“The most respected Christian role-playing game of its time.”
Adventurers don't cast spells — they call on Miracles, divine power through genuine faith. Sorcery exists in the Holy Lands, but it belongs to the enemy. God is real here, and His power is the mightiest in the world.
No alignment charts. No moral grey zones. The Holy Lands are at war between the forces of heaven and the forces of hell, and your adventurer knows exactly which side they're on. The darkness has a face. You have a sword.
Set in the medieval Dark Ages with real theology, real history, and real folklore woven through every dungeon and kingdom. Knights, holy orders, crusades, sacred relics — and every creature the scriptures warned about.
Holy Lands RPG has been the go-to for Christians who want adventure without compromise since 2000. The Trinity edition — three books, one complete world — is its finest form yet.
The game that puts God back at the center of the adventure.
Most fantasy RPGs eliminate God entirely. In their worlds there is no Almighty — only a pantheon of fictional deities, and your character’s power flows from arcane study or pagan devotion. For Christians who love tabletop gaming, that’s always been the friction: the worlds are incredible, but God simply doesn’t exist in them.
Holy Lands RPG was built to fix that. Here, Christ is King. The Miracles are real. The evil you fight is drawn from scripture and legend. And the hero at the center of every campaign is a faithful adventurer in a world that takes their faith seriously — mechanically, narratively, and spiritually.
This is not a watered-down Bible game. It is a full tabletop roleplaying experience — deep rules, rich world, dangerous dungeons, terrifying monsters — built on a Christian foundation. The adventure is real. So is what it means.