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RPGMP3 Newsbot

Member Since 14 Jul 2013
Offline Last Active Jul 14 2013 05:57 PM
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#86431 WANTED – Rolemaster Combat Minion Playtesters

Posted by RPGMP3 Newsbot on 12 November 2013 - 01:23 PM

Rolemaster RPG Header

WANTED: FEARLESS ADVENTURERS

 
 
We’re currently working on a brand new e-support product which we have named the Rolemaster Combat Minion and we’re looking for playtesters.
 
Rolemaster Combat Minion makes a GM’s life much easier. It speeds up play and minimises errors and, in the not too distant future we’re hoping to have the application, along with a small number of tables available for free download.
 
Before any of that happens however we need playtesters to try the application and let us know what works and what doesn’t work and how you think it could be improved.
 
If you’re interested in getting involved, you can access the web application by CLICKING HERE. Once you’ve given in a try let us know what you think on our DEDICATED FORUM THREAD.
 
Even if you don’t have the time to test it, keep up-to-date with the Rolemaster Combat Minion by visiting our forum or signing up to our MAILING LIST.

 
 


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#86141 Horror on the Orient Express

Posted by RPGMP3 Newsbot on 01 November 2013 - 09:32 AM

HORROR ON THE ORIENT EXPRESSA Massive Campaign for Call of Cthulhu coming this winter.

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#86038 Iron Crown Enterprises’ Newsletter – October 2013

Posted by RPGMP3 Newsbot on 28 October 2013 - 06:18 AM


 
To receive this monthly newsletter direct to your inbox, sign up to our MAILING LIST now.
 
I don’t want to jinx it (given the month hasn’t actually finished yet) but October has been a brilliant month! We may not have made any earth shattering announcements this month, but what we have done is work on/start/complete a whole bunch of smaller projects which have got me really excited. Read on to find out more…
 
Catch up on what you’ve missed with this month’s Director’s Briefing.

 
 
ROLEMASTER
 
This month we made an announcement that, in conjunction with one of our fans, we were working on an new e-support product known as the Rolemaster Combat Minion.
 
The software is still undergoing some minor tweaks before being released, but the plan is to release the software itself for free with the ability to buy data files to populate it. These data files will contain weapons and critical tables so that you can manage the combat in your games quickly and easily.
 
We will release further information as we get it and will make an announcement the second the software is completed. In the time being you can read more information and take a look at a few previews of the software on the dedicated Rolemaster Combat Minion thread on our forum.

 
 
HARP
 
This month has saw the release of HARP College of Magics in softcover and hardcover format. College of Magics expands the depth and breadth of HARP magic and covers:
 

  • What is magic and how does it work
  • New types of magic, including natural magic, alchemy, and enchantment
  • Rules for creating and designing new spells
  • New HARP spells
  • A primer on temporary and permanent magic item design
  • New professions including the Elementalist, the Vivamancer, the Thaumaturge and the Necromancer

In addition to all this, a quartet of artists have provided a wonderful collection of new, inspiring and relevant illustrations which can now be enjoyed in the splendor of high quality printed hardcover and softcover books. Buy it now.
 
 
SETTINGS
 
This month’s director’s briefing saw an open call for Shadow World adventures. By this point the call has spread far and wide. If you’ve missed it however, here is what we’re looking for:
 
1) Adventures suitable for low level (to 5th), medium (6th to 10th), high (11th to 20th) adventuring parties.
 
2) Adventure locations, e.g. sites of interest to adventurers like outposts, fortresses, manses, cavern complexes, Coral Road entrances, etc.
 
3) Adventures and adventure locations for this round should be set in NW or NE Emer, or in Jaiman (with Xa-ar and Saralis of special interest).
 
4) Adventures and adventure locations must be consistent with canonical material and must not “break” Shadow World – no blowing up cities, killing off canonical NPCs, or derailing existing plotlines.
 
For more information and instructions on how to submit your adventures, visit our website.

