July Update and Four Book Synopsis
Another update is sorely overdue.
Almost all of the art of all four of the remaining books (and the bonus adventure, which we'll talk about more in a future update) is in and looks great. Michael Clarke continues to do amazing work and none of the delays this project has experienced are his fault. Those all rest firmly on my head.
Most of the text of the four books is also roughly finished though it still needs much editing and refinement.
I am aware that this kickstarter is long overdue. Be assured we are still intent on fulfilling all of our obligations and getting you your books. Mike has started, for example, to do the custom artwork that was commissioned.
I am working upon finishing all five of the remaining PDFs (the four books and the 32 page bonus adventure) and then sending them to print and mailing them out together. I don't have a definite date for those releases yet, but I will post updates as I have them.
As a taste of those PDFs, I've put together an illustrated synopsis together. Some of this art you've seen before. Some is new. Be forewarned, this synopsis very thoroughly spoils most of the adventure path.
And thanks again for you patience.
An Illustrated Throne of Night Synopsis Book Three Through Six
Warning: Spoilers ahead
Book Three: Death or Dammerhall
After the events of Book Two, the PCs should have discovered a route to the lost dwarven city of Dammerhall. They discover that road is hidden and concealed behind a living secret door that is as much a golem as it a method of passage. They must discover how to get past it by demonstrating their worthiness either by honest deed or dark deception.
They discover even before they enter the city that they are not the only ones interested in the goings on in the city. An agent of death, a psychopomp, has been sent to this plane of existence to track down the so-called King of Dammerhall, a corrupt dwarf of the old city who has achieved immortality using forbidden magic and dark pacts. She can be either a useful ally or a deadly enemy, but she definitely has her own agenda and the PCs must tread carefully around her.
Finally the PCs discover the gates of Dammerhall and thus begins the overwhelming bulk of the adventure – a dwarven city exploration sandbox. There are dozens of points of interest, dangerous creatures and secrets to discover. There is great wealth, the potential to become the rightful high king of the dwarves and a deadly deathless enemy who wields a frightful weapon crafted by the dwarves of old at the full height of their power and craft.
As the book ends, the PCs may either reestablish a thriving dwarven city with them as its rulers or plunder this hulk for the wealth necessary to build an army to expand their ever-growing underworld empire.
Book Four: City of Night
The PCs either learn of the threat of a nearby drow city, Taaryssia, or perhaps bring their plans to get revenge against the queen of the drow who banished them to fruition. The journey to the city is not without is perils, but they pale compared to the countless dangers within this haven of evil. The drow city is a roiling cauldron of intrigue and treachery. Five drow nobles house vie for control of the city. The PCs (if they’re drow) likely come from the destroyed sixth house. Each house proudly wears amulets made of mithral and various gemstones to show their allegiances.
For dwarves, infiltration is possible, but you must always be wary of capture. If the drow capture you, they may force you into fight in their deadly arena. Is there any way to escape or will you die for the pleasure of debauched dark elf masters? Can you even rise to become a champion of the arena, earning a personal audience with the Queen herself?
Who can you trust? Which houses truly desires to see the queen deposed? Everyone has an agenda and the PCs must navigate this web of intrigue if they are to survive in this deadly city of the dark elves.
And perhaps even worse, the city is not populated merely by the elves. Taaryssia is a nexus of worlds. Portals open to multiple layers of the abyss and to other more esoteric planes of existence. Even the drow nobility of the city has crossbred heavily with demons and one of the houses is guided by a sinister marilith who may become friend or foe depending upon how she feels the PCs can serve her needs.
And finally after negotiating its countless dangers and discovering its many secrets, there lies the queen herself. This merciless monarch of the drow will not easily give up her power to upstart challengers. And if she is not stopped, she will soon raise an army that could crush the fledgling empire that the PCs have been growing.
Book Five: Sailors on a Sunless Sea
With Taaryssia dealt with either by war, assassination or alliance, the PCs began to realize that they may face an enemy greater than either drow or corrupted dwarves. Caravans start to go missing. Reports of strange aberrations appearing in the depths come to their attention. And everywhere there are dark omens that something of terrible magical power is awakening the deepest depths of the earth. To find out more and to reach these rarely visited depths, the PCs must cross the great Sunless Sea.
What soon becomes apparent is that the Sunless Sea is not one sea, but many, each with its own unique character -- a great subterranean network of waterways, dark islands and flooded caves. Some portions are shrouded in mists. Other seas boil like a hot cauldron over a ceaseless fire. Some are the domain of monsters never dreamed of by the sunlit realms.
There are strange tribes of weird creatures rarely even heard of by the those who dwell above. The PCs must conquer them either by guile or by force if they are make this epic underworld journey across the sunless sea.
And as they make this journey, their true enemy comes closer into view – a dark enemy below with horrid designs upon the realms above. These waters are not merely the home of monsters. This is the domain of the fearsome aboleth and they do not tolerate outsiders.
Book Six: Dark Dynasty
Cover (not yet with layout)
In the deepest depths, the underworld grows strange indeed. The creatures here are utterly alien, bizarre and malevolent.
The PCs began to learn that their ultimate enemy plots nothing less than dimming the sun so that their dominion can extend across all the world. It is a plan that they have already carried out on other worlds and their work on this one grows close to completion.
Finally, the PCs get to infiltrate the aboleth city only to learn that even the aboleth are only lesser servitors. They must navigate the non-Euclidian architecture of this timeless place and find the great engine that will be the agent of untold havoc. Will the PCs heroically save the world from annihilation or take control of the Sunkiller and use it to extend their own dark dynasty across the face of the world? Are they saviors of legend or will they be conquerors of a world cast into unending darkness?
And finally the ultimate enemy is discovered – a horror from another world intent on making this world its own. Even the aboleth were only pawns of this transdimensional terror. How can anyone hope to oppose this mighty creature?
That's all for now.
Fire Mountain Games