The Islands of Shattered Glass
A million years of elven life
Will never rise with sun or moon,
Will never grant both bane and boon,
For lost they are in endless strife.
So says the “Dirge for Meilin’s Heirs,” the last poem written by night elf creativity before the War at Dusk consumed all art in the furnace of conflict. Decades of fighting between elven peoples have destroyed any hope for peace until a weapon of tremendous power reaches the field of battle. Each side believes the other deployed the mysterious weapon, which kills day elf and night elf alike, leading to the smallest chance for a cease-fire.
But even the smallest flame can keep the darkness at bay.With the elves locked in never-ending warfare, the Grasp flourishes. The criminal organization influences every business across the islands, and either the money rolls in or heads roll out. But when a small-time grifter runs afoul of the Grasp, she sets off a series of events that will bring together criminals, peacekeepers, warriors, and wide-eyed dreamers. When they collide, the War at Dusk will either end or go on forever, shattering anew the Islands of Shattered Glass. Click here for an excerpt.
The Halfling Contagion
Plague strikes the state of Felmire.
The queen and prince fall victim.
The princess seeks a cure.
Princess Rynliana Caris Feldonsire survived the plague, but no one else has. Halfling midwife Liralee Broderil believes she knows why. Could it be the result of a secret elixir she gave Ryn when the princess was a newborn baby struggling to breathe? If so, the eternal lotus might hold the cure to the contagion destroying the human population of Felmire. But the mysterious plant blooms only one day a year, and only a Lotusborn like Ryn can find it. Will she be in time to save her people?
Mourning for his dead wife and son, Ryn’s father Tarion sinks deeper into grief and retreats from his duty as monarch of Felmire. His younger brother Reave takes it upon himself to discover a cure for the plague. Reave seeks help from the upstart healer and arcanist Victus Graves who has noticed something strange about the halfling immigrants to Felmire. None of them has contracted the illness. Are the halflings the key to curing the contagion? Or are they the cause? Click here for an excerpt.
The Storm Curtain
The Storm Curtain is open.
The Three Sisters have fallen.
War has come to Arillon.
The orcs of Ornak have taken the islands known as the Three Sisters, bringing sudden war to the coast of Arillon, a country on the grand island of Sularil. Hopelessly outnumbered, an alliance of humans, dwarves, and elves attempts to slow the orcs’ march towards the immense city of Thousand Spires. How could the small country of Ornak contain such an overwhelming force? This is the question on the minds of Sularin general and soldier alike.
Only one person is in a position to find the answer. New recruit Grail, an elf of the Oruana Kir, is shipwrecked on her way to the front and finds herself washed ashore on the coast of Ornak. Will she remain alone in a hostile land to find answers? Or will she return across the sea to rejoin her best friend Daxa Torn in the fight? Whatever she decides, one question haunts Grail more than any other: why can she not commune with animals, taking their shapes like the rest of her people? Click here for an excerpt.
Shields of Sularil, Book One
The duke of Torniel has died.
The silver of Hourglass is missing.
A conspiracy will be uncovered.
When dragonborn Nadarr Kasdann recruits a ragtag band of adventurers from the quiet streets of Cold Harbor, he has no idea that the next day they will stumble upon a plot, which could shake the foundations of the country of Torniel. Joining Nadarr are master hunter Danath Errandir, bard-extraordinaire Elendithas Day, and the ever itchy-fingered rogue Norros Arborshade. Together they encounter the mysteries of the missing silver, the legend of Lullaby island, the theft of several majestic pegasi, and the kidnapping of two of their own.
In the Shields of Sularil series, journalism and fiction mingle to tell the tale of a role-playing adventure years in the making. Author and game master Adam Thomas builds the world, the players live in it, and these pages contain a chronicle of their early capers, as they move from obscurity to the halls of the most powerful people in Sularil.
The Jeweled City
Shields of Sularil, Book Two
Thousand Spires is threatened.
Kelen’s sovereign is overthrown.
Seven more gems must be found.
Everyone thought the Gem Defense Grid had been protecting the city of Thousand Spires for hundreds of years, but such knowledge was mere propaganda. Now with a possible threat from the orcs of Ornak and a military coup in Kelen, it is high time to make the grid a reality. Taking the mission to find the jewels sends our heroes to the far reaches of Sularil and to countries beyond. Where will they find the true gems to power the capital city’s magical barrier? And what revelations will they discover about themselves and their families along the way?
In the Shields of Sularil series, journalism and fiction mingle to tell the tale of a role-playing adventure years in the making. Author and game master Adam Thomas builds the world, the players live in it, and these pages contain a chronicle of their missions, as they now work for the First Minister of the Sularin League and the Guild of Secrets.
Shields of Sularil, Book Three
The Orcs march in the north.
Kelen conquers in the south.
Our heroes stand in between.
As the Shields of Sularil pursue the final gem, they discover that all is not as it seems. Orcish infilitrators are positioning themselves at key places in the Sularin League, waiting for an opportune time to strike at Thousand Spires. In the south, the bellicose new leader of Kelen begins an aggressive campaign to return the country to its widest borders, putting the peaceful elves of Daen at risk. Will our heroes see through the many illusions facing them? And how will they bend the magic of illusion to their own devices?
In the Shields of Sularil series, journalism and fiction mingle to tell the tale of a role-playing adventure years in the making. Author and game master Adam Thomas builds the world, the players live in it, and these pages contain a chronicle of their missions, as their power grows and they take on more dangerous enemies. If you’ve never played a tabletop role-playing game, what are you waiting for?