 
 
PARTNERS
 
Battlefield Bangkok
 
ICE products are now available in Thailand thanks to our new partner Battlefield Bangkok. Battlefield Bangkok is a games store run by gamers for gamers, and is by far the leader and visionary for promoting table top gaming in Thailand. This unique agreement sees ICE allowing Battlefield Bangkok to print physical copies of English language product to be sold in Thailand.
 
ICE is hopeful that this relationship could serve as a model for other countries, as well as helping us generate ideas of how we can work with US and UK retailers to provide them with the ability to have physical copy in-store.
 
Echoes of Heaven
 
Our friends over at Final Redoubt press have released a brilliant adventure seed which can be used with Rolemaster and HARP. The best bit? It is absolutely FREE! All you need are this Adventure Seed, your game’s rulebooks, and whatever monster and NPC stats your game provides.
 
Download your copy from RPGNow for FREE

 
 
To receive this monthly newsletter direct to your inbox, sign up to our MAILING LIST now.
 
 


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#85853 Open call for Shadow World adventures

Posted by RPGMP3 Newsbot on 15 October 2013 - 11:49 AM

 
Shadow World Setting for Rolemaster RPG
We have been talking about putting out a call for Shadow World adventure material and are now ready to make that call.
 
What we are interested in:
 
1) Adventures suitable for low level (to 5th), medium (6th to 10th), high (11th to 20th) adventuring parties.
2) Adventure locations, e.g. sites of interest to adventurers like outposts, fortresses, manses, cavern complexes, Coral Road entrances, etc.
3) Adventures and adventure locations for this round should be set in NW or NE Emer, or in Jaiman (with Xa-ar and Saralis of special interest).
4) Adventures and adventure locations must be consistent with canonical material and must not “break” Shadow World – no blowing up cities, killing off canonical NPCs, or derailing existing plotlines. You may submit adventure plots where failure of adventurers to stop some peril will further an existing NPC or faction agenda, likewise PC success should only pose a modest setback to the NPC / faction. Do not create additional factions. All material will be reviewed by Terry K. Amthor for conformance with his vision and canon.
 
Please submit a 100 – 200 word synopsis to Nicholas Caldwell for our initial review. Assuming we are happy with the synopsis, we will invite you to write up your idea as a complete adventure or adventure location. Length should be five thousand to ten thousand words, plus Rolemaster stats (Classic and RMSS/FRP). All submissions must include any required maps, though we reserve the right to redraw maps to production quality.
 
Our intended deadline for full submissions is 31st December 2013. In return for copyright transfer, we will pay one US cent per published word, plus a complimentary copy of the final product in pdf and print-on-demand. You will get a full contract at the time of being invited to submit a full manuscript.
 
The goal of this is to create an occasional series of adventure collections for Shadow World along the lines of The Guild Adventurer. Frequency will depend upon sufficient contributions and sales demand; future issues will have additional regions available for setting adventures and locations.
 
Please post any questions on the Shadow World board on the ICE forum.
 
Need inspiration?
 
Why not check out some of our current Shadow World products…
 

Shadow World Player Guide Rolemaster RPGCloudlords of Tanara Rolemaster RPGLand of Xa ar Shadow World Rolemaster RPG
Shadow World Player GuideCloudlords of TanaraThe Land of Xa-ar


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#85636 Director’s Briefing – October 2013

Posted by RPGMP3 Newsbot on 02 October 2013 - 05:23 AM


 
Welcome to the twenty-eighth Briefing and tenth scheduled Briefing for 2013.
 
HARP
 
I am very pleased to announce that Jonathan Cassie (author of Loot: a Field Guide) has agreed to write a new sourcebook for HARP Folkways, which will cover races, cultures and related matters. We have agreed the outline and the project can now be considered to be in Preproduction, with publication all being well around the middle of next year. ( Loot: a Field Guide will be returning in its enhanced form before that.)
 
The first PoD proof copies of HARP: College of Magics were delivered to Terry and myself middle of September. Although the artwork had behaved itself, the text came out looking too light grey to pass the “bad light” test of being easily readable when the illumination in a room is not ideally placed. So Terry has reworked the InDesign filters and an updated master has been submitted and new proofs ordered.
 
