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T-Shirts

Cthulhu Rises T-Shirt -- Sold Out!


SOLD OUT!

Prints

I also have a professionally printed, signed and limited edition (1,000 copies) of the popular Cthulhu image. It comes polybagged with a cardboard backing. A quote below the image reads 'In his house at R'lyeh, Cthulhu Awakens'

Print is 8-1/2 x 11"

For North American Orders: $10+$3 shipping = $13

 

For International Orders: $10+$5 shipping = $15


Bookstore

If you're looking for books with my artwork in it, you may purchase them through Amazon.com. In return for the advertisement, Amazon gives me a small commission for each sale. Nifty. eh? There isn't every book in this list, but these are the ones I could find on Amazon. If you discover others, please let me know and I will add them.

Role Playing Games

Call of Cthulhu 6th edition rulebook- The latest edition of my all time favorite role playing game. If you're looking for a book with a large amount of my art, espcially Lovecraftian, I'd suggest this one. I did a lot of the full page chapter illos as well as a number of smaller pieces.
Call of Cthulhu 5th edition rulebook- just like above, just an earlier edition.
the Keeper's Companion- Does the cover look familiar? Yep, this is the original appearance of the Cthulhu Rising image. You might notice that the CoC rulebooks' endpapers is an earlier version of this image. I didn't do any interior illustrations in this one, though.
the Keeper's Companion 2- Not wanting to re-use the above illustration for the cover, I decided to revisit Cthulhu. Interior is all my art as well.
the Complete Dreamlands- there are a few architectural pieces I did in this one (something I tend not to care for that much). I experimented a bit with the media, and surprised myself with the results.
Call of Cthulhu Keeper's Screen- just a couple in this one, but they're nice and creepy.
Secrets- this was the first cover I did for the Call of Cthulhu RPG, I believe it is also the first book that I illustrated entriely by myself. So, for many reasons it is a special one to me.
a Resection of Time- this was my first job with Chaosium, Inc. Some of these illustrations still remain favorites.
1920's San Francisco Sourcebook- at the time of writing this (June '05) I am still working on the art. I am not sure how Amazon knows about it!
Last Rites- my second cover and full interior for Chaosium.
Beyond the Mountains of Madness- This was a beast of a book! Well over 400 pages long, the art was split between myself and M., Wayne Miller. This book contains some of my first attempts at digital illustration (wacom tablet and photoshop). This produced some nice pieces, however some came out a bit too fuzzy for my liking.
the Creature Companion- I did a handful of full page monster illos in this one, which I always enjoy.
Call of Cthulhu d20 edition- contains a number of all digital pieces which are just slightly tinted with color.
the 1920's Investigator's Companion- these pieces were rather challenging to me, as know knowledge of 1920's fashion is very limited.
Ramsey Campbell's Goatswood - just a handfull in this one, but I think it was a rather successful batch. All digital.
Dungeons & Dragons- Ravenloft- Domains of Dread- I was very happy to get a chance to work on a D&D book while it was still created by TSR. Nothing against the new publisher, I'm just an old school player, I guess.
Dungeons & Dragons- Ravenloft- Requiem: the Grim Harvest. Both of the Ravenloft supplments were fun to do, both as an artist and a fan of the game.

Feng Shui- Seeds of the New Flesh - This game is sort of a tongue in cheek kung-fu fantasy/sci fi game. I did two or three paintings for this one.

Obey. Consume. Remain silent. WELCOME TO 2056. What, you thought the future was going to be jet packs, world peace, and the cure for cancer? Guess again, pal. When the Architects of the Flesh took over, they had different ideas ideas like conformity, stability, and equality at any price. Sure, there are cool personal fliers: The cops use 'em to keep the public in line. Curing cancer got put on the back burner, 'cause the Buro was more interested in mind control technology. As for world peace, sure, they've got that. Maybe Acapulco had to be burned to the ground, maybe Sri Lanka will never recover from its "pacification," and maybe there's still martial law in the Texas Demilitarized Zone but the rest of the world is peaceful as the grave. In the future there's no inequality because no one's permitted to excel. There's no unemployement because everyone has a mandatory job. There's no freedom except the freedom to choose between brands. Seed of the New Flesh gives you everything you need to fight the good fight in 2056. Want to know about Buro resistance movements? Want to know what new Arcanowave awfulness the CDCA is cooking up? Want to know if "Cats" is still playing on Broadway? From the heights of Buro high tech to the depths of its standard of living it's all here, waiting for for you, your players, and their duffel bags full of guns.

