Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

3.90/5 (based on 12 ratings)
Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

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A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters.

Stay Out of the Woods

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Realm of the Fellnight Queen is a wilderness adventure for 7th-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. Inside you'll find a possessed druid, a drunken treant, an insane beekeeper, shape-changing forest warriors, and the dark mistress of the Fellnight Realm herself.

This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.

Written by Neil Spicer, the winner of Paizo’s RPG Superstar™ 2009 contest.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-224-1

Bonus! We have additional free content for use with this module in the Paizo Blog. Check out Arvormeigh, Nixie Rogue and Random Encounters in the Fellnight Mist!

Realm of the Fellnight Queen is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (221 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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3.90/5 (based on 12 ratings)

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2/5


Interesting characters

4/5

Just ran this (in much shortened form) as a one-shot for my regular group. The various NPCs that the PCs interact with were a blast to read about and play. Both the villains and the people who needed help felt unique. Most of the roleplaying encounters are concentrated in the first half of the adventure, though. Since we were playing as a one-shot, I had to cut or modify most of the fights, but the outdoor terrain was a nice change of pace and the fight that started the adventure had some great tactical elements.

I had to make Lumi more head-strong on the fly - my players were insistent that she had to be more than a damsel in distress. This was mostly my fault, though, since I focused on her as the hook for the start of the adventure. Most importantly, the players had fun and are looking forward to a sequel. A solid adventure.


A dark fairy tale with good mix of roleplay and combat

5/5

I recently finished running this module as a Play by Post campaign. Both me and my players found it highly entertaining.

The adventure has a good mix of roleplay and combat, with interesting NPCs and challenging fights. Neil Spicer does a terrific job of building up tension, while still including opportunities for comic relief.

The module does benefit from some adaptation, and as such I would not recommend it for an inexperienced GM. For anyone running the module, I strongly suggest listening to the Pathfinder Chronicles podcast and visiting the podcast forum for extra materials, as well as using the extra material provided in the paizo blog. Implementing the suggested changes from the blog and podcast goes a long way towards meeting the main critiques of the module, namely the lack of variation in enemies and the potential lethality of the final fight.


Coud be way better

3/5

I prepared this module lended by my FLGS, and I was disappointed. AS pointed out elsewhere it suffered badly from editing and cutting, with lots of iterative monsters.

Spoiler:

Played for PFS, it's of course way too long, but removing the pointless spriggan armies mostly solves this issue.

My main gripe is good-old railroading, lack of failable plot points, and fuzzy encounter setup.

* The setup wedding is pointless. Whatever you do, it has no bearing on the following. You can't even get worthy information, or even gear, for what follows. Might as well skip to the ceremony. It's striking that the fate of the wedding couple is totally unimportant. If they die, nobody cares.
* The romp in the forest is bugged. How are you supposed to actually meet Vinroot? And why would you need to? And what if you fail to make the encounters?
* How are the spriggan patrol in the Realm to act? What group is NOT going to go directly through to the tower?
* The drunken treant encounter is very obscure as to how it's supposed to work (if you use Diplomacy, you're going to get whacked repeatedly by animated tree attacks while doing so. Is it really the idea?)
* What if you do NOT manage to convince the conclave of fey? Adventure ends there?
* What if you fail to make the final arcana check. Adventure fails?
* And of course, prepare for a party wipe in the final fight.

All in all, GREAT maps, but they're very poorly used. For the above reasons, the wedding map is useless, the forest map is useless (if the players actually navigate it, they're going to spend hours doing nothing), the Realm map is useless (they're going to go straight for the kill) and the Fortress map, though alright, is just way way too big for PFS.

Also, for PFS: several magic items found are useless within the module.


So. It's got fine elements, but need tons of work, re-inserting the original monsters (from the podcast), fixing the encounter schema, designing an alternate final dungeon, giving meaning to the wedding part... But it still has good moments.


Not bad, could be better

3/5

The three star rating I'm presenting here is a combination score - four stars for story, and two stars for the adventure's content.

I ran this last night for a group of experienced Pathfinders playing under the Pathfinder Society organized play rules. By the middle of the module our Paladin was ready to start killing "good" fey, and by the end several players commented that they considered the module "one big advertisement for owning a fey bane weapon" (and not in a good way).

From a story perspective the concept was well thought out and interesting. The players really did begin to hate fey at the end though.