Progress is quietly being made on HARP Bestiary with the first monsters now appearing for team review.
 
The next release of AutoHARP is well underway and we should see the database files for College of Magics and HARP SF Xtreme appear as part of that release.
 
Cyradon
 
The new interior maps for Kausur have arrived making it rather less Strange. Another adventure module, “Escort Duty”, has been commissioned and is now in Preproduction.
 
Rolemaster
 
I have completed a full review of the work in progress drafts of unified Creature Law and Treasure Law and provided my feedback to the authorial team. More work still needed to finish the drafts so that we can get them out for beta. Likewise some more work required before Arms Law, Spell Law and Character Law can be reissued for second beta.
 
The IP negotiations for Stone of Seven Souls have been successful with GCP purchasing the rights to use the 0One maps and reaching an agreement with the module writer, Ido Tamir. Neither had been paid by Mjolnir, rescuing Stone of Seven Souls required both to be amenable to working with us and fortunately both were and are. So Stone of Seven Souls can now be officially designated as being in the Strange state.
 
Shadow World
 
Terry is toiling away on additional adventure material for Emer 3 as well as working on the Early Edition projects. Both he and I have started our review of the Lethys and Priest King of Shade module “works in progress”.
 
CALL FOR SHADOW WORLD ADVENTURES
 
We have been talking about putting out a call for Shadow World adventure material and are now ready to make that call.
 
What we are interested in:
 
1) Adventures suitable for low level (to 5th), medium (6th to 10th), high (11th to 20th) adventuring parties.
 
2) Adventure locations, e..g. sites of interest to adventurers like outposts, fortresses, manses, cavern complexes, Coral Road entrances, etc.
 
3) Adventures and adventure locations for this round should be set in NW or NE Emer, or in Jaiman ( with Xa-ar and Saralis of special interest).
 
4) Adventures and adventure locations must be consistent with canonical material and must not “break” Shadow World – no blowing up cities, killing off canonical NPCs, or derailing existing plotlines. You may submit adventure plots where failure of adventurers to stop some peril will further an existing NPC or faction agenda, likewise PC success should only pose a modest setback to the NPC / faction. Do not create additional factions. All material will be reviewed by Terry for conformance with his vision and canon.
 
5) Please submit a 100 – 200 word synopsis to me at director@guildcompanion.com for our initial review.
 
6) Assuming we are happy with the synopsis, we will invite you to write up your idea as a complete adventure or adventure location. Length should be five thousand to ten thousand words, plus Rolemaster stats ( Classic and RMSS/FRP). All submissions must include any required maps, though we reserve the right to redraw maps to production quality.
 
7) Our intended deadline for full submissions is 31st December 2013.
 
8) In return for copyright transfer, we will pay one US cent per published word, plus a complimentary copy of the final product in pdf and print-on-demand. You will get a full contract at the time of being invited to submit a full manuscript.
 
The goal of this is to create an occasional series of adventure collections for Shadow World along the lines of The Guild Adventurer. Frequency will depend upon sufficient contributions and sales demand; future issues will have additional regions available for setting adventures and locations.
 
Please post any questions on the Shadow World board on the ICE forum.
 
Until next time
 
HARP Bestiary and various other products are clamouring for my attention, so off to work on them. The next scheduled Briefing will be in November.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 


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#84996 Shadow World: The land of Xa-ar

Posted by RPGMP3 Newsbot on 09 September 2013 - 12:13 PM

While Terry K. Amthor wrestles with timelines and adventures for the new Emer III/Eidolon, remember there is plenty of adventure in Jaiman!
 
Shadow World: The land of Xa-ar and Northern Saralis is set in NW Jaiman and has a ton of adventures and an exotic campaign that could keep your players busy for ages.
 
