Book Description
An adventure set in the Midnight campaign setting for the d20 System, a world where evil rules and darkness has fallen across the land, where heroes are condemned and the elder races are hunted to the brink of extinction. In this scenario, the heroes must face off against the creatures of shadow, striving to bring light to a world dominated by the forces of evil.
Customer Reviews:
SUPERB CAMPAIGN FOR GROUND-BREAKING WORLD.......2006-11-04
CROWN OF SHADOW is a campaign for low-level characters that is set in the world of MIDNIGHT. MIDNIGHT is a dark world where the forces of evil have won and the heroes are the hunted. Both the use of magic and reading are capital crimes, as is the possession of weapons or armor. Even food is scarce. Orcs are the elite fighting forces of this world and the only clerics left pray to a dark god enthroned in his dark tower. Humanity is being ground into the dust, halflings are universally enslaved, the dwarves are losing a war of attrition and even the elves are being driven back. In short, it is a world in need of heroes.
The world of MIDNIGHT differs from standard high fantasy sufficiently that players would benefit from a campaign that would take them across the entire world, to see how each group under the Shadow is resisting and what price they pay for doing so. They should meet all of the surprises that MIDNIGHT has in store and get a sense for the corruption of their world, the better to motivate their struggle against it. CROWN OF SHADOW is that campaign, a story arc that takes the PCs through the lands of the dying dwarves, crushed humans, subversive river gnomes, and the vanguard of the elves. The PCs will experience almost all of the twists of MIDNIGHT and see all the major locations; in that sense, it serves almost as a gazetteer for the players. I'll admit that the "crown of shadow" is quite the macguffin, but the campaign is about the journey not the destination.
CROWN OF SHADOW is designed for 1st level characters and can run them as high as 5th level. This campaign is designed for the 1st edition of MIDNIGHT and uses 3.0 rules, but I didn't find any problems using this with MIDNIGHT 2nd edition or 3.5 rules. There are 7 chapters of action, plus an epilogue which follows the conclusion fo the story. The booklet itself is very readable - I particularly appreciated the synopsis at the beginning of each chapter to keep track of what should be happening. Each chapter also has subsections to keep all the information organized.
I thought CROWN OF SHADOW was a well presented campaign. In fact, it should be indispensable as a resource for any MIDNIGHT campaign even if the material isn't directly used. The challenges seem well designed, with some good combats, some puzzles, and social interaction. I would highly recommend it.
Book Description
This book contains: dozens of new spells designed for the world of Midnight, but useful in any campaign, New covenant items, powerful magical weapons and gear that increase in power along with the characters, new feats, prestige classes, spell-boosting charms, magic options for channelers, wizards, druids, and even legates, the evil desciples of the shadow.
Customer Reviews:
Oppose the Shadow with Magic!.......2007-07-21
Magic in Midnight is rare and powerful and illegal. In the Midnight campaign setting, practitioners of magic are a hunted breed, unless said practitioner is "working" for the dark god Izrador. Sorcery and Shadow is a sourcebook expanding upon the magic in the Midnight setting, both mechanically and setting-wise. This makes this book an asset to both DMs and Players, though a DM will want to read the book first and probably limit the information available to the player by asking him/her not to read specific sections (mainly the first two chapters).
A disclaimer is need here: I do not consider myself a good judge of rules, prestige classes, spells, feats, and actually any other thing that relates to the mechanics of d20; and while I will certainly describe some of these rules here, know that I cannot say if they are balanced or not, just how fitting they are in the world of Midnight. I will focus my review on the content of the book accompanying said rules.
As is usual for Midnight supplements it is a 64-page, black and white soft-cover.
The front cover of the book is a full color drawing depicting three warriors defending a spellcaster that is in the middle of casting a spell or practicing some ritual that will save the party from the onslaught of many monstrous enemies. In a very Midnight-y mood, the spell cast is not flashy and dangerous, but subtle and ominous; the way magic is in Midnight. The interior art is very good, dark and moody showing us both the desperation and hope of the world of Midnight.
