition.

Players portray brutal warriors, clever rogues, and conniving sorcerers who reject the barbaric theocracy of medieval society to seek fortune and glory beyond the reach of lords or God.

Explore medieval Europe as seen through a dreadful mirror.

Perform forbidden rituals. Feed your blood to demons in exchange for eldritch power. Spill the guts of your foes over cracked altars, and howl out to heaven for a forgiveness that will never be granted to your wretched, abominable soul.

This Player's Guide contains instructions for creating outcast characters, as well as all the basic rules of the game.

This book is intended for an adult audience.

72 pages, Hardcover

Published January 1, 2024

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Profile Image for Gonzalo.
371 reviews
January 14, 2026
I have kept myself mostly out of the OSR movement, so a lot of what comes next might seem superfluous if not downright stupid to most and certainly not very deep.
Outcast Silver Raiders might be your nth D&D retroclone, but if you are planning on playing in the Mythic North (the reason why I’m here) you probably want to either use this ruleset, or include some of its most salient features to your favorite ruleset.
At its core, rules are pretty simple. Roll a d20 for combat, a d10 for saving throws and a d6 for skills. There are not many modifiers or complications, which likely guarantees fast conflict resolution. It might not blow your mind, but I think it is an excellent example of the Keep It Simple, Stupid principle.
I don't believe Outcast Silver Raiders sets itself to be the new standard of the movement, but to evoque a very particular feeling that it is not misnamed Medieval Occult. The default setting is some dark (but not too dark) version of medieval Europe (circa AD 1200?). It is the feeling and not the historical accuracy that drives the setting--as explained in the Mythic North book—but this means there are no fantasy races here—there are available in the Referee guide though—and you only have three classes: warrior, rogue, and sorcerer. The first two are exactly what you would expect, but the last one is what is called in Unknown Armies an Epideromancer, someone who gets their powers (three: giving bonuses, harming and healing ) by self-harm (and I do not mean going to the gym). This will not be everybody's cup of tea, but I think it works for the setting.

Leveling up is almost simpler than in ODD, as there are no new spells to learn here. Also taken from the earlier incarnations of the original, here you only get XP from treasure, hence Silver Raiders. There is a lot more on the philosophy of the game in the Referee's guide, but this quirk seems perfectly logical into what I understand OSR is supposed to be: combat encounters are not balanced, fighting is not always the best option, and success is never guaranteed. Money is always good, but the idea of treasure as XPs seems a way of telling the players "this might worth your time".
Equipment lists are short, as it seems characters cannot carry too much. With such limitation, the logistics of getting the treasure out of the dungeon are likely to become their own mini-game—or source of troubles. Loved the idea of scarcity dice for resources as an alternative to tracking arrows or rations. As in ODD, retainers are important, and if you treat them well, they might become your next character.
From a visual perspective, the book is great. I'd rather have very good black and white art than functional color art, and the addition of red in Kim Diaz Holm might mix the best of both worlds. My only complain is that the prose that introduces each chapter is not as evocative as I'd expect it to be. Maybe the problem is that I read it too fast so I could get into the next chunk of rules.
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