Halloween at Se7en Sagas

Enjoying this content? Show your support with a tip!
Every little bit helps me keep creating and sharing.
Simply scan the QR code above to send a tip via PayPal. Thank you for your kindness!

Halloween has come to Se7en Sagas. For October, explore haunted chivalry, Saxon shadows, oceanic dread, ghost stories, and sci-fi isolation with selected titles on sale. Pick up Durandal, Blood of the Irminsul, Echopoint, Call of the Deep, and The Wailing, and watch for what comes next.

October has arrived, and with it the best excuse of the year to walk into haunted places, listen to old warnings, ignore them anyway, and see what waits in the dark.

For Halloween month, I am putting several Se7en Sagas games on sale on DriveThruRPG. They are not all horror games in the same way, but each of them belongs near a candle, a storm window, and a table where the players know that something is about to go wrong.

Durandal

Durandal is not a horror game first. It is a mythic chivalric roleplaying game of faith, duty, temptation, shattered oaths, impossible battles, and the long shadow of Roland.

But chansons de geste were never clean things. Saints speak through relics. Swords carry judgment. Forests remember blood. The dead are never entirely finished with the living. Honour can become a prison. Faith can demand more than a knight is ready to give.

For Halloween play, Durandal works best when the supernatural is rare, sacred, and terrifying. Not a parade of monsters, but a single wrong chapel in the hills. A relic that hungers. A corpse that still has one sentence left. A miracle that may not be mercy.

If you want horror with armour, prayer, and consequences, Durandal is waiting.

Blood of the Irminsul

Cover for Blood of the Irminsul

Blood of the Irminsul takes Durandal north and east, into Saxon lands where conquest, faith, resistance, and old powers collide.

This is perhaps the most openly Halloween ready of the Durandal line. It is a story of sacred violence, borderlands, pagan memory, Christian empire, broken loyalties, and the uneasy feeling that history itself has teeth.

It is not about simple monsters. It is about what happens when a world is being forced to change, and when the gods, saints, forests, kings, and dead refuse to agree on what that change should mean.

For a seasonal table, this is where you can lean into the black trees, the ash, the old stones, the wrong songs in the dark, and the awful possibility that every side may be haunted.

Echopoint

Echopoint is underwater science fiction, but that does not make it safe.

Quite the opposite.

It is a game about isolation, signals, memory, pressure, and the terrible intimacy of something reaching back through the void. Underwater horror works because depth becomes a prison. Help is too far away. The signal is already inside the room. The truth arrives before rescue does.

For Halloween, Echopoint is the game for players who want surreal dread instead of gore, questions instead of answers, and that slow moment when everyone at the table realizes that the mission briefing was never the real story.

Turn down the lights. Let the signal repeat. Then ask what changed between the first transmission and the last.

Call of the Deep

Call of the Deep belongs to the horror of pressure, salt, distance, and things that should have remained below.

The sea is one of the oldest haunted places we have. It hides bodies, wrecks, songs, gods, memories, and hunger. It makes human beings small. It swallows maps. It turns rescue into rumour. In that kind of story, the monster is rarely just the thing in the water. It is the depth itself, and the knowledge that something vast has noticed you.

For Halloween, Call of the Deep is the one to choose when you want your fear soaked in brine. A signal from below. A drowned secret. A crew that knows too much. A shoreline where the waves bring back things that were not offered to them.

Some horror waits in the dark.

Some waits under the water.

The Wailing

The Wailing

The Wailing is the oldest of these Halloween offerings, and still one of the most direct.

It is about fear, folklore, grief, and the things that remain when the official explanation is not enough. It belongs to the tradition of werewolf stories told close to home, where the horror does not need a vast mythology to hurt. It only needs a place, a wound, and someone who has waited too long to be heard.

If Durandal gives you sacred horror, Blood of the Irminsul gives you mythic frontier horror, Echopoint gives you isolation horror, and Call of the Deep gives you oceanic dread, The Wailing gives you something more intimate.

A cry in the dark.

A house that remembers.

A story that should have ended, but did not. Your story.

What is coming next

Halloween is also a good moment to talk about what is moving behind the scenes.

The Song of the Last Oath, the massive Durandal campaign, is closing in on its finishing touches. This has been a long road through Charlemagne’s empire, lost sanctity, broken steel, impossible loyalties, and the consequences of trying to restore something that may not want to return unchanged. It is not simply a campaign about recovering a sword. It is about what happens when myth, empire, faith, and personal honour all demand different prices.

There is still editorial work to do, but the campaign is much closer to being the thing it was always trying to become.

At the same time, the quickstart for Gangs of New Kowloon is almost ready.

This is something different for Se7en Sagas: a tactical skirmish game set in a haunted, rain soaked, neon scarred port city of animal fighters, gang law, spiritual debt, and brutal street level consequences. Every card is a commitment. Every scar is a weapon. Every scar is also a wound.

Players lead small crews through violent disputes, ambushes, vendettas, and supernatural pressure. Fights are fast, positional, and costly. Victory is never just about who is left standing. It is about what the crew sacrifices, what scars remain, and what the city learns to expect from them.

It is not a Halloween game in the traditional sense, but New Kowloon has ghosts in its foundations, spirits in its machinery, and monsters wearing very ordinary faces. That feels appropriate enough for October.

One more thing before you leave

If you are looking for something newer, stranger, and sharper, take a look at Writ & Ruin.

It is a solo savage game of ruined kingdoms and forbidden magic, in the vein of the classic sword & sorcery like Conan or Elric. It is not part of the Halloween sale list above, but it may be the most dangerous invitation on the table.

Visit Se7en Sagas on DriveThruRPG, pick up something for Halloween, and keep an eye on what comes next.

Tags:

Leave a comment