This sourcebook has five chapters which I will break down for you:
Chapter 1 is short but is very good. It starts by describing the importance of sorcery and its practice by the resisting forces, and then goes into discussing the tragedy that was the systematic destruction of all knowledge by the forces of Izrador in the wake of their conquest, and the hope that is in finding and recovering knowledge thought lost. I found several ideas while reading this chapter that could be used in any campaign either randomly to demonstrate the loss of knowledge, or as ideas for whole adventures or short encounters.
Chapter 2 presents 15 new power nexuses and two sites important to the study of magic for both the forces of good and evil. Power nexuses are locations (a tree, a standing stone, a lava flow, the top of a mountain, etc.) specific to the Midnight setting that have a limited amount of power that may be harnessed to either fuel spells or create magical items, and for that reason they are sought after by both sides of the conflict. The power nexuses are spread throughout the continent of Eredane and each one on its own could provide a DM with one or two adventure arcs. In fact, several side-bars throughout this chapter describe how a search for a nexus could be the culmination of an adventure, or at least a highlight; monsters that might be found in the vicinity of such a powerful site and the plans that the Order of Shadow has for these places.
Two important sites are described in detail, one for the forces of good and the other for the forces of evil: The Five Towers is probably the only safe haven for spellcasters outside of Caradul, the elven capital; and the site for the forces of evil... I'll just say that it is appropriately dark and corrupted and evil (I'm trying to avoid too many spoilers). Both sites are described in detail (map included), including their importance, and a general description of the people there though no NPC is given. While I (personally) do not have any need for stat blocks and such, I do wish there was even a short description of perhaps the prominent figure in each place.
Chapter 1 and 2 also introduce to the reader (in the form of several side-bars) the story of Aradar, a legendary Power Nexus that might or might not exist, and its importance to the resistance and to the Shadow's forces. A possible cryptic location is provided that could actually be almost anywhere on Eredane, and even this description does not say with certainty that this is the location of Aradar.
Chapter 3 starts the more mechanical aspect of the book. First up we are introduced to a new form of magic call Runes of Power. Runes are similar to scrolls or potions in that they are a medium for spells, but offer much more flexibility. They could be activated through the "pouring" in of spell energy or by reading the rune; it might be single use, multiple, or continuous; it might allow a reader to learn the spell etched in the rune or not. This might sound too good if not for the fact that runes are not very portable, so for example a rune of create water that is constantly active would need to be carved on an object that weights at least 125 lbs and an area of at least 2.5 sq. ft, and that's a 0-level spell. Runes could present interesting options for DMs (especially DMs, since not many players would want to create things they cannot carry with them) as they could use strategically placed runes to give players access to a one time powerful spell that might save them, or to give the channeler player a new spell to learn among other things. Throughout the chapter nice little side-bars with examples of runes from the different cultures of Eredane are presented for the different schools of magic, given the reader a small insight into the tradition of said race.
30 new spells are introduced in this chapter, and while I'm sure that most might be used in other settings other than Midnight, they all have the Midnight flavor. An idea is also presented in this chapter that new spells could be learned through quests such as finding an earth spirit to learn stoneskin. Several one sentence ideas are given divided into schools (of magic) or spell descriptor (acid, fire, etc.), and I most confess that I love these, as most of them are an adventure\campaign-in-a-sentence.
Chapter 4 presents us with several feats (all of course directly related to magic), four new heroic paths, and four new prestige classes. The prestige classes are, of course, all magic related, and while the Gardener of Erethor is a bit bland with an interesting enough introduction that is sadly not backed up by its abilities, the Snow Witch and the Syphon (sort of a warrior with some magical abilities that learns how to use the magic of his enemies as he fights and kills them) more than make up for it.
Chapter 5 first offers a random charm table which would have been more interesting if it included some random power table as well along with the material from which the charm is created. Second part of the book presents nine new covenant items; and the final part of the chapter gives us four new creatures, most of which are spellcasters themselves or are dangerous to spellcasters.
I cannot wholeheartedly recommend this book to people not playing in Midnight. The prestige classes, new creatures, and feats are all directed and designed for Midnight. Most of the new spells I guess could be used elsewhere and the Runes of Power mechanic could easily be ported over to core d20 spell mechanic (just change number of spell energy needed to activate rune, into appropriate level spell slot) I guess. But with the plethora of spells, and new mechanics available from other sources... I don't believe non Midnight users will find it very useful.