Jerrin is King in Haalkitaine, and while he claims to be Emperor of all Jaiman, he is far away to the east and the Phoenix Crown holds no real power here. Xa-ar and Saralis are fractured lands, trying to recover from the last occupation by the Lord of Ulor.
 
But powers —both new and very ancient rising again— threaten the fragile peace. Perhaps the greatest threat is an artifact from before recorded time, asleep but ready to be awakened…
 
Shadow World: The land of Xa-ar
 

  • A dozen new layouts including a vast constructed cavern complex, the tomb of Ugus Fost, and the Aalk Athimurl, home of another Arnak priesthood.
  • New material about the Earthwardens, the Coral Roads, Jewel Wells, and all-new cults including the mysterious Order of the Elder, the Winter Light, and the elite fighters of the new Lord of Ulor.
  • Detailed history of the region.
  • Sixteen adventures, including three in the town of Rapata (introduced in Guild Adventurer #2), several more scattered across the region, and six in the isles west of Xa-ar, the Aargirpiri, once home to the Blue Dragon.
  • New 3D renders, and beautiful color illustrations from William Tibaud
  • Stats for both Rolemaster Classic and RMSS/FRP!
  •  
    Buy your copy NOW.
     


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#84455 Rolemaster at GenCon – Taking Out The Garbage

Posted by RPGMP3 Newsbot on 22 August 2013 - 05:54 AM

One of our most dedicated fans, Aaron Smalley was at this year’s GenCon running six sessions using the new Rolemaster Open-Beta rules. We caught up with Aaron after all the excitement had died down to get a full report of how it all went.
 
“Twelve pre-rolled 5th level characters were available for players to choose from for this game of infiltration. With this being a convention based one-shot game with prizes being offered, a point system was developed where the players would receive more points the quicker they accomplish their mission objectives.
 
In an obviously cliched starting point, the characters are in the Red Hooded Traveller Inn and Tavern in the city of Martelain where due to their appearance as “brave adventurers” they are approached by a middle-aged man who introduces himself as Vigdol Bairgain. He explains that he needs their assistance. He owns a building that used to have four shops and six apartments attached to a central courtyard. He goes on to explain that due to the depressed economic conditions in the city of Martelain, it had been empty for the last several years and a group of slavers have moved in and seized control of the building preventing him from being able to sell it to a potential buyer. The Martelain City guards will not deal with the slavers even though slavery is illegal in the city as they have their hands full with the riots and social unrest that is rampant throughout the city.
 
He requests the characters’ assistance in capturing the slavers and reclaiming the building and offers to pay them a tidy some in exchange. Stipulations of the mission are:
 

  • To capture the slavers (if possible) so that they can stand trial for their crimes, but if they can’t be captured then they need to be killed.
  • Avoid allowing the slavers to escape at all costs.
  • Complete the mission as quickly as possible so that Vigdol can show the building to this potential buyer as soon as possible.

Characters received more points for capturing the slavers then killing them, however killing still results in more points than allowing them to escape. Points were also awarded for saving and/or releasing the slaves. Additional points were awarded for discovering the method that the slavers used to get the slaves in and out of the building which was through the city sewer system. A small number of additional points were also awarded for humor and good or unusual (but effective) ideas towards the completion of the objective.
 
Group #1
The first group (Thursday afternoon) was at a bit of a disadvantage, as only two players were present. However they still did quite well, having completed it relatively quickly and entering by way of the sewer (although they did get lost in the sewer and encountered a were-rat and his giant rat companions, and thus went through an additional combat encounter. However they were one of only two groups who discovered how the slavers were moving their prisoners in and out of the building (through a hidden dock in the sewers). they also only captured two of the slavers while one escaped.
 
Group #2
The second group (Thursday evening) captured half and killed half of the slavers, but did well in completing the objectives quickly and also found the hidden sewer dock, having also come in through the sewer. Unlike the first group who entered from where the sewer dumped into the channel, they entered at the nearest access point and thus had an easier time getting through the sewer system. While they did not place as one of the top two groups from a points standpoint, they only missed the second place spot by four points (despite having killed most of the slavers).
 
