Sep 20 2017
One of the core features of Earth Prime is that it’s a dynamic setting. Just like your favorite comic books, the world constantly changes as new crises challenge heroes and villains alike, and the steady march of time means new heroes enter the picture as older heroes retire. In the Emerald City Knights adventure arc, we introduced a status quo on the west coast then tore it apart in the space of six months. In Hero High, we introduced the newest iteration of Next Gen (the first team having long since graduated to bigger and better things). In the Cosmic Handbook, we destroyed entire planets, destroyed an empire, and cranked up the danger as the Star-Khan conquers much of the Lor Republic and Blackstar forms his Blackguard to oppose the Star Knights.
The upcoming Freedom City introduces many changes of its own that have gripped the city since its last depiction over a decade ago. Popular Mayor Michael O’Conner has long since moved on, now representing the entire state as Senator O’Connel, with a dedicated familiar face taking his place. Crimelord August Roman is out of the picture, replaced entirely by his endlessly opportunistic daughter. Perhaps some of the most exciting changes are in the Freedom League’s roster. Several long-term members—including Captain Thunder and the Raven—have retired to make way for a new generation. Let’s take a sneak-peak at two of the newest members:
Thunderbolt is Ray Gardener, Jr, formerly of the teenage superteam Next-Gen. Hoping to follow in his father’s footsteps, he used the electrical powers he inherited to fight crime as the young hero Bolt. A little too eager to prove himself worthy of his father’s legacy and earn a place in the Freedom League, he fell right into the clutches of the fiendish Dr. Stratos, who used the young man as bait to lure Captain Thunder to his doom. The adventure that followed left Captain Thunder drained of his power and Ray Jr. infused with more elemental energy than his young body could handle. Now trapped inside a containment suit to stop his form from dissipating, Ray Jr tries to fill his father’s role on the Freedom League, but instead of youthful zeal he now finds his purpose in service, accepting the burden he struggled so hard to gain in his younger years.
Lady Liberty, by contrast, is one of the city’s newest heroes, and is still enthusiastically learning the lifestyle and the scope of her powers. Medical student Sonja Gutierrez sacrificed herself to save a stranger and found herself empowered by the Spirit of Liberty. Now inducted as a provisional member of the Freedom league thanks to her legacy status and tutelage under the previous Lady Liberty, Beth Walton-Wright, Sonja still struggles to balance her superheroics with her education and work. Unlike previous Lady Liberty’s, Sonja’s love for her native country is nuanced—she admires the spirit and potential of the United States against the terrible ways it treats immigrants like her parents and trans women like herself. Her frustrations are only amplified by a small by vocal group of conspiracy theorists who insist she somehow stole the mantle of Lady Liberty—including her nemesis, the murderous Madame Guillotine.
Sep 11 2017
Ork! The Roleplaying Game, Second Edition, is into production, which in orkish means Hal am use machines and science to make book soon! (Me am creative focused; me am have lesser knowledge of Adobe products.)
Ork! Is dear to our throbbing, fat-armored hearts. We didn’t want to phone it in by just cleaning up and re-releasing the old game. Ork! am all new! Ork! am been through playtests!
One of those playtests was at this year’s Gen Con, where the game’s creative Orkmaster, Todd Miller, ran a game with the new rules. Todd designs fantastic, absurd adventures. My friend Wood characterized the vibe of Ork! as “stupid things by clever people.” There are many ways to play orks out there in RPGland, but if you want a game about rampaging orks that references Werner Herzog’s Aguirre, the Wrath of God, alcoholic poets, Zardoz, and maybe Thundarr the Barbarian by way of The Road Warrior, we’re there for you, in a low-key sort of way. I think Todd’s adventure was based on John Fowles’ The Magus, but man, not the movie. Well it’s Ork!, so maybe the movie. But with more dismemberment—and ad hoc cures for dismemberment.
My main concern (beyond having my character staple back on some errant limbs) was making sure the system worked, and that Cheats did what they were supposed to do. As I mentioned last time I talked about the game, Cheats provide some room for character differentiation, and contribute to the classic rhythm of Ork!, where you’re encouraged to dig yourself a big, violent hole. Cheats let you steal opposed-roll dice from the Orkmaster, but those dice get used against you later. In play, that meant watching dice stack up in front of players until Todd saw fit to drop them on their orks.