This book, while full to the brim with technical stuff such as new spells, feats, and prestige classes, is likewise full of ideas that might be used to anything from small encounters to short adventures, to a whole epic campaigns taking the players on a mystical and dangerous journey to find if Aradar is myth or not. As a Midnight DM, even if you are not interesting in adding the Runes of Power mechanic and more spells into you Midnight game, this book still offers plenty, and is a good read.
Book Description
The orcs swarm like a plague over half the continent. Mage-hunting legates and their demonic pets track down the last vestiges of magic in the land. The dark god Izrador broods and watches the world through his black mirrors. The forces are overwhelming, your enemies are dark and twisted, and you will surely perish if you resist.
But you fight.
You are the northborn ancestral bladebearer. You are the elven spellsoul. You are the pureblood Sarcosan knight. You are the fellhunting wogren rider. Your magic is rare but ancient, your allies few but stalwart.
Against the Shadow is a player's companion and DM resource for the dark and epic campaign setting
Midnight. Desperate fighters against the shadow will find new heroic paths, prestige classes, feats, spells, and weapons to help them survive. New herbalism rules create a non-magic party support option specifically tailored for the
Midnight campaign. Finally, even DMs will find valuable material in new power nexuses and covenant items.
The dark lord Izrador hasn't won yet. These are bleak times, but there are still those who pit themselves Against the Shadow.
Customer Reviews:
Great DM Resource.......2004-12-23
The Fantasy Flight Games campaign setting of Midnight is excellent, and the "Against the Shadow" Players Companion adds a lot of new details to the setting as well as expanding on items covered in the core books.
However my first and only real issue with this book is that it is defined as "A Players Companion" , cripes!!! Don't give it to your players at all, for any DM wanting to allow his/her players a chance to really learn about the world they are in, the players should start off with as little detail as possible, this book blows away that opportunity.
The books contents deal with
1. Race and Class Backgrounds, why do Dorns' think what they think, what do they know that others don't, good stuff for getting players to build pre game backgrounds
2. New prestige classes.
3. Legendry Classes, which are very cool, and take prestige classes to the next level, something that I believe is explored in other FFG books too.
4. New Heroic Paths, some interesting ones, especially the Tactician.
5. More Nexus info
6. New spells and a new spell 'type' using spells as Engraved Runes, these rules are excellent and add another way to use magic while not giving players access to items too swiftly
7. More convent items
8. New weapons and equipment , a focus on concealed weapons and other items that can more easily be carried by the players.
9. Herbs, this section is my favourite part of book, detailing the different herbs, how they are used, different uses, how to prepare, store, and more. Already my players consider Herbalism and Healing to be right next to Tumble as a "must have skill"
All that's missing is a detailed map of where the herbs are located across the world, that would have been a nice addition.
All in all a great book, but keep it to yourself DMs, the info is way to valuable to be given out to the players in one go.
Product Description
FFG is proud to present a major event in the bestselling and award-winning Midnight campaign setting product line. This limited edition boxed set will be a must-have for every fan of the Midnight world. The endless hordes of the Shadow in the North are marshaling for one final thrust into the heart of Erethor, the vast forest homeland of the elves. If this epic military campaign is successful, it could mean the end of organized resistance to Izrador in Eredane.
Customer Reviews:
Take the Fury.......2007-07-08
I bought this box set when it was firs published. Read it and loved it; and over the next several years flipped through it from time to time. Recently, I have re-read the book and have fallen in love with it again.
The box contains the following: a big map of Eredane, character sheets, DM screen, map booklet, and 160 pages soft cover campaign book (the meat of the box).
I must confess that the while the big map is nice, it is really just a blown up image of the map from the Midnight campaign setting book, with no additional information; the character sheet did no impress me much (and I do not even know where they are now), and the DM screen serves its purpose as long as it hides my notes and dice rolls (I don't really care what is written on the inside of it).
The most important part of the box is of course the campaign book. This book is a must for any DM who plans to run a campaign in Erethor, or who just wants to expand his/her knowledge of the elves and what they are facing.