From a mechanical content we noticed a couple of issues. First the whole module feels disjointed. The three acts do not flow that well, and the group was pretty fatigued by the time they hit the dungeon crawl at the end. Encounters included only four worthwhile encounters that provided a moderate challenge to the group followed by page after page of creatures that couldn't even hit the AC of a level 8 character and creatures without enough hit points to survive a single hit at this level; just speed bump after speed bump. The "main" bad guy type was an example of this - players were hit for a total of roughly 20 points over the adventure. Conversely, when the fights were tough, they were TOUGH. I think a lot was hit by the page count on this one.

Spoiler:
I'm getting really tired of seeing this. The four combats that actually were worth playing out were: The drunk treant that nearly murdered the entire party, the fight and escape from Dead Man's Drop, the fight at the fayenguard (which happened because the two fights ran into each other), and the fight with the fellnight queen herself. The fight with the fellnight queen should have ended in a TPK - her powers and the terrain mechanics are absolutely brutal.

Just as an FYI - for Pathfinder Society this is a longer one. It's linear nature means you're looking at about 14 - 16 hours of play. This is after removing a couple of the speedbumps...I mean encounters AND saying "you have the strange sensation the other direction would be faster" while they were exploring the queen's keep.


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Paizo Employee Director of Narrative

Vic Wertz wrote:
I've updated the product description and image to reflect the finished product.

But...but, you disabled yoda's ability to see the final cover image, right?

Dark Archive

Pathfinder Roleplaying Game Superscriber
Vic Wertz wrote:
I've updated the product description and image to reflect the finished product.

Very nice cover.


That is a cool cover. That's all I got to say . . .


Pretty great cover. I like how gnomes have pointed ears again.

Paizo Employee Director of Brand Strategy

Vic Wertz wrote:
I've updated the product description and image to reflect the finished product.

Is this another one by Dan Scott?

Dark Archive

Sweet really loving the cover.

Dark Archive

yoda8myhead wrote:
Is this another one by Dan Scott?

Sure looks like it. Sweet-looking cover art!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

yoda8myhead wrote:
Is this another one by Dan Scott?

Nope. It's by Dave Rapoza. At least, that's what Sean told me. This is his first work for Paizo, I believe. Though he's done art for Magic: the Gathering and other RPG-related stuff for Wizards, I think.

Bottom line: I'm astounded by Dave's representation of the Fellnight Queen. Rhoswen came out looking pretty much exactly how I envisioned her.

Dark Archive

NSpicer wrote:
yoda8myhead wrote:
Though he's done art for Magic: the Gathering and other RPG-related stuff for Wizards, I think.

Yup, he's done some artwork for D&D 4e as well.


NSpicer wrote:
Nope. It's by Dave Rapoza. At least, that's what Sean told me. This is his first work for Paizo, I believe.

By my estimation he's earned the chance to do some more art!


Neat cover.

Terrible name ("Fellnight" - bleh!), but neat cover.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I like the cover AND the titles! :)

Paizo Employee Developer

Love the cover art!

Dark Archive

Jason Nelson wrote:
I like the cover AND the titles! :)

Let me guess -- the author is your cousin or something? ;P

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Asgetrion wrote:
Jason Nelson wrote:
I like the cover AND the titles! :)
Let me guess -- the author is your cousin or something? ;P

No. But we share a certain brotherhood, so to speak. ;-)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

NSpicer wrote:
Asgetrion wrote:
Jason Nelson wrote:
I like the cover AND the titles! :)
Let me guess -- the author is your cousin or something? ;P
No. But we share a certain brotherhood, so to speak. ;-)

::bump::

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Hey, I just noticed the pre-order date got moved up from March to February. Cool!

Paizo Employee Director of Narrative

Rockin'!

Dark Archive

NSpicer wrote:
Asgetrion wrote:
Jason Nelson wrote:
I like the cover AND the titles! :)
Let me guess -- the author is your cousin or something? ;P
No. But we share a certain brotherhood, so to speak. ;-)

Yeah, I know how that works... I share my beard with a swarm of fiendish squirrels! ;)


A drunk treant, a possessed druid! :) I already love it!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

gaborg wrote:
A drunk treant, a possessed druid! :) I already love it!

Great! I hope everyone else does, too! :-D

Contributor

Can't wait to get my hands on this one!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Thanks, Christina. And I can't wait either! Must...see...final...product.... ;-)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Well, I've now seen an advance PDF copy of the final adventure. I really like how it turned out. But I'm still on pins and needles to know what everyone else thinks of it.


I'm sure it will rock. I've been ready for a glimpse into the FIrst World for sometime now! Thanks for charting some unknown waters.


Has anyone told Sajan he's holding his weapon backwards?