Cheats sort of act as the flipside of ork points—the magic bean system we use to reward violent, impulsive, orky behavior—but where ork points are rewards for playing like an ork, Cheats represent a way to think like an ork, sealing your doom with short term gain. Indeed, one of the traditional elements of an Ork! game is dying, appearing before the ork god Krom, and seeing whether he’ll let you feast with heroes, or get reincarnated as a pine cone, or a strangely smelly rock.
But if you live, there’s room to keep playing. This edition of Ork! includes an enormous adventure section that can take orks through an entire campaign, from new gunks (junior, nameless orks) raiding the sickeningly cute squishy men for pies and ordnance (see the adventure! It makes sense!) to hardened bands raiding flying fortresses, and even an honest-to-goodness dungeon.
You Am Design Adventure!
So beyond some orkbragging, let’s get to some advice. If you want to design an Ork! adventure the way Todd does, I don’t know—he’s just too weird, man. But if you want to fake it, here’s what I suggest:
You Am Use Smart Idea: Ork! works as parody in part because you can introduce orks into scenarios that, on the surface, seem too smart for them. While you can run through traditional fantasy dungeons and forests and things, reach beyond this low-hanging fruit and ask yourself how orks would mess up Sense and Sensibility or The Seventh Seal (if the latter was good enough for Bill and Ted, it’s good enough for Ork!). Part of the game’s fun is having the players notice themes and references their less, uh, informed characters would miss.
You Am Beat Idea Until Goal Fall Out: Once you have a scenario that’s too smart for your orks, wring basic conflicts out of it that work on an orkish level: get a thing, kill a thing, wreck a thing, flee a thing, and so on. Sometimes orks wreck the “normal” story; sometimes protagonists recruit them to deal with a problem in the story, making them Rosencrantz and Guildenstern types (or more likely, Macbeth’s hired killers). Sometimes you need to add an extra fantastical element.
Consider My Dinner with Andre as an Ork! scenario. (Really!) As Shawn argues with Gregory about whether his theatre experiences constitute authentic living, this kind of intense discourse may cause ork heads to explode—and indeed, create a reality-breaking aura. Now orks have to break up that conversation to save the world (or their brains) and of course, the taxi and driver, restaurant staff, and strangely animate dishes become foes to be crushed!
You Am Keep It Loose: Orks wander off, kill each other and occasionally explode after an unwise meal, so while you can design adventures around scenes, these should feature plenty of room to go off-script. Every scene or location should be an amusement park filled with things to experience and often, destroy. In other games, designing locations and scenes might benefit from sticking to the overall story arc, Ork! benefits from lots of weird, wonderful and “irrelevant” detail. Include plenty of things for orks to steal, eat or kill that fit the premise of a scene or place, but may have nothing to do with the plot.
You Am Add Warlock: When it doubt, get the warlock to make orks do stuff! The warlock is the GM’s mouthpiece, and since orks are expected to be directionless and unfocused, it’s okay to use the warlock to kick them in the right direction.
That’s the story-brutalizing violence which makes Ork! work, and it’s what we’ve got coming. And green pig faces. Because that’s what orks look like. You know it.
Sep 6 2017
We wanted to give you an update on the shipping of pre-orders for the Critical Role: Tal’Dorei Campaign Setting. This is the biggest pre-order we’ve ever had by far. It’s a large and complicated job, so we are using an outside fulfillment company for shipping. This has led to some minor issues that had to be ironed out with our store software and their fulfillment software not being 100% in sync. That got sorted out and shipping began.
If you pre-ordered, there’s no need to worry. Shipping is ongoing and you will get your books. We had said on Twitter that you’d get a confirmation email when your order shipped. Due to the software issue I mentioned above, however, that is actually not the case. We will get tracking info from the shipping company when they have finished the job, but by that point most of you will have your books anyway. The best thing to do is just hang on while the job is processed. You will be seeing your books soon.
