Director’s Briefing – October 2013


 
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&#41 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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Iron Crown Enterprises’ Newsletter – September 2013


 
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I’m afraid this month’s newsletter is going to be a bit shorter than usual. Not because there is nothing going on, but because there is simply too much going on. The team is busy beavering away at a number of different products all of which demand a great deal of attention. With that in mind, rather than give you the same updates as I’ve given before, I thought I’d give you a little more information about what we have in the pipeline.
 
So A quick thanks to the team at ICE for putting up with me and an even bigger thanks to all the fans who put up with us. ICE would literally be nothing without you and we’ll never forget it.
 
Catch up on what you’ve missed with this month’s Director’s Briefing.
 
 
ROLEMASTER
 
We currently have Character Law, Spell Law and Arms Law available for FREE DOWNLOAD and beta testing. For more information on how to take part Click Here.
 
The team is still working on Creature Law and Treasure Law which will also be made available for FREE DOWNLOAD in the future. However, in the words of our director “Lots of work still to be done on both projects”.
 
We’re also busy working on a couple of other projects including an adventure module and some e-support products.
 
In Shadow World Terry K. Amthor continues his brilliant work on Emer III. You can keep up-to-date on Terry’s projects and progress on our forum.
 
 
HARP
 
The first creatures for the HARP Bestiary are now emerging from the creation process and work continues on this integral product in the HARP line.
 
We are waiting on second round proof copies for the print-on-demand version of HARP College of Magics. Once this is done you will be able to buy it from RPGNow in hardcover and softcover formats.
 
Last but not least David Klecker is working on the UNIX version of the brilliant AutoHARP software.
 
For Cyradon, a new adventure module has now been officially contracted.
 
 

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Shadow World: The land of Xa-ar

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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Director’s Briefing – September 2013


 
Welcome to the twenty-seventh Briefing and ninth scheduled Briefing for 2013.
 
There have been a number of requests on the ICE forums concerning our project schedule, and how we are very protective of sharing expected release dates. This is a necessary precaution when everyone who is on the staff of Aurigas and Guild Companion Publications and all of our project teams, writers, artists, editors, proofreaders and layout gurus are freelancers. Real life has an unpleasant habit of ensuring that the best laid project plans oft gang aglay, and that can lead to deadlines and release dates being missed. (If you have read the most recent State of the Mongoose, you will have read how Mongoose have switched from an inhouse writing team to freelance writers and consequently are no longer announcing products until they are ready to enter layout, in an effort to improve their ability to keep to a release schedule.)
 
Rather than talk publically in terms of release dates, I would prefer to characterise our projects in terms of stages: Precontract, Preproduction, Production, Release and Strange. The planning spreadsheets that I use have more specific stages, but to keep things manageable for this Briefing, I am going to simplify. Precontract indicates that a project has been or is in the process of being proposed; the author may even be busy writing the first draft but it is inappropriate for it to be contracted with firm deadlines, usually because its progress even to a full draft depends upon other products. No sense in putting an author under an unnecessary deadline. Preproduction denotes a project where the author is under firm contract and is busy writing their draft. Production is a project where the final draft has been handed in, artwork is being created and the layout is underway. Release is when the product goes on sale, at least in pdf. Some products are not following this pattern, typically because they are preexisting products needing updates, so we may have new artwork already for them but have not yet finished the text updating, and so we will designate them as being in a Strange phase.
 
The Big Project Status Roundup
 
So now for a quick rundown of ongoing projects across the lines:
 
For HARP Fantasy, we currently have Loot: a Field Guide in Strange state, HARP Bestiary in Preproduction, and a new sourcebook on races and cultures in Precontract discussions. Something Wicked and The Construct Toolkit are also in a Strange state, as they depend on progress in HARP Bestiary. The Elendarrh setting is in Precontract while HARP Skirmish is in Strange.
 
For HARP SF, we currently have SysOps Guide and The Poseidon Gambit, an adventure module, in Precontract phase. We plan to issue a formal call for HARP SF products in the near future.
 
For Cyradon, the core setting book is in a Strange mode in that it requires further progress on HARP Bestiary before it can be completed. In terms of supporting adventure modules set on Cyradon, we have Cyradon: Arrival, The Ruins of Kausur and Enya Lote in the Strange phase ( again this is the Bestiary issue ), with M for Murder in Preproduction and two other modules in Precontract. In addition, we have two adventure modules set in the Shatterings, where A Wedding in Axebridge is in the Strange mode and Caer Glais is in Preproduction.
 