Group #3
The third group (Friday afternoon) only managed to capture one of the slavers (killed most of them) but at least made sure that none escaped. However they had some very interesting and ingenious ideas (they entered via the roof) and actually were the first group to help (healed him, to the detriment of the healer character) one of the slaves that was in unusually bad shape. This group was also very humorous and entertaining from my perspective.
 
Group #4
The fourth group (Friday evening) unfortunately killed all but one of the slavers, with that one escaping. However they took their time to think through their approach and took a very cautious stance in how to enter. They had some good ideas and the session was one of the more humorous, making it a very interesting and enjoyable one.
 
Group #5
The fifth group (Saturday afternoon) went in over the roof as well and also managed to capture four of the six slavers while killing the other two (thus no escapes) and overall did pretty well.
 
Group #6
The sixth group (Saturday evening) took a very unusual approach, spending more time discussing their options at length and actually took a multi-pronged approach. They did things no other group had done to scope out the building ahead of time and then set a trap of sorts in the sewer to prevent any escape via that route (although the one thing they didn’t do was discover the hidden dock and thus just missed a perfect score, although they had mentioned that they suspected that was probably how the slavers were moving their prisoners). Then they sent two of their party over the roof, while the remaining four characters figured out a way to get in through the front gate (which was an approach no other group had taken, although there was one other group that had an idea for approaching that way but ended up not using it). This group managed to capture every last one of the slavers (although they nearly killed four of them, only to heal/revive them) and released all the prisoners and even helped the one who was in really bad shape. In game-time terms this group was the third quickest to finish (but still quick enough to maximize the points for timing), but in real-time this session ended up running over by about an hour, however it was a very fun and interesting session.”
 
- Aaron Smalley
 
 
Overall it looks as if it was a great day and a really exciting game. A big thanks to everyone who took part and an especially big thanks to Aaron for putting the game on and giving people a chance to play.
 
If you would like to be kept up-to-date with Iron Crown Enterprises events, releases and news, you can sign up to our mailing list HERE.


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#83275 Contact with Unknown Spheres and Powers

Posted by RPGMP3 Newsbot on 29 July 2013 - 01:25 PM

A Preview of Terror in Venice for Call of Cthulhu: The Card Game

“The one test of the really weird is simply this—whether or not there be excited in the reader a profound sense of dread, and of contact with unknown spheres and powers; a subtle attitude of awed listening, as if for the beating of black wings or the scratching of outside shapes and entities on the known universe’s utmost rim.”
   
–H.P. Lovecraft, Supernatural Horror in Literature

In the fictional world of Call of Cthulhu: The Card Game, truth is powerful, but also terrifying. The earth is but a speck of dust in the cosmos. Humans and human interests aren’t the center of the universe; in fact, the ripples that our actions transmit throughout the galaxy quickly dissipate to nothing. While we feast and dance and revel in the comforts of our limited existences, there are dark and dangerous powers beyond our imagination that lurk in the cold vastness of space. There are unfathomable entities that reside near us, alongside us, in alternate dimensions that flutter against our own but that are separated by just the thinnest veils of reality.

While those veils remain firmly in place, we eat and sleep and live in a state of blissful ignorance, but there are ways that madmen can pull back those veils. They can expose us to the horrifying truth that we are not alone. They can admit powers into our world that cannot be controlled. They can lead us to ruin.

In Terror in Venice, the game’s fifth deluxe expansion, two ancient Relics lie at the heart of a web of mysteries and conspiracies that spreads throughout Venice’s streets and canals and that has snared all eight factions in its sticky filaments. What are these powerful Relics, and why does everyone want them? It is likely that those involved in the search expect the Relics will grant them the power to peer beyond the veils of our reality into those that surround us.

The Power of Death

The first of these powerful items is The Plague Stone (Terror in Venice, 32), a small piece of marble carved into a skull. Believed to have been buried in a mass grave on the island of Lazzaretto Vecchio, The Plague Stone holds the power of death itself and can wipe out entire cities in an instant. Naturally, such terrifying power makes The Plague Stone a highly coveted Relic, and since early forays to Lazzaretto Vecchio have failed to uncover it, agents of the game’s eight factions have broadened their search to include neighboring Venice.