I'll break down the chapters for you:
Chapters 1 to 3 describe the various regions of the elven forest Erethor that are directly affected by the war with the Shadow (Izrador): the Caraheen (central), Veradeen (north) and the Arrun jungle and Druid's Swamp (south). The Caraheen receive the most attention with a page count that almost equals both the south and northern area, which is a shame. The relatively quite coastal area of western Erethor, the Miraleen, does not receives it's own chapter, and while it get several other mentions in other areas of the books, I think that some more information on this area of Erendane would have been welcomed. Even though, all three chapters a choke full of great locations and interesting personalities with enough quirks and twists that a cunning DM could have his players constantly on edge and asking themselves whether they should truly trust\hate\love\etc. that particular person (and in my opinion, one of the most important parts of a Midnight campaign)
Chapter 4 goes into a little more detail about the various elven societies (all four), their strength and how they fight the Shadow, what could happen should the Shadow succeed in corrupting or defeating some of them, as well as some adventure hooks. The chapter also provides on some other groups that help/hinder the elves in their fight such as the Cult of the Witch, Roland's Raiders, and the Pirate Princes.
Chapter 5 provides an excellent recounting of the war on Erethor for the past 99 years, an Arc by Arc (months in Midnight) description of the Shadows "final" and greatest offensive against the elves, and some of the Witch Queen plans to counter such an offensive. It is important to know, and the authors keep reminding us, that this chapter is a possibility of things to happen to provide adventure seed and\or a backdrop to the party's adventure in the elven forest.
Chapter 6 describes the Shadow's forces besieging Erethor, the location and difficulties these forces have, their plans of conquest, the personalities and ambitions of the various captains (with all the conflicts between them), giving us a better understanding of how they might react; and as well as the elven forces and how they try to counter the Shadow's minions. This is another excellent part of the book with plenty of ideas.
Chapter 7 provides general adventure ideas in Erethor for both good or evil parties, and three short encounters taking advantage of the various areas described in the book. Chapter 8 gives us the new monsters and several important NPCs complete with their personalities and quirks. Chapter 9 is the shortest and gives us a handful of feats and one Prestige Class, the Erunsil Blood.
The book on the whole is very well written. Short stories (several paragraphs at most) dot the chapters and give readers a more in-depth look at what the elves and orcs fighting in this warfront feel. You cannot read a page of this book without an adventures idea, if not a whole campaign, jumping out at you (in fact, I recommend reading this book with a notebook and pen on the side. Just in case).
There are no meta-plots in this book. The authors keep reminding the reader that everything written down are suggestions and ideas, a possibility of things to come, nothing more. They leave enough gray area for the DM to run around in and fit and mold into his/her own campaign.
The book in black and white (as all Midnight books are) and I like this because I believe it very fitting for this dark setting. While I do not like the cover art of the book, I do like the interior art. The map booklet is also black and white, and I have no problem with that either; I do not think it detracts from them, and still believe they are very good.
The original box set cost $50, and I do think it was a little too much for what the box offered. But, at the current price here on Amazon ($33), this box set is good value for your money.
THE WAR AGAINST THE ELVES.......2005-09-12
If you've seen my previous reviews for the Midnight Campaign setting or some of its supplements you know I've had nothing but great things to say about this dark, foreboding, and enthralling fantasy campaign. The Fury of Shadow box set continues to keep the bar set very high as this supplement moves the battle for the world of Aryth into Erethor, the homeland of the elves. The first three chapters of the guidebook details the various Elven lands and how the evil of the Dark Lord Izrador has already affected the lands. Major points of interest are including in the descriptions of each land and also serve as adventure hooks for the GM. Areas such as the Spider Haunted Thorn Webs of Tanglehorn, The Darkening Wood, and the massive, steel tree known as Silverthorn all make wonderful jumping off points for the GM to begin an adventure. And then there is the ominous Obsidian Spire that churns with foul magic and evil creatures.
Succeeding chapters detail the free Elven peoples and their struggles against the dark forces as well as documenting the history of the war within Erethor and the forces that the Dark Lord has brought to bear against the Elves. This is where the Midnight products really shine. There is a depth and richness to the history and people of the Midnight setting is lacking in many campaigns. You can tell that the designers spent a great deal of time developing the milieu rather than just cookie cutter places and names. Rather than do all the work for you, Fury of the Shadow outlines several adventures that the GM can then flesh out and develop further. These outlines also include encounters to help the GM out.