(Presuming it's based on the Thracian sica or falx, (there are other similar ones--falcata, kukri, makhaira) the curve is meant to be facing forward to provide a better cutting action, combining a sword and an axe.

As it's drawn, he'd have a hell of a time slashing with it. Turned around, he'd hack around shields and still be able to stab.

Kind of funny, actually. Sort of like the _Highlander_ episode where the guy held the katana backwards.

-Ben.

Sidenote: the cover's quite pretty, otherwise!

Liberty's Edge

I have to say Neil, while I am a huge fan of everything "Paizo", I am rather selective with my modules (I've only bought Carnival of Tears and Carrion Hill). But truth be told I'm really excited about this one (preordered already).

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Wow, Hadrian. Thank you for the vote of confidence and your leap of faith. I hope Fellnight Queen is everything you hope it will be.

The Exchange

I am already getting this with my Superscriber, but you know how I feel about your stuff Neil. You are the champion of the rarity. You know a lost cause when you see it. You are the Davy Crockett of Design. I know you don't play it safe when others say you are going to be sorry. You aren't gonzo, but you see what is lacking and take your stand. Can't wait to get this and to see where you go from here.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

The Davy Crockett of Design?

Wow!

There's a bit of irony in that. As a 4-year old, I used to dress up as Davy Crockett and run around the yard in my coonskin cap and fringe leather jacket. So...yeah...weird moment. Thanks for that.

At any rate, I think my biggest fear with Fellnight Queen is meeting everyone else's expectations. I know what I wrote. I know what got cut for various reasons. And I know how it came out in the end (I've seen the PDF). What I don't know is how everyone else will perceive it or react to it.

But, personally, I can say I'm satisfied with it. There are elements which hit the cutting room floor (like anything really) that I wish could have made it into the final product. But Sean did a great job developing the manuscript into the published adventure. I just hope it meets with enough of everyone's preconceptions and expectations that people generally like it and it sells well for Paizo.

--Neil

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

NSpicer wrote:

The Davy Crockett of Design?

Wow!

There's a bit of irony in that. As a 4-year old, I used to dress up as Davy Crockett and run around the yard in my coonskin cap and fringe leather jacket. So...yeah...weird moment. Thanks for that.

At any rate, I think my biggest fear with Fellnight Queen is meeting everyone else's expectations. I know what I wrote. I know what got cut for various reasons. And I know how it came out in the end (I've seen the PDF). What I don't know is how everyone else will perceive it or react to it.

But, personally, I can say I'm satisfied with it. There are elements which hit the cutting room floor (like anything really) that I wish could have made it into the final product. But Sean did a great job developing the manuscript into the published adventure. I just hope it meets with enough of everyone's preconceptions and expectations that people generally like it and it sells well for Paizo.

--Neil

Neil, the mod came out great! While it's always a little bummer when something you liked ends up not making the final version, that's part of being a pro - letting it go and seeing the magic happen once you get that thing in your hot little hands with your name on it. Just think, you'll get to enjoy the same ride around June or so when KM #4 comes out.

Enjoy it, Superstar!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Jason Nelson wrote:
Neil, the mod came out great!

Oh, I agree. But, I also think an RPG Superstar module is a little different than your typical Pathfinder module. Because of the contest and the public vote, everyone not only gets to see the entire adventure proposal (all of which may not make it into the final product), but they also vote for what they expect that module to contain. If for some reason it doesn't, that's what worries me more about how it will be accepted. In other words, will it meet enough of the expectations of those who voted for it...and/or have become excited about it...to please them in the end?

I know I'm pleased. And I don't expect everyone to be. But, much like Lincoln once pointed out, I'll be happiest if I can at least please most of the people, most of the time. And my first opportunity to do that is with Fellnight Queen. Then, Kingmaker. And so on. But FQ is the first step. So, I'm a bit more anxious about it than I might otherwise normally be.

Hope that makes sense,
--Neil

Dark Archive

NSpicer wrote:
Jason Nelson wrote:
Neil, the mod came out great!

Oh, I agree. But, I also think an RPG Superstar module is a little different than your typical Pathfinder module. Because of the contest and the public vote, everyone not only gets to see the entire adventure proposal (all of which may not make it into the final product), but they also vote for what they expect that module to contain. If for some reason it doesn't, that's what worries me more about how it will be accepted. In other words, will it meet enough of the expectations of those who voted for it...and/or have become excited about it...to please them in the end?

