THE SEVENTH AGE SERIES

Before the age of reason, magic ruled ruled the world. Now it’s coming back… and if you need to destroy humanity in the process, well, sometimes you have to break a few eggs.

The Illuminati, the Masons, and ton of secret societies have had magic forever. The Seventh Age explores what happens when a group of anarchists level the playing field and give that magic to everyone in the world.

You can be immortal. You can control minds!

All you have to do is a simple 3 step plan:

  1. Summon a Demon.

  2. Kill it.

  3. Eat it’s heart.

Nothing can possibly go wrong when the entire world does this?

Welcome to a series that explores what happens when we bring myth and magic crashing back onto us. For better or worse…

The Seventh Age Book 1: Dawn (Novel) [Autographed]

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.

The Seventh Age Book 2: Dystopia (Novel) [Autographed]

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

The Seventh Age Book 3: Decay (Novel) [Autographed]

Cigarettes, misfits, and magic might be the only salvation for America; the Catholics hath arrived.

With magic, demons, and cryptids pouring out of the shadows into everyday modern life, Lazarus enacts a plan to restore the world and fix the apocalypse. It's simple, really: he must become god.

As the blasphemous Vatican armies enact their master plan globally, the resistance rises with a novel idea of their own. Why stop at just one god? A crew of occult anarchists, led by Mike and Jane Auburn, race against time in search of someone or something powerful (or insane) enough to fight against Misfortune itself.

With battle lines being drawn, Mike and Jane must navigate the whims of enigmatic sorcerers and occult-branded corporations looking to profit off the war for even a fighting chance. When one of the options involves recruiting cryptids for slave wage jobs, everyone knows this can't end well.

The Seventh Age: Ravenous

The Seventh Age: Dread

A Seven-Part Roleplaying Experience of Political Horror

Before the age of reason and science, magic ruled the world. Now, it’s coming back and if most of humanity gets wiped out in the process… well, sometimes you have to break a few eggs.

What happens to governments? Have they secretly hoarded all the power for centuries prior? What about nuclear armaments or the military? When given access to demonic magic, surely nothing can go wrong.

Seventh Age: Dread is a series of one-shot horror scenarios using the Dread Game System. They are meant to be played in succession and reflect what’s happening in Washington DC at the very same moment magic floods back into our world. Each of these adventures is written by someone other than me, in the Seventh Age world. This is a section of my world I’ve carved out to allow other content creators to craft the wicked scenarios they imagine behind the hallowed halls of our institutions.

So whether you play these one-shots over a single night, six weeks, or six years… we all hope you enjoy twisting political machinations into nights of eerie horror. Not all of your players’ characters will survive (in fact, most will die after every session), but such is the nature in politics.

 

The meek get eaten.

 

-Rick Heinz