The final chapters provide a wealth of resource material including the new monsters you'll encounter such as Bog Hags, as well as major NPCs, new feats, and new prestige classes. The boxed set comes with a beautifully illustrated poster sized map, a regional map book, a GM screen, and character record sheets. I would concur with some of the other reviewers that at $50, it may be a bit on the pricey side but you can get it for about 33% off at Amazon which definitely makes it worth the money. As with all their Midnight products, Fantasy Flight Games spares no expense in the production. The cover art to the box and books are first rate as is the interior art. It's perhaps a small thing, but one that sets them apart from other companies producing RPGs. These really catch your eye when you see them. It's for this reason that Midnight has moved to the top of my list of favorite campaign worlds.
Reviewed by Tim Janson
Sticker Shock!.......2005-02-08
First of all...I agree with the person who said this was overpriced. It's one of the reasons I don't like boxed sets. And I see no reason for this to be a boxed set, to be honest. The maps aren't very detailed, and not created by a professional cartographer, which I would expect for a product in this price range. The writing is choppy, and the plot lines are overly complicated.
The screen, from what I saw, wasn't very helpful, and the character sheets don't seem any different than what I can get online. This product in no way lives up to the hype.
If it is true, and this is being produced by the official fan site...then I can certainly see why the quality has gone downhill. That particular site is cliqueish, and the members are rude. It's sad, to see this line marginalized this way, not to mention that FFG seems to have been hit with the whacky stick of profit.
Plenty of good ideas.......2005-02-08
Fury of Shadow has many good points, but it has a couple annoyances that could have been cleared up to make a better product.
First, the good. It is filled with details for a large swath of the continent of Eredane. By combining the stories and ambitions of several key characters (both friend and foe), an overriding campaign is instantly created. Plots within plots, character scheming, and political intrigue are all readily available for the DM to place the characters into truly epic setting-altering events. Details of the geographical regions and locations can be used as miniature settings- i've already got many ideas for the Plains of Blood and Ash.
There are a few minor scars on this product though. The localized maps in the book are in black and white, but contain such detail it becomes difficult to read. The giant poster map of Eredane is very nice, but because Fury focuses on the war upon Erethor, the new details are limited to the center of the map. The result is a map with plenty of detail in the center, but with no new information on the edges. The writing is good, though with so much detail a reader might get confused- i often found myself asking, `now who was that character again?', and then flipping back through the book to keep things straight.
But overall, an impressive product. Even if you're not running a Midnight campaign, I don't see how you could not find good ideas for your own campaign from this set.
Overpriced.......2005-02-05
While in physical quality, this is a very attractive set, it is overpriced, and the writing is flat. The quality of this line seems to be going downhill with each publication.
The booklet of character sheets are the same sheets that are available online, and seem to have been put in as filler. The GM screen is of the odd, horizontal design, and seems to be rather random in it's placement of information. On some occaisions, the information on the screen contradicts what's in the main book. The maps in the map booklet are too tiny, and the poster map included lacks the one inch squares so it can be used with miniatures (which is a personal preference, but I also found the map lacking in detail as well).
The book itself is attractive, as is most of the artwork, but the writing is flat. The authors seem to be trying to turn the setting into more of a Tolkien clone, and the elves end up feeling very distant from the players. I believe this setting has been turned over to some sort of fan site to be produced, and the quality has suffered for it.
Customer Reviews:
Very disappointed. Canham is one of my favorites, but this one didn't deliver........2007-08-07
Quick Note: This book is the sequel to Marsha Canham's "Through a Dark Mist."
Canham has written some of my favorite books, including "Blood of Roses" and "The Pride of Lions." I also liked "Through a Dark Mist", so I had high hopes for it's sequel. I'm very disappointed. In "Through a Dark Mist", the hero character has a teenaged son named Eduard who was born out of wedlock. He was an excellent part of the story, so I was excited to see that he had his own story in "In the Shadow of Midnight." Unfortunately, it didn't hold up to my expectations.