Thanks for your patience!
Sep 6 2017
Today we introduce Part Four of our Return to Freeport Pathfinder-compatible PDF adventure series.
Return to Freeport
Freeport is known for its adventures, from Death in Freeport (the one that started it all!) to the mega-adventure Black Sails Over Freeport. Now the City of Adventure goes back to its roots with Return to Freeport! This six-part adventure series for the Pathfinder RPG is a new way to begin your Freeport adventures.
Part Four: The Freebooter’s City
In Return to Freeport, Part Four, the adventurers sail back to Freeport and find themselves embroiled in a different kind of battle, even more dangerous than they are used to: pirate politics.
Sep 5 2017
Hey folks, Jack here. Warning, this is going to be kind of a down Ronin Round Table, but I think it’s an important one.
A couple weeks ago, my father, James Norris, died. He was too young to die, despite being 70. It wasn’t a heroic death or a quick easy demise. In fact, it basically just sucked.
Because, in the words of Star Lord? I had a pretty cool dad.
But relevant to gaming and the gaming industry? I also had a supportive dad. My dad was my first player. I didn’t know what I was doing with my old D&D Basic set but he thought this rpg thing was a cool idea too and helped me figure it out. We never played again after those early days, but it was in no small part thanks to him that I got into gaming.
But it wasn’t just that one time that mattered. While much of 80s America was buying into that idiotic “Satanic Panic” of the time and burning kids’ gaming books and shaming them for playing games with their friends? My dad stood up for me. He likened my loved of games with the “baseball statistics” games and toy soldiers he loved as a kid. That’s right folks, despite never carrying the label or playing beyond those first few games? My dad was a real OG…original gamer.
When he explained the analogies between his childhood interests and mine to my grandparents? They supported me too. When a relative or neighbor tried to give me shit about gaming? He told them to back off and told me to not be bothered by them being ignorant. He bought me gaming books and even D&D toys (remember those?) when he could afford to and along with my mom they supported me first as a gamer, then as a game writer. He took me to all sorts of fantasy, pulp, and sci-fi films when he could and when he couldn’t my grandparents obliged. We saw Star Wars, Highlander, Krull, Dark Crystal, and many others in the theaters and later on video. We saw Raiders of the Lost Ark seventeen times in the theater. So much of the pop culture pedigree many of us gamers possess I experienced alongside my dad and other supportive family members.
I doubt dad ever read a single game book I wrote, but he would proudly tell others that his son was a writer, did game design, and would often talk with me about the cultural and historical elements I was including in my work.
Even when it was all short car trip “yearly vacations” to a relative’s barbeque and hand-me downs and so on? You can’t buy that sort of support. I knew families who had far more with whom every gaming diversion was a fight. To these folks gaming was “the devil’s work” or just “weird and stupid.”
I was never told to play sports instead, though I did. I was never told to go outside and stop gaming, though I did that too. The only thing that concerned dad and the other family and friends who supported me as a gamer and creator were that I didn’t JUST game. That I learned and grew in other ways. Which is a good thing to do.
By not stigmatizing my gaming and yet quietly encouraging me to have a life outside of it? My dad helped me become a far more well-adjusted person than I might have otherwise. He taught me it’s okay to be myself and more importantly it was vital to let others be themselves. This resulted not only in me gaming but gaming better—it was always about me having fun with friends and not about winning or looking cool or showing up others with how “legit” I was. To this day when I roll my eyes at the various edition wars and pointless conflicts of game design theory I can hear my dad saying “What’s the point of that? If it’s not affecting what you’re doing, why not just let people play what they want and have fun?”
A pretty cool dad, indeed.
I buried my dad a little over a week ago. That’s not a euphemism. With the help of my lovely and supportive wife, herself a gamer whose always supported my work, I dug a grave for my father’s urn in the small cemetery where he now rests and filled in the hole. Then I gave a distracted and inadequate eulogy and cried by his graveside after everyone had left. And that kinda sucks, I’ll admit. However, what doesn’t suck at all is all the support my father gave me as a gamer and game creator. That’s the lesson I hope people reading this take:
Support gaming and the people who do it. Support your kids, relatives, and friends. Don’t sneer at them and tell them its weird. Don’t buy into whatever society is telling you about it. Don’t push others out of it either or waste time trying to keep them out of it. Be confident in your fun and let others have theirs. Really? Just game, make games of you’re so inclined, and let other people do the same.