Notably, The Plague Stone is one of only a handful of cards that enable universal destruction. The Ancient One Azathoth (Secrets of Arkham, 46) and the neutral support card, Dimensional Rift (Secrets of Arkham, 50), can both wipe out all characters in play, but they also take out all support cards, thereby fully clearing the board. Unlike them, The Plague Stone leaves support cards intact, meaning it may open some room for support-heavy strategies built around such cards as Guardian Pillar (Search for the Silver Key, 78).

The Plague Stone also stands among the limited number of cards in the game that can destroy Ancient Ones. While this fact may concern some of the game’s greatest powers, it is welcome news to the followers of Cthulhu and Shub-Niggurath, who can best use such power to their advantage. The destruction that The Plague Stone brings may permit a Dreamlands Fanatic (In the Dread of Night, 47) to make the leap from the Dreamlands to our reality, and few forces can respawn more rapidly than the thousand dark young of Shub-Niggurath. In fact, its not beyond a follower of the Black Goat of the Woods to concoct his own Untimely Burial (Terror in Venice, 38) just to join his brethren in a Dark Rebirth (Terror in Venice, 37). In decks that have such means to bounce back from destruction, The Plague Stone lends itself to powerful, timely board control.

Knowledge of the Ancients

Though it seems a product of the darkest and coldest edges of the galaxy, The Plague Stone has a lighter twin, The Supernal Prism (Terror in Venice, 31), which invests its owner with the knowledge of the ancients.

What is this knowledge? It is knowledge to build, knowledge to destroy, knowledge of the future, and the frightening true knowledge of the Ancient Ones and their unearthly agendas. Used by those agents dedicated to the preservation of humanity, The Supernal Prism offers a powerful counter to The Plague Stone. Used by those who dedicate themselves to the Elder Ones, it can only hasten the death and destruction those unimaginable horrors may someday unleash.

Knowledge that reaches beyond the realm of mortal minds typically falls under the purview of Yog-Sothoth, the All-in-One, and no one can truly say whether or not its foul intelligence may have been involved in the artifact’s origin. What we can discern is that The Supernal Prism certainly lends itself nicely to the cause of Yog-Sothoth’s followers. No faction makes better use of its discard pile than Yog-Sothoth, and no single group of characters makes better use of a discard pile than the Yithians that entered the game in The Key and the Gate. In a Yithian deck, the cards that The Supernal Prism’s action forces you to discard may be every bit as valuable to your future schemes as those that you draw.

Of course, Yog-Sothoth isn’t the only faction with a knack for knowledge and card draw. The daring Students and Faculty of Miskatonic University often disappear during their expeditions, succumbing to the mind-numbing terrors or mortal perils of their investigations, and the University is in constant need of new recruits. The guidance of The Supernal Prism can help them find the brightest and most inquisitive minds available to replace those were lost. Accordingly, the University has tried to establish contact with every possible Museum Curator (The Wailer Below, 70) in order to identify the item’s location.

In fact the whole University is so abuzz with rumors of The Supernal Prism and its potential that the football coach, Norm Grzbowski (Ancient Horrors, 5), has begun to dream of using the Relic to scout enough players to build a full roster with talent like that provided by the Hapless Graduate Student (The Horror Beneath the Surface, 23), Crazy Eddie (Conspiracies of Chaos, 56), and Beings of Ib (Twilight Horror, 7).

Rattle the Universe

Individually, both The Plague Stone and The Supernal Prism possess earth-shattering powers, but as we know, the earth is but a speck in the grander scheme. Still, even the greatest of powers may tremble should any faction gain control of both Relics. Together, they offer their wielder the power to destroy entire continents and raise new ones in their stead.