For Shadow World, we have Emer 3 from Terry Amthor in Production. We also have Emer 1, Emer 2, Eidolon, Haalkitaine and Jaiman in a Strange stage. In terms of Shadow World projects being written by writers other than Terry, we have The Priest King of Shade and the Lethys sourcebooks in Precontract with substantial material already written, and I hope that both of these will move to Preproduction soon. We will be making a formal call for Shadow World adventures in the very near future – Terry and I are still working up the call instructions.
 
For Rolemaster, the unified Arms Law, Character Law, Spell Law, Creature Law, and Treasure Law projects are obviously in Preproduction. For equally obvious reasons, a set of modern era unified RM rules and The Sirens of the Silence adventure / campaign module set are in Precontract. Unexpectedly, we hope to be able to resolve the IP issues relating to the Stone of Seven Souls adventure module and we will be able to put it into a temporary Strange state, before rereleasing it with dual RM Classic and RMSS / RMFRP stats – it might also acquire HARP stats. We also have the No Quarter under the Crown adventure module, officially in Precontract but with writing underway.
 
Last but not least, The Guild Adventurer #4 has not been forgotten about and as soon as I can get my hands on the final images, it will hurtle through the final Production subphases.
 
At over thirty projects in various stages of progress, you can understand that things can get hectic for GCP and Aurigas. As you will also see from the rundown, we have some key projects, HARP Bestiary and the RMU quintet, which have multiple downstream dependencies, and that is where I am trying to focus my attention.
 
Until next time
 
HARP Martial Law is now available in both softcover and hardcover formats from OneBookShelf. HARP College of Magics is about to enter the print process. I am now off to read more manuscript drafts.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 

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HARP Martial Law now available in print!

HARP Martial Law
HARP Martial Law is now available in hard cover and soft cover formats
 
Martial Law breaks new ground in the field of fantasy role playing combat rules and expands the fast, dramatic combat of HARP (High Adventure Role Playing) Fantasy to include detailed hit location criticals.
 
Martial Law also includes a section on creating and playing warriors in fantasy settings and cool new moves and equipment for fighters.
 
Drawing upon years of actual play from the fan base, HARP Martial Law is an enhanced version of the original HARP supplement published in 2004.
 
Thanks to the OneBookShelf Network’s Print on Demand service, we’re now able to offer this brilliant product in both Hard Cover and Soft Cover formats.
 
Buy you copy NOW!
 

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Iron Crown Enterprises’ Newsletter – August 2013


 
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August is a special time of year for me as it marks the anniversary of my (Colin the marketing guy) joining ICE. As such I’ve spent some time looking back over what I/we have achieved this year and what I/we want to achieve next year. I have to say, I’m pretty excited about the next 12 months. We’ve got a lot of really cool stuff happening and although August has been quite a quiet month (thanks to holidays etc) we’ve got a lot planned for the future.
 
So A quick thanks to the team at ICE for putting up with me and an even bigger thanks to all the fans who put up with us. ICE would literally be nothing without you and we’ll never forget it.
 
Catch up on what you’ve missed with this month’s Director’s Briefing.
 
 
ROLEMASTER
 
As I’m sure you’re all aware this month was GenCon and though ICE were unable to make it, we were represented by one of our fans Mr Aaron Smalley who ran six infiltration type games where points were awarded for successful completion of the objectives and how quickly they were completed. All players received vouchers for ICE products with the winning team receiving $15.00 off any ICE product.
 
A full report of the game written by Aaron himself is available here.
 
If you’re going to a convention and would like to find out how ICE can support you in running a game, get in touch.
 
 
HARP
 
Following the recent release of HARP College of Magics and HARP Martial Law, we are happy to announce that hardcopy versions will soon be available through the OneBookShelf network.
 
HARP Martial Law is first in line and should become available in the very near future with HARP College of Magics available not long after that. Keep an eye on the website, forum and social media sites and we’ll let you know the second they become available.
 
In addition to this we are still working on some more products in the HARP line. They’re still quite a way off but they are coming and we’ll let you know more nearer the time.
 