I'll avoid repeating the plot as it is already spelled out in other reviews. Here is my personal review:
First, I was immediately turned off by the heroine character, Ariel. She constantly belittles Eduard by calling him "[...]". She actually uses the word in place of his name throughout the book. She is snobby and just plain mean, telling him he should show respect "for his betters." She truly believes he is beneath her. Eduard is a man with a highly respected reputation as a knight, known for is unwavering honor. I could not see how a man like him (or any person for that matter) could possibly fall in love with Ariel. Again and again, he risks his life for hers. Still she hasn't a single kind word for him. He is known to be one of the fiercest and bravest knights of his time, still he is dirt to her. Total turn off for me. I can't get into a story where either of the main characters treats the other so badly. There is nothing "romantic" about it.
Second, the story had way too much excess info. I was constantly skimming through the pages, hoping to get back to the relationship between the main couple. Then, I realized that there really was no relationship between them. Just a few love scenes that dropped out of nowhere every few chapters.
About 3/4 of the way through the book, I gave up. I put the book aside and looked through my library. (Yes, I have that many romance novels.) I ended up rereading Julie Garwood's "Honor's Splendor." I knew I'd find real romance in it's pages. I was not feeling any sort of loss over not reading the rest of "In the Shadow of Midnight."
A Great Swashbuckling Romp!.......2006-06-08
The author must have been having a gas writing this series. Lots of action, witty dialogue (LOVED SPARROW!!), and well written secondary characters. A nice take on the Robin Hood legends. I know another reviewer or two complained that there were too many characters and not enough romance, but those were complicated times, and this book tries to represent that. The author does play a little loose with the historical characters (I'm pretty sure the two welsh brothers were either the first Llywellen's uncles or the brothers of Llywellen the last, who was the grandson of the first Llywelen that came LONG AFTER the reign of King John), so don't take this book for a history lesson.
If too much history, intrigue and complicated characters are not for you, there are PLENTY of lackluster "historical" romances to be found that contain light weight predictable plots with no other purpose than to set as a back drop for a book laden with gratuitous sex.
Worthy Sequel to "Through a Dark Mist".......2005-07-13
While not as spectacular as "Through a Dark Mist" or "The Last Arrow", "In the Shadow of Midnight" still delivers a wonderful, action packed story that will leave you riveted to the end. As the second in Canham's "Robin Hood" trilogy, readers find themselves following the adventures of the Black Wolf's illegitimate son, Eduard FitzRandwulf as he sets off for England to rescue the Pearl of Brittany, Eleanor, from her uncle John's political machinations.
Granted, this book is not big on the romance, and there is a vast amount committed to detail and establishing the political turmoil of the time, which establishes a real sense of time and place. If you are looking for a light-hearted romp, this is not the book to pick up. It is heavy reading at times, and violence is dealt with in a manner that might offend some. While it can be explicit, I hardly thought twice about it, considering this is a book taking place during the Middle Ages where there weren't exactly laws against cruel and unusual punishment. Some of those people thrived on it, and you've got to expect that going in.
Canham's characters once again sparkle, so well drawn you can't help but feel you know them. From the hero Eduard and heroine Lady Ariel de Clare to Ariel's brother Henry de Clare to Eleanor to Jean de Brevant (aka LittleJohn) to the young Robin Wardieu and his equally young love Marienne, you can't help but fall in love with them all. After reading "Through a Dark Mist", I couldn't imagine adoring anyone more than the Black Wolf and Lady Servanne, but Canham readily proved she's adept at creating memorable characters. And you can't help but despise the villains King John and Guy de Gisbourne. I thought Canham would have a difficult time creating villains you could hate more than the Dragon Wardieu and Nicolaa de la Haye from Through a Dark Mist; again, I was wrong. The depth with which she knows and portrays her characters, even the minor ones, is amazing.
Admittedly, as another reviewer pointed out, it seems as though the romance takes a back seat to the plot and intrigue of King John's England. But when it finally does heat up between Eduard and Ariel, it is well worth the wait. While maybe not as intense as the Wolf and Servanne, Eduard and Ariel still make a fantastic and memorable couple.