I know I'm pleased. And I don't expect everyone to be. But, much like Lincoln once pointed out, I'll be happiest if I can at least please most of the people, most of the time. And my first opportunity to do that is with Fellnight Queen. Then, Kingmaker. And so on. But FQ is the first step. So, I'm a bit more anxious about it than I might otherwise normally be.

Hope that makes sense,
--Neil

Just out of curiosity what sort of things got cut? If you don't want to/cant answer I'll understand

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Kevin Mack wrote:
Just out of curiosity what sort of things got cut? If you don't want to/cant answer I'll understand

I'll defer answering that question for now. From what I understand, there's a possibility (though slim) that a future blog post or something could contain some of the extra "director's cut" material. But that's up to Paizo...Sean and James, mostly, I think. Lobby them if you want to see it. ;-)

The Exchange

I suppose you could create a Neil Website and then if you get the green light...

Also, KM #4?? Cool beans!

Paizo Employee Director of Brand Strategy

NSpicer wrote:
Because of the contest and the public vote, everyone not only gets to see the entire adventure proposal (all of which may not make it into the final product), but they also vote for what they expect that module to contain.

Christine's module was different than her proposal yet I don't recall a lot of backlash for things being cut. I think you have the additional advantage of remaining an active and friendly presence on the boards after the end of the contest, which will make it even easier for people to forgive minor differences between your proposal and the final product. What are you worried about? You're a superstar!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Zuxius wrote:
I suppose you could create a Neil Website and then if you get the green light...

Nope. Not happening. Everything...including the stuff on the cutting room floor...belongs to Paizo.

Zuxius wrote:
Also, KM #4?? Cool beans!

Yes. Kingmaker #34: "Blood for Blood"...

It has something do with...blood...or revenge. Or so I hear. ;-)

yoda8myhead wrote:
What are you worried about? You're a superstar!

I'm just wanting to match superstar expectations with a superstar adventure. And, the closer we get to the release date, the more anxious I am to hear everyone's reaction.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zuxius wrote:

I suppose you could create a Neil Website and then if you get the green light...

Also, KM #4?? Cool beans!

It's true! Kingmaker is actually fully half Superstar vets - Rob is doing #2 (Rivers Run Red), Neil #4 (Blood for Blood), and me #5 (War of the River Kings).

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Jason Nelson wrote:
It's true! Kingmaker is actually fully half Superstar vets - Rob is doing #2 (Rivers Run Red), Neil #4 (Blood for Blood), and me #5 (War of the River Kings).

The other trio of contributors ain't half bad, either. Can't go wrong with Hitchcock (#1), Vaughan (#3), and Pett (#6).

The Exchange

I wonder. If it ok for me to ask, can you tell me how much leeway does one get with an AP versus a straight module? I understand if that is an "in thing" you can't talk about.

However, I do remember everyone talking about how much work and thought had already gone into Kingmaker.

Would it be like, "Just make sure by the end they are in a castle and introduce this villian."

Or is it like, here is the outline. Here is our desired theme. Make sure the boss-beastie is this guy. Don't screw with this. Don't mess up that. Make sure they are this level by the end. Etc.

Paizo Employee Director of Narrative

NSpicer wrote:
Jason Nelson wrote:
It's true! Kingmaker is actually fully half Superstar vets - Rob is doing #2 (Rivers Run Red), Neil #4 (Blood for Blood), and me #5 (War of the River Kings).
The other trio of contributors ain't half bad, either. Can't go wrong with Hitchcock (#1), Vaughan (#3), and Pett (#6).

Half-SuperStar/Half-Cabbage ain't a bad template. Kingmaker is gonna rock!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Zuxius wrote:
...can you tell me how much leeway does one get with an AP versus a straight module?......Or is it like, here is the outline. Here is our desired theme. Make sure the boss-beastie is this guy. Don't screw with this. Don't mess up that. Make sure they are this level by the end. Etc.

Well, you certainly get to see the outline for the entire adventure path, and I had the benefit of seeing the entire overland hex map where the campaign takes place, as well. You also get to know who the big bad villain is supposed to be. And, you're given a description about what imagery will likely accompany the cover (i.e., they send out art orders for the cover way ahead of time, I believe). Other than that, the outline for a given chapter in an AP gives you some very general guidance...kind of a rough idea of the main conflict that occurs, but it's up to the author to define the particulars on the how and why and how we get there and what now?