The fact that The Supernal Prism only offers card draw to each player who discarded a hand of at least one card means that any player who can pair these effects together may be able to harness both the board control and card advantage that they offer toward his ultimate success at the game’s stories. This may prove particularly effective for Syndicate and Hastur strategies that discard cards from their opponents’ hands with such effects as those of The Underground Conspiracy (Conspiracies of Chaos, 46) and Swooping Byakhee (The Spoken Covenant, 48).

The Hunt Begins

Each faction wishes to possess these stones, but none know where they have disappeared. Agents, both human and inhuman, roam the city in search of the two Relics. Agents of the Silver Twilight seek to harness its power in service of their ambitions for global dominion. Mad cultists and servitors of the Elder Ones seek to unleash death and destruction to honor those they worship. Even the mage known as Magnus is said to have involved himself, manipulating people from all sides in order to lead him to the artifacts, though none can say why.

Will these forsaken Relics be discovered? Which faction will discover them? Will they be used to rule the world? Will they herald the world’s destruction?

The hunt for these artifacts has begun. Though the outcome of this search remains uncertain even to the followers of Yog-Sothoth, its impact has made itself felt throughout the lives of all those who explore such occult matters. The search continues day and night. Tourists claim to have seen shadow figures beneath the murky, twilit waters of Venice’s canals. The colorful celebrations of Carnevale have been spotted by abrupt acts of violence and strange disappearances.

Soon, Venice will erupt. Terror in Venice is coming…

...


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#83270 Loremaster Legacy out now!

Posted by RPGMP3 Newsbot on 29 July 2013 - 12:01 PM

Shadow World novel Loremaster Legacy is out now!
 
Terry K. Amthor’s Shadowstone Chronicles Book 1: Loremaster Legacy is available now in pdf, kindle and ebook formats at Drivethrufiction or in kindle format directly from Amazon for just $5.99. Get your copy now.
 
The young nobleman Kalen Avanir, accompanied by his cousin Jad, journeys from his war-torn homeland of Rhakhaan in the north to the canal city of Sel-kai across the sea. On his journey, he discovers a mysterious artifact with strange powers: an amulet with a phoenix symbol, the emblem of his kingdom. Soon, forces for good and evil are drawn to him… and to the amulet. While seeking to understand the powers of the item he carries—and his own place in this tangled net of intrigue, Kalen finds plots everywhere in Sel-kai, and the terrifying agents of the Iron Wind from the north are closing in. Meanwhile, other factions from the Loremasters to the Dragonlords are seeking the amulet and other ancient artifacts with increasing urgency. Kalen must master the phoenix—and his own fledgling magical powers—before it is too late.
 
Loremaster Legacy is set on the Shadow World, where magic competes against brute force of arms, where political intrigue can be found within every realm, and where warfare between neighbor countries is commonplace.
 
A few fight against the chaos, led by the Loremasters. Meanwhile, other forces encourage a descent into darkness. Counted among these are the terrifying Priests and Messengers of the Iron Wind.
 
Then there are the Navigators, who aid in travel and exploration across the treacherous planet. But some believe these guides really only seek the artifacts of the ancient Essaence Lords, the long-extinct race who predate the current inhabitants of this world. It is said that the Lords possessed magic far greater than the mightiest sorcerers of the current day… and something else: technology. Certain groups of the Elves have been experimenting with technology of their own, building mechanical devices and vehicles that fly in the air. Others call this meddling with machines to be dangerous blasphemy, and that it was the cause of the fall of the Essaence Lords.
 
But perhaps the greatest threat of all to the Shadow World is the very energy that grants the gift of magic; the inhabitants call the manifestations of this the Flows of Essaence. When these flows build up to a critical point, they burst into storms that not only disrupt mundane weather and the powers of those using magic, but also rip open portals to other places and other planes, allowing unspeakable creatures to enter.
 
Struggling to save their world are a few survivors of the ancient race, and a handful of young men and women just discovering their unusual gifts, and a heavy legacy laid upon them, the Legacy of the Loremasters.
 
Buy your copy now for just $5.99 from Drivethrufiction or Amazon.
 
 


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