Another word of warning, though. While Canham does an excellent job of filling in an abbreviated version of the events from "Through a Dark Mist" without being tedious, and this book can technically stand alone, I wouldn't recommend it. Since we met Eduard in TADM as a young squire to the brutal Dragon Wardieu and son of the viscious viper Nicolaa de lay Haye, you miss some of his character and his motivation by not reading TADM. Aside from that, there are several returning characters in this novel, whether in cameo appearances, such as Gil Golden and Alaric, or larger roles, such as Sparrow and Eduard - obviously. In order to follow the relationships and keep track of who is who, you should read the books in order. Believe me, it is well worth it!
A DIFFICULT, TEDIOUS READ.......2005-01-19
I AM A CANHAM FAN AND HAVE ENJOYED MANY OF HER BOOKS. THIS ONE WAS TERRIBLY DIFFICULT TO FOLLOW. HISTORY BUFFS MAY LIKE IT. I TOSSED IT AFTER 2-3 CHAPTERS...WHEN U NEED A CHEAT SHEET TO KEEP THE CHARACTERS AND THEIR RELATIONSHIPS STRAIGHT IT JUST ISN'T WORTH THE BOTHER.
A Medieval, Romantic, Swashbuckling Adventure - Wonderful!!.......2004-01-01
Filled with swashbuckling adventure, sweeping pageantry and the story of a passionate romance, Marsha Canham outdoes herself with this superb historical novel. "In the Shadow Of Midnight" is the sequel to Ms. Canham's "Through A Dark Mist." It is not necessary to read the first book, however, in order to thoroughly enjoy this one. The author gives a wonderful summary of her previous novel here, without being repetitious at all. The backdrop for this adventure-filled romance is medieval England, Wales and Brittany under the reign of King John
"Lackland."
Eduard FitzRandulf, illegitimate son of Lord Lucien Wardieu, Baron de Gournay, (called the Black Wolf), is renowned in his own right as a skilled and noble knight. He is also the champion of the lovely Pearl of Brittany, Princess Eleanor Plantagenet, daughter of the deceased Duke Geoffrey of Brittany, son of Henry II and brother of King John. Princess Eleanor's brother Arthur was heir to the English throne after the death of King Richard the Lionhearted. John usurped the crown, and when Arthur sought to retake it, John had him imprisoned and killed - rumor had it by John's own hand. Eleanor was now the true heir and John's prisoner.
As the story begins, William, Marshal of England is visiting his old friend Lucien Wardieu at his home, the Chateau D'Amboise in Tourane. The reason for the visit is to inform Wardieu and his warrior sons that John of England, through nefarious schemes, intrigue, robbery and murder is bankrupting the country. The Marshal also wants Princess Eleanor to be rescued and knows the best man to perform the task is Eduard. While this political reunion is taking place, William's niece, the beautiful and willful Ariel de Clare turns up with her brother and two friends/escorts. King John had sought to marry the young woman off to an unworthy suitor for his own profit, while her uncle was away. She crossed the English Channel to France seeking help and winds up accompanying Eduard to England as part of the plan to aid the princess. Needless to say sparks fly between Ariel and Eduard from the moment they set eyes on each other. The romance is extraordinary, as is Ms. Canham's research and the historical detail she includes in her writing.
This is one wild adventure! England's troubled times and her evil king are woven into the storyline with great skill. Family sins and throne-rocking secrets are exposed, royal power is unleashed, some pretty unsavory, depraved characters murder, maim and threaten, love and passion sizzle, armored knights ride to battle and a royal princess is rescued. This novel has it all - from cliff-hanging escapades to steamy sensuality. The action doesn't stop until the last sentence on the last page. As usual Ms. Canham writes with elegance and flair. Her extraordinary characters just about leap off the page. This wonderful book is definitely a keeper!
JANA
Customer Reviews:
Finally, a book that I had to read every single page of!.......2000-12-14
This trilogy by Maggie Shayne contained the first of her work I had read. How sorry I am about that! I am ill a lot and to add up my book bill by the end of each month even makes me wince, let alone my husband. :) But I gotta have more of Maggie Shayne.