Feng Shui- Elevator to the Netherworld I did two or three paintings for this one.

LEVEL FOUR: HARDWARE, PET SUPPLIES, SPORTING GOODS Time moves in a line, but not a straight line. In the Inner Kingdom, time is as hopelessly snarled as a child's scribble. Nomads and refugees from two millenia cross paths, purposes and swords over access to the past, present and future. They reside in the trash of a thousand collapsed timelines, far from the prying eyes of ordinary folks. LEVEL THREE: SALE ITEMS, FOOD COURT If the Netherworld is the dustbin of history, it's crawling with roaches. Psychopaths from the future roam with guns the size of totem poles. Shaolin monks mix it up with giant firebreathing infants. Four deposed sovreign sorcerers scheme with and against one another, while speed freak hitmen and homeless robots just try to get by from day to day. LEVEL TWO: REAL ESTATE, ORGAN DONATION Need to stage a live-ammo war exercise on a recreation of Catherine the Great's beside table, scaled up to a thousand times its actual size? Talk to Thurston White -- or, at least, talk to his head. And don't miss the Inner Kingdom's suspiciously useful jungle, the hotel where the decor is fabulous but the gravity's unreliable, and the forest haunted by the ghosts of every war ever fought -- and every war that could have been fought. LEVEL ONE: THE GATEWAY TO HELL Watch out -- the Inner Kingdom can turn into a free-fire zone without warning. After all, it's the key to time travel, and time travel is the key to the Secret War. GOING DOWN?

Unknown Armies core rules- This game takes a sort of Jerry Springer approach to magic. Very clever. I did two or three paintings for this one.

What will you risk to change the world? The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

 

Unknown Armies- Lawyers, Guns & Money I did two or three paintings for this one.

[T]he second in a series of excellent sourcebooks for the Best RPG of 1999 (and, indeed, one of the Two Best RPGs of the Decade), Unknown Armies. ... The New Inquisition...are just like the Old Inquisition, except that they're funded by a mad billionaire with divine ambitions. They dress in raincoats and surgical masks, and they shoot rather a lot of folk rather than preaching at them in Latin. In short, they're ideal player characters, or ideal villains. It's only part of the glory of Unknown Armies that you can say that about folks like the TNI.

Obsidian RPG- Wasteland: Beyond the Outposts- I think I did about 4 in this one.

The first supplement to Obsidian: The Age of Judgement, this book delves into the setting outside the Zone (Described in Obsidian as the last human city). If surviving the confines of the Zone seemed perilous, try to test fate in the unrelenting wasteland, where Daemons roam wild and Kultists are freed from the ever-watchful eyes of the law. Each town struggles to survive political rifts, famine, scavenging raids, and of course the Daemonic armies of the nearby terraformations. The Wasteland is an everchanging landscape catered specifically for the toughest of inhabitants. So whether they are from the Zone on a Corporate expedition or they are exiles trying to survive, life is fast and definitely dangerous in the Wasteland. New Ethos, socials, convokations & rituals. Also introducing the mysterious Kult of Pestilence.

Freeport- City of Adventure (d20)

This is a meaty, packed sourcebook loaded with stats, interesting locales and personalities and loads of adventure hooks. Highly recommended.

Heaven and Earth- Game Master's Guide

Immortal RPG- Millennium- I was very flattered that the writer/ artist of the game asked me to create some art for this book.. as it was the first time he allowed someone else on board.

It is the end of the modern world. The myths that humanity holds dear are crumbling as ancient gods rise from their secret places to fight a final war with the forces of darkness. A new age of legend is dawning, terrible, magical and breathtaking. How will you handle the challenge? An epic new canvas for storytelling encompassing all of Earth's history and mythology. Play a legendary god, hero, or creature of myth--from Hercules to Venus, from Shiva to the Sphinx. Wield awesome mystical powers against Earth's darkest foes.

Hmm, I think he still has some of my original paintings.... Ran??