 
SETTINGS
 
The team are currently working on some Cyradon adventure modules. They are still a way off completion (a couple of them are only outlines) but they are on our radar and we’ll bring you more information as we know it.
 
In addition, Terry K. Amthor’s recently released ‘Loremaster Legacy’ novel is now available for a (VERY) limited time only as part of a brilliant bundle of fiction and non-fiction. The Bundle of Holding +5, brings you 6 novels as DRM-free ebooks in all major formats — for a price you set yourself. It also gives you the opportunity to send part of your payment to worthwhile charities.
 
 
PARTNERS
 
If you haven’t tried it already, I can’t recommend the AutoHARP software enough. Currently available is AutoHARP Fantasy, AutoHARP-SF and AutoHARP Martial Law and the genius behind these releases is working on more.
 
Once you’ve given them a try, there is a board on our forum where you can chat to other users, highlight bugs and offer your oppions on what additional material you would like to see. Join the discussion here.
 
 

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Bundle of Holding +5

Here’s a limited-time chance to get a cool bundle of fiction and non-fiction, including Terry K. Amthor’s recently released Loremaster Legacy:
 
The Bundle of Holding +5, novels take you to fantastic Japan, to the Shadow World (of Rolemaster fame), and to hidden back-streets of a supernatural city. And our writers make nonfiction just as exciting. Kenneth Hite takes a lively stroll through four dozen tales of horror in Tour de Lovecraft; in Never Unprepared, Phil Vecchione gives you some of the best gamemastering advice you’ve ever heard; and you’ll learn the fascinating ancestry and early history of Dungeons & Dragons in Jon Peterson’s acclaimed 2012 treatise Playing at the World.
 
For a limited time, you can get this entire collection as DRM-free ebooks in all major formats — for a price you set yourself. You also have an opportunity to send part of your payment to worthwhile charities. Hurry though, the offer finishes at the end of the month.
 
Click here for more information and to buy it now.

 

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Rolemaster at GenCon – Taking Out The Garbage

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.
 
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Director’s Briefing – August 2013


 
Welcome to the twenty-sixth Director’s Briefing and the eighth scheduled for this year. This month’s Briefing is rather later than normal as I’m just back from Indianapolis. I know GenCon Indy has not started yet – I was presenting three papers at a microscopy conference. Unfortunately I could not simply hang around Indy for GenCon as I’ve not created sufficient vacation time in the new day job. I was able to begin reading Loremaster Legacy (the new Shadow World novel from Terry Amthor) on the flight home – only a few chapters in but very good so far.
 
HARP
 
HARP College of Magics was released on the 15th July and the discount offer remains good until the 15th August. Buy it now.
 
Use it immediately to snap up your pdf copy of HARP College of Magics for 4.99 USD
 
There have been only a handful of errata catches for HARP College of Magics so I’m expecting to be able to send Terry the adjustment list in short order and get the print versions into the OBS/Lightning Source system soon.
 
I had hoped that we would already have HARP Martial Law available in print but there was a glitch at the Lightning Source end and we have to resend the cover files and wait on a new set of proof copies.
 
We also released AutoHARP Martial Law last month and continue to update the AutoHARP suite as new versions are issued by David Klecker. Keep an eye out for the AutoHARP SF Xtreme and the AutoHARP College of Magics database releases in due course.
 
Rolemaster
 
A quick update on my progress with the RMU beta products. I’ve provided feedback and corrections to the authorial team for Arms Law, Character Law, and Spell Law. I have an additional bundle of Spell Law-related queries to answer and the current Creature Law draft is next on my commuting reading list.
 
Until next time
 
I am deliberately keeping this Briefing very short in order to catch up on GCP business. In the September Briefing, I intend to give a more comprehensive round up of projects in progress across the product lines.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 

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Get HARP College of Magics for just $4.99!

 
HARP College of Magics
Get HARP College of Magics for just $4.99!
 
 
Act quickly, offer ends this Thursday!
 
The offer period for the newly released HARP College of Magics is nearly at an end. If you haven’t already got your copy, buy it now by using the discount link below.
 
Get HARP College of Magics for just $4.99!
 
 
 
 
 
HARP College of Magics
 
College of Magics expands the depth and breadth of HARP magic. Among the topics that the book covers are:
 

  • 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 we’re sure you will enjoy.
 
Buy your copy now
 

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