The first story, Miranda's Viking, was refreshingly new in concept. The fact that Rolf Magnusson's character was portrayed as extremely intelligent is believable to anyone who knows a little of the history of the Vikings at that time. They were great strategists and indeed had settled much of the coastlines of northern Europe.
The second story was a bit more predictable with an amnesia victim, but with surprising suspense twists and turns that made it very riviting. Ms. Shayne's 'people' (it's hard to call them characters they seem so human) have the same doubts, hurts and misunderstandings that happen to us all.
Finally, I loved the third story the most. Janella was alien; from another world similar to Earth. It actually follows what I believe may be true. And her doctor, Thomas Duffy, also exhibited those very human feelings that I spoke of above. Truly believable, and absolutely a fantastic read. I could not speak more highly of an author.
Thank You!.......2000-09-21
I am so glad the they are finally republishing this trilogy! It made me such a fan of this author. The bats of the night trilogy is great! I read all of them over and over. Now that they've been out of print for a while they've been hard to find. But now! I can't wait to get this. For those who love the vampire genre this is an absolute must buy. And for those who love Maggie Shayne this is a great chance to get the books that really jumpstarted her career. ENJOY!!
Great Compilation.......2000-09-20
The three stories in this compilation are fun and different.
In the first story, Miranda's Viking, Miranda O'Shea finds a 500-year-old Viking perfectly preserved in a glacial cave. When Rolf Magnusson comes to life after an accident reanimates him things become complicated for Miranda, and murder and mayhem ensue. This was a fun novel, with a great plot line and likable characters.
<- Great Story
In Kiss of the Shadow Man Caitlin Rossi loses her memory after a near fatal car accident and she and her husband are granted a second chance at love. That is if Caitlin can stay alive long enough. This story was filled with suspense and love.
<- Great story
In Out-of-this World Marriage Thomas Duffy is a doctor who has lost his faith in his vocation after one hopeless case to many w3hen his faith is restored by an alien who loves him.
<- Mediocre story.
This is definitely worth the 6.99 that I paid for it. All of these stories are reprints.
Book Description
Destiny of Shadow delves into the forgotten, ignored and underestimated Erenlanders. Continuing the gazetteer exploration of Eredane, this game highlights the supposedly occupied and hopeless lands in the center of the continent. This 64-page supplement examines the history of this besieged land, focusing on the invasion that spelled its doom. The book also contains detailed information about the people and places of Erenland, both those previously known and those who have heretofore remained hidden. Finally, Destiny of Shadow offers new feats, spells, and prestige classes unique to Erenland to enhance players' experiences.
Book Description
Embrace the darkness of Midnight with this d20 supplement that gives players the power to become that which they have hated and feared for so long - minions of the dark god! Featuring new backgrounds, racial rules, prestige classes, feats, equipment and plot hooks, this book allows players to turn the usual Midnight campaign on its head and explore whether even the most evil of foes have a chance at redemption.
Book Description
Thus far, the tales of Midnight have been the tales of mere mortals. The players have been warriros against the darkness, heroes drawn from the common folk, desperate fighters, spies, messengers, and saviors. Their foes have been likewise: the orcs of the dark host, the legates of the Order of Shadow, the Fell and the Trapped and the Lost.
All that is about to change.
Go beyond the battles and the hidden fights and discover the most powerful beings in the world, the legends of the Last Age: The Night Kings.
Official stats for the Night Kings, the Witch Queen Aradil, and her most powerful avatars.
Backgroun information, histories, and plans for each of the Night Kings, for Aradil, and for her avatars.
Adventure hooks involving each of the Night Kings, whether for a beginning party that might foil the plans of one of their minor minions for for a truly epic conflict in which the PCs try to take down one of the Night Kings themselves.
Books:
- Misconceptions: Truth, Lies, and the Unexpected on the Journey to Motherhood
- Night Embrace (A Dark-Hunter Novel, Book 3)
- Nights in Rodanthe
- Once Upon a Spring Morn
- Physik (Septimus Heap, Book 3)
- Pistol: The Life of Pete Maravich
- Promise of the Rose (Avon Romance)
- Promises Keep
- Red Lily (In the Garden, Book 3)
- Reposition Yourself: Living Life Without Limits
Books Index
Books Home
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