Foreverworld- Culturebook: Neuonians
Don't look Back RPG- One of my very first jobs. This game was sort of a movie tongue in cheek horror game. A friend and I did all the illustrations over one summer. We had a lot of free reign over the art and had a lot of fun.
Don't Look Back- Giants Psychic Insects from Outer Space- a supplement for the above game. The cover is myself and my friend Tim being attacked by aliens with the Providence skyline in the background. A bit indulgent, no? Well, we didn't know if we'd ever have the chance again to do it.
Brotherhood of Prophecy- d20 adventure- This was for the same publisher as above. We were developing our own fantasy RPG world, but, unfortunately, the game was shelved when the publisher ran out of money. Years later, when the d20 boom happened, the art was finally used for a D&D module.

Saxons! - Pendragon adventure

- clearly I got to be on more than one game book cover. ;-)

The Romans fortified the southeast coast of Britain and called it "the Saxon Shore" to defend against the piracy of these wolves of the sea. The tyrant King Vortigern invited them into Britain as mercenaries to fight his enemies. Ambitious and treacherus, they siezed Vortigern as a hostage and slaughtered his nobles at Stonehenge during the "Night of the Long Knives." Now, forced forever from their homelands on the continent, the Saxons are in Britain to stay. Some work for peace. Most others for war. Not even the combined armies of King Arthur can eradicate them, though their power will be broken for a generation after the epochal Battle of Badon. This is the story of the rise to power of the proud and energentic Germanic peoples who rule the south and east coasts and renamed their new domain "England." Saxons! is a supplement for the King Arthur Pendragon(TM) roleplaying game, describing the Germanic invaders of Britain. It provides the history, heroes and culture of the Saxons, Angles, and Jutes, plus rules for Saxon character creation and Magic. The full 70-year campaign begins in 449 AD with the advent of the Saxons in Britain and culminates at the Battle of Badon in 518 AD. Discover the detailed geography and politics of the "Saxon Shore" area--Essex, Kent, Sussex and Wessex--described with extensive maps and notes A Pendragon supplement for Dark Ages Britain. Your must have a copy of "Pendragon" to understand and use the roleplaying game systems presented within this supplement.

Providence: The Book of Wird - For the Providence RPG

This massive tome includes fantastic spells for a wide range of Wird casters, including the familiar distinctions of Wird Weaver, Wird Dancer, Wylder and the vile Blight Crow, as well as the new Bright Orioles and Faithsingers. In addition, the Book of Wird includes spells for many of Providence's professions, such as the Recognizers, the Slaywinds, and the D'Shau Monks. This encyclopedia of Wird also provides numerous secret spells for the Serpenkine, the Green People, the Swarm Dancers and the White Crow.

Misc Books

Graphic Classics Volume 4- H.P. Lovecraft - I was sorry to have come on to this project late, though I did manage to do a portrait of the man himself. I was in very good company, to say the least.

Gr. 9-up. Following books on Poe, Conan Doyle, and H. G. Wells, this fourth volume in the Graphic Classics series lives up to the intent of the series, which is dedicated to reintroducing classic authors of the macabre in comics format. The book includes an introduction by Gahan Wilson, George Kuchar's 1975 comics biography of the early-twentieth-century horror writer, graphic novelized adaptations of several Lovecraft stories, some original comics stories based on Lovecraft lore, and a 36-stanza epic poem, "Fungi from Yuggoth," illustrated by 17 contemporary cartoonists. In all, more than three-dozen artists contributed to this black-and-white album. The cartoonists, many of whom have also worked in other areas--film, commercial art, music, underground comics, teaching--represent many countries. Richard Corben and Rick Geary are American; Dominique Signoret is from France; Gerry Alanguilan is from the Philippines. Artists from England, Denmark, and Italy are also included. As an introduction to Lovecraft, this is fine fare; for teens already enamored of the hallmark American author, the book offers a satisfying array of stylish interpretations. In keeping with Lovecraft's own sensibilities, creepiness, rather than violence, is the running theme.

The Horus Heresy Vol II : Visions of War

This book is based on the science fiction miniature wargame Warhammer 40,000. I had the opportunity to illustrate a number of collectible card games fot e set, and some were reproduced into this book. I had some pieces in Book I as well, but it doesn't apear to be available on Amazon.com.