I'm not really sure how to compare it to a straight module, though. The only stand-alone adventure module I've done with Paizo is Fellnight Queen. And, given that it's the winning submission from RPG Superstar, I pretty much got to define whatever I wanted to write about...and the voting public selected it. After that, the editors/developers talk through a couple of items that might need tweaking or adjusting. But for the most part, you're very free to craft it how you envisioned it and how everyone saw it during the contest. I have no idea how the regular modules get scoped and farmed out to the freelance authors. I'd imagine it's probably similar to the AP experience, though...just on a smaller scale...and no interconnected chapters to link up to...

Regardless, it's all fun...

But that's just my two-cents,
--Neil

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zuxius wrote:

I wonder. If it ok for me to ask, can you tell me how much leeway does one get with an AP versus a straight module? I understand if that is an "in thing" you can't talk about.

However, I do remember everyone talking about how much work and thought had already gone into Kingmaker.

Would it be like, "Just make sure by the end they are in a castle and introduce this villian."

Or is it like, here is the outline. Here is our desired theme. Make sure the boss-beastie is this guy. Don't screw with this. Don't mess up that. Make sure they are this level by the end. Etc.

It depends on the adventure, in that some are a little more dictated than others by the demands of the AP design, but in general it's pretty close to your last paragraph.

We get a spec sheet that lays out a paragraph or two about what, in general terms, each adventure is intended to cover. Some is pretty generic, some is more specific. Some depends on art orders that are done in advance, but most art orders happen after you turn over the manuscript and the editor working with your piece gets a chance to read through it and figure out map space and where the illos should fall to balance the text and maps.

For End of Eternity, I had a blank map of the islands, the info that this was a pocket dimension created by Nex where the PCs were trapped, that there was a conflict between the proteans and the genies (with Obherak as one of the lead genies), and that by the end the PCs needed to find a way out.

That was pretty much it, aside from a design philosophy to work for a very Harryhausen kind of feel with the monsters and the challenges within the adventure. Sometimes you'll have a meeting (since I lived locally, I went to Paizo and talked with James & Wes) or a conf call or email exchange to go through basic ideas that you have for the adventure and make sure that (a) they fit the editorial team's vision and (b) aren't already being done by somebody else in the same AP! :)

Some adventures have more definite story requirements, either with specific villains or chains of events. For War of the River Kings... well, I suppose it's not a spoiler to say that at some point in the module there's a war!

In writing an adventure with a big defined set-piece you have to work around that specific event, and there are usually some specific villains to work with as well, but how events lead up to that war, what happens in, around, and after it, and (most importantly) how the PCs are involved in events as they unfold.

When you pitch an independent module, you have a lot more theoretical control over content, because it's your pitch. I say theoretical control, because it still has to go through the development pass, and a lot of bits and pieces may get shaved off, but the Paizo guys are very good at keeping the heart of the adventure as an integral whole. Neil (and Christine before him) are in a bit of a funny spot because they've had to go through the pitch process very publicly, so everyone will have seen that first proposal before it goes through the usual kind of editorial feedback you'd get prior to writing it. "No, we can't do a fey adventure right now, we already have one on the schedule for six months from now. Yes, we like this part of the adventure, but it needs more Alien Fungus. No, tieflings are beaten to death, you have to make them mushroom men instead." Yknow, that kind of stuff.

More importantly, a Gamemastery mod is MUCH shorter than an AP mod; about 20000 words compared to 30-35000, so there's a lot less wiggle room.

(all of the above, of course, with the caveat that I've written a couple of standalone adventures for Dungeon mag back in the day, but none of the current Paizo Gamemastery mods, though I've done some pitching in that direction and we'll see what happens once the Superstar mania dies down enough that Sean & Co have time to look at extra stuff!)

The Exchange

Thank you guys, that's interesting.


Thank you both for sharing...insights into the design process are always interesting to read.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Now shipping! Woo-hoo!


I love the interior art for Her Majesty.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

I like them both. My favorite is the cover art, though.


NSpicer wrote:
I like them both. My favorite is the cover art, though.

Oh no question about that, the cover is beautiful. Nice action pose too, that really conveys the sense of authority and power. For those that haven't seen it, the inside has more of a sexy glamour shot. So between the two, I agree, the cover is better, but you get the best of both worlds.

I can't wait to tuck into the actual text!

Dark Archive

Watcher wrote:
NSpicer wrote:
I like them both. My favorite is the cover art, though.

Oh no question about that, the cover is beautiful. Nice action pose too, that really conveys the sense of authority and power. For those that haven't seen it, the inside has more of a sexy glamour shot. So between the two, I agree, the cover is better, but you get the best of both worlds.

I can't wait to tuck into the actual text!

BAH! This "Fellnight Queen" is just a pitiful upstart compared to our Beloved Majestrix! ;P

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