Latest releases from Schwalb Entertainment!
Curse of the Spider Wood: Legacy of Shadow
As one of the last places to be encroached upon by civilization, much of the Northern Reach still remains unexplored, untouched, and wild. Many areas within it are dangerous simply by virtue of their isolation and the quirks of their landscape, but a few places are even more so, harboring old evils and a darkness that stained the world so long ago only the most ancient and studied historians and scholars can recall them.
One such place is the Spider Wood, a sprawling, thick jungle with a reputation so sinister, no woodcutters have ever dared to brandish an axe within sight of the place. But it’s not the trees nor the spiders for which the jungle is named that make it so nasty—it’s the demon buried within its heart.
Curse of the Spider Wood joins other installments of the Legacy of Shadow by revealing another secret place in the world of Urth. This supplement explores the Spider Wood, the vicious creatures living in it, the demon known as the Queen of Spiders, and the people the demon enslaved long ago. With new monsters, another ancestry option, and a quartet of new paths, this supplement promises to inject new adventure and excitement into your Shadow of the Demon Lord games!
Become a Master of Magic with Occult Philosophy for Shadow of the Demon Lord
***Print-on-Demand Coming Soon!
The biggest, most extensive, most ambitious release for Shadow of the Demon Lord so far, Occult Philosophy kicks down the doors and unleashes over 800 spells into your games. With new options for the 39 existing traditions plus the brand-new Madness tradition, this book is a must have for master, novices, and, yes, even expert fans of the game. In addition, this book supplies you with over 20 new expert paths, 40 new master paths, and a bundle of delicious creatures for conjuration and control. The Demon Lord is on the way. Grab this book and put an end to the nightmare affecting your world!
Aside from new releases for both Shadow of the Demon Lord and MAXPRESS, I’ve been a bit quiet about what’s going on with the company and my future plans. I’ve been keeping my head down and pounding out the words for the Occult Philosophy Kickstarter and other products, so I haven’t had much time for posting. Well, today I’m breaking the silence to give you the skinny on what’s coming out in the months ahead.
We ran a solid campaign for this beast and we’ve made great progress in getting the manuscript pulled together. Kara has about 2/3 of the book laid out and Jay has begun the proofing process. I anticipate this book will drop way ahead of schedule.
As part of this Kickstarter we unlocked a few stretch goals. We already released Call of the Necromancer, Cabaret of the Grotesque, Fine Country Folk, and We are Legion, and we have Genius Loci (genies Monstrous Pages) and Kingdom of Skulls in production. Genius Loci ought to land in a couple weeks as we have edited copy and all the art assets in. Kingdom of Skulls is in editing right now and we have about a third of the art in.
The last thing I’m doing to close out this campaign is Men of Gog, a juicy book that builds on the information presented in Tombs of the Desolation and reveals everything you need to know about the Witch-King and his dread minions. I’m about 30% through the writing.
Oh. We also have spell cards for this book. They’re moving through production as we speak.
Confederacy of the Nine Cities
We released City of Wonder, written by the magnificent Steve Kenson, and we’re dropping City of Gods Monday. This leaves one last city to do and, happily, Darrin Drader and I knocked out the manuscript for City of Dreams a couple of months ago. We’re just waiting on the map and this bad-boy will go into production.
I announced this product a couple years ago and I’m happy to report that we’re close to taking this book to Kickstarter. I’m aiming for a late July/early August release. This is an entirely new game powered by Shadow of the Demon Lord, so it’s easy to pick up and play. In this game, you play mercenaries in the Wasteland going on missions to find salvage, bullets, and gear, while fighting mutants, the V Reich, and all kinds of other scum.
Before we launch the campaign, though, I’m going to release the Quick-Start rules so you can see how much fun this game is to play. We’ll be releasing two versions of the Quick-Start: the free edition (black and white and no art) and a dead sexy edition, with some art and a print on demand version. I’ll be previewing this product in the weeks to come.
Shadow of the Mad Wizard
Originally called Free Companies of Four Towers, Shadow of the Mad Wizard is a new fantasy game in which you and your friends take on the roles of adventurers who descend into the dungeons below the City of the Mad Wizard to find fortune and glory. My homage to Greyhawk, Shadow of the Mad Wizard uses a modified version of the Demon Lord engine to provide short, focused campaigns, single-session adventures, and all the bells and whistles you have come to love from Shadow, but thematically appropriate for all ages and audiences. The game is still deep in design, but early playtesting has given promising results. I’m certain you will love this game as much as I do.
Shadow of the Demon Lord Supplements
We have plenty of things coming out for Shadow of the Demon Lord. Christi Bradford reveals the horrors of the Machine God worshiped by unhinged clockworks in an upcoming supplement. I’m working on Slaves of the Demon Queen, which details the arachne, their foul mistress, and the Spider Wood in which they live. Looking ahead, I’m plan to release a slew of two-page one-shot adventures perfect for convention and in-store play. These will be cheap, so collect them all. I also have a supplement that lets you play ghosts, another that introduces a slew of new expert paths, a solo adventure, the March Lands, and more.
We just released the warden class in Defenders of the Wild and I’m getting ready to push on with more MAXPRESS releases. Going forward, I plan to focus on creatures rather than player content. Creatures will be nasty and vicious, full of loathing, and shocking to your players. If you’re nice, I might also include a conversion document so you can use these creatures in your 5th edition and Shadow of the Demon Lord Games.
Shadow of the Last Gate and Abaddon
In addition to Shadow of the Mad Wizard, I’m building two more games to be powered by the Demon Lord engine. These are both in planning stages, so I don’t have much to report other than the first is a modern game in which you and your friends play members of a secret society of magicians fighting against the Demon Lord, while the second is a sci-fi horror game that sees you and your friends fighting to stay alive in a generation ship lost to the Void and now overrun with demons.
Worlds in Shadow
Last, Worlds in Shadow is a new series of standalone mini-games powered by the Demon Lord engine that can played in two to four sessions. All the games in this line will use a common ruleset covered in the forthcoming Worlds in Shadow rulebook, so I don’t have to repeat myself when it comes to the basic rules. The games will explore a wide range of genres and experiences, all with a dark and sinister edge. The first game, Lost & Found, sees the players take on the roles of children trapped in a terrifying orphanage and who are desperate to escape before they disappear forever. Other games in the series include Colony, where you try to keep your colony alive on a hostile planet, Vigilante, where you and your friends play street-level heroes fighting to save your city, and a whole lot more.
Thanks for reading and Hail the Demon Lord!
City of Wonder: Lands in Shadow for Shadow of the Demon Lord RPG
In the northern reaches of the Confederacy of the Nine Cities sits Lij, the legendary City of Wonder. What began as a haven for exiles and freethinkers from across Rûl has become one of the greatest bastions of the occult in the known world, with alchemists, artificers, engineers, and wizards rivaled only by the Tower Arcane itself—and perhaps not even that any longer, with the decline and degradation of the Empire.
Founded upon its maxim “All things are possible,” Lij offers its citizens great freedom, unlike the flesh-pits of Dis or the bloody arena of Qif. Lij holds out opportunities for endless experimentation, to think up and implement new ideas, and to follow them wherever they lead. This has earned the City of Wonder its name, as occult oddities happen here with the frequency of weather in other places. The innovations created by the city’s unleashed intellects and ambitions are sold far and wide, filling the coffers of Lij’s guilds with coin they use to maintain their influence and exert what control they can over a city that refuses to be controlled.
Welcome to Lij, the City of Wonder, where your most secret dreams and desires are for sale for the right price, and your most fearsome nightmares wait in the shadows.