The most terrible of human conflicts is revealed in all of its brutal glory in this lavish, colour art book. Packed with stunning pictures, the book depicts mankind's epic struggle against the traitorous forces of WarmasterHorus after he allied with Chaos. The book also boasts many of John Blanche's concept sketches that inspired much of the finished artwork to Sabertooth Games' collectible card game. To accompany the images, GamesWorkshop's most respected keeper of knowledge, Alan Merrett, has unlocked the repositories to relate a wealth of information about the history of the Heresy and the stories behind the subject matter. Featuring work from awesome artists such as Adrian Smith, Clint Langley and many others, this high-quality art book is a grim testament to humanity's darkest hour!

Children's Books

Mothers Are Like That - This is my first illustrated children's book as well as the first collboration with my mother (appropriate title, wouldn't you say?).

 

From Publishers Weekly This mother-son collaboration quietly praises mothers of all species, from a chicken guarding an egg-filled nest to a woman tucking her baby into bed at night. The text is tender without being sappy, its comforting descriptions anchored by the title refrain: "Mother keeps her babies clean,/ and close,/ and safe from harm./ She can find them in a crowd./ Mothers are like that." The author is no stranger to familial teamwork: Carol Carrick collaborated with her late husband, Donald Carrick, on several picture books, including Patrick's Dinosaurs. Their son, Paul, makes a promising picture book debut with luminous, realistic acrylic art that portrays the mothers as warm and solicitous without anthropomorphizing them. In several spreads, he uses lavender-blue outlines to make the animals appear backlit or slightly electrified, and he subtly conveys a background that traces a single day from sunup to moonrise. A fluffy, substantial ewe and her babe fill one verdant spread, and in another, a mother cat licks one of her restless kittens in an indoor setting rendered in warm grays. This brief volume honors all that mothers do, and makes an especially apt bedtime book for parent and child to share. Ages 3-6. (Mar.) Copyright 2000 Reed Business Information, Inc.

I thought it was interesting that the commented on the backlighting, as that was surely a product of all the fantasy and science fiction illustration I did prior to this book.

Dinosaur Parents, Dinosaur Young- For this book I painted four color plates, one being used for the cover as well. The publishers liked how I painted animals in the previous book, and wondered if I could paint dinosaurs. I had to chuckle, as I almost exclusively paint monsters, so dinosaurs were much easier for me than baby animals.

From School Library Journal Grade 4-7-Zoehfeld begins with a tale about an Oviraptor father buried by a sandstorm in a seemingly protective posture over a nest of 16 eggs 73 million years ago. She then explores changing theories of dinosaur life based on scientific discoveries-from Roy Chapman Andrews's Gobi Expedition discovery of a birdlike Oviraptor skeleton at the site of a nest of eggs in 1923 to discoveries of fossil evidence of nesting grounds of titanosaurs in Patagonia in 1998. In a concluding chapter on the future of exploration, Zoehfeld clearly points out that new discoveries may lead paleontologists to revise theories about dinosaurs and the way they lived. High-quality, color photographs of fossils of eggs and embryos and of paleontologists at work as well as line drawings and full-color paintings add to this inviting, thought-provoking book. Readers of Nic Bishop's Digging for Bird-Dinosaurs (Houghton, 2000) and Christopher Sloan's Feathered Dinosaurs (National Geographic, 2000) will be intrigued by it.

The unique aspect of this book is the theory that dinosaurs were much more protective of their offspring than previously assumed.

 

the Polar Bears are Hungry This is the second collaboration with my mother. Seeing that this book focused on a single species (that wasn't extinct), I got to research them in person. Ron Martini of the Roger Williams zoo in Providence gave both my mother and I a thorough tour of the polar bear habitat (even behind the scenes). It was a real treat to say the least! Miraculously, a cub was born at the zoo just prior to the photo sessions, which was immensely useful.

From Publishers Weekly A mother bear emerges from her den with two new cubs by her side in The Polar Bears Are Hungry by Carol Carrick, illus. by her son, Paul Carrick. Dramatic acrylics, such as one of the threesome against an Arctic sunset in lavender and tangerine, accompany a straightforward presentation of the facts (e.g., "Mother Bear is hungry. She hasn't eaten for months"). An author's note elucidates the details and explains the effect of global warming on the animal's way of life. Ages 3-7. Copyright 2002 Reed Business Information, Inc.

 

From the power plant to your house, electricity is on the move. In rhythmic text, Anastasia Suen breaks down the complex subject of electricity to its essential parts. Paul Carrick's three-dimensional illustrations help shed light on the subject.: Ages 9-12
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