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Outcast Silver Raiders: Referee's Companion

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

The referee has the most exciting job at the table: they describe the world and everyone in it, and interpret the rules for the other players.

This book contains advice for beginning and seasoned referees, extra and optional rules referees can bring into their campaigns, a fully illustrated list of occult rituals usable by any character class, dangerous artifacts, magical items, rules for six classic fantasy races, rules for seven additional character classes, and a list of divine magic spells.

This Referee's Compendium is the essential resource for running an Outcast Silver Raiders campaign.

This book is intended for an adult audience.

144 pages, Hardcover

Published January 1, 2024

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Profile Image for Gonzalo.
371 reviews
January 14, 2026
This book can roughly be divided into three parts. The first is a mix of design notes and suggestions on how to run your games. It is pure gold. Even you are not planning on running this game, even if you are but disagree with Vanduyn, his notes are going to make you think harder about your role as the GM. I believe there is a lot that is valuable for newbies and more experienced GMs. Hell, I've never thought why you'd want to roll hit dice instead of using an average value.
The second third covers Rituals, Artifacts and other magic items. In line with the Medieval Occult theme, rituals call forth demons, and are (obviously) not without risk. Artifacts are more akin to Stormbringer and the One Ring than to your usual +1 sword, so finder beware. The smaller magic objects: potions, scrolls, dust! Etc. might not have ill effects, but they are consummables. They all reinforce the idea of a low magic setting, closer to Sword and Sorcery than anything else I can come up with.
The third half has all your optional Fantasy Races and Classes, why not to include them, and how to include them if you (or your players) really want them. I was surprised to find the Monk, but not the Bard, since the latter would seem to fit my idea of Medieval Europe a bit better. There are warlocks, if you really want those pacts with the devil, but no Wizards/Magic-users. There are druids and rangers, paladins and priests. The last two are very powerful classes that (as indicated) would clearly change the balance of the game. If I run it, I’d like to keep it RAW as possible, and not use any of these options to begin with. But perhaps I would not mind run a slightly lighter version of the Middle Ages, where faith is powerful, but not as much as the divine magic presented here. Oh well, isn’t DIY part of the OSR spirit.

Fantastic.
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