All the people—well, okay not Nazis. Dad wouldn’t have expected that of me or anyone else. He hated Nazis (Raiders of the Lost Ark 17 times! folks).
He was cool like that too.
Sep 2 2017
Our hearts go out to everyone in Harvey’s path. We are shocked by the photos and footage we’ve seen of the flooding in Texas in the wake of the storm, and some of our friends and family have been directly affected. For our latest Charitable Giving Initiative campaign, we have placed all products in our A Song of Ice and Fire Roleplaying line at 10% off in our Green Ronin Online Store. When you shop the sale, we will donate 20% of proceeds to the Houston Food Bank and Houston Humane Society.
If you want to help Harvey survivors more, you can donate directly to these two organizations, or find another worthy charity to support as well:
Aug 28 2017
While Freeport City of Adventure was written specifically to work with the Pathfinder Roleplaying Game, Freeport has a history with class- & level-based RPGs with a core d20 mechanic that predates Pathfinder. Freeport has always been a location that’s easily adapted to new game systems and settings, with much of the core information it provides (such as maps, factions, politics, and adventure seeds) are useful to a GM building a campaign or adventure regardless of the game system used.
Thus with the recent release of the Starfinder Core Rulebook, a new game and new setting built off the Pathfinder Roleplaying Game and advancing its campaign world thousands of years in the future, it seems a perfect time to discuss how Freeport City of Adventure (and the Freeport Bestiary) can be adapted to spacefaring campaigns!
While it may seem that a sailing-ship port doesn’t have a lot of relevance to a science-fantasy game, it’s actually not at all difficult to adapt Freeport to a Starfinder Roleplaying Game setting. The simplest way is to leave it on its island, and make it a major starport in a system that is along a significant trade route but far from any major government within your campaign. This allows the layout to be largely unchanged (starships might even dock in the water, as a cheap alternative to expensive high-tech landing pads), and keeps all its internal politics intact. All mentions of ships are simple adapted to starships, and local groups and NPCs are updated to their high-tech equivalents. The city’s factions, history, and even many of its adventures can be easily translated to science-fantasy equivalents.
Though it takes more work, Freeport can also be adapted to be an independent spaceport free of any planetary body. It can be placed on an asteroid with an environmental field keeping air in (again allowing the existing map to be used), or even turned into a massive (potentially mobile) space station. For this last option you’d likely need to create a new map (or accept a really oddly-shaped space station), but the scores of shops, temples, homes, and buildings in Freeport can be adapted largely unchanged by simply assuming their technological base (and goods, and NPCs) are updated to appropriate levels.
Obviously rather than flintlock-carrying, peg-leg bearing sea pirates, this updated Freeport is an open base of operations for space pirates. Some may cling to ancient fashions and traditions (eyepatches strapped on even over cybernetic eye enhancements), but in generally their technology and appearance changes to match the campaign setting. However, ship names, rivalries, debts, rumors, and rough parts of town remain conceptually the same whether your pirates and their home sport flintlocks or plasma pistols. Especially given how vast an entire galaxy of adventure is, having a fleshed-out set of goals, organizations, and names is extremely useful, even if you need to update the gear and stat blocks of anyone the PCs decide to fight with.
Finally, although it’s not as useful in most science-fantasy campaigns, Freeport can be dropped into a science-fantasy game largely unchanged. In this case it remains a low-tech sailing ship port, on a world with much less advanced science than a typical Starfinder Roleplaying Game setting. This makes the most sense if you want your high-tech PCs to have at least one low-tech world they interact with. Freeport might be on a planet where advanced technology doesn’t function for some reason, or under a powerful protectorate that ensures its culture isn’t irreparably altered by spacefaring visitors. Or it could be a world that is perfectly well aware of lasers and starships, and happy to trade local materials for such advanced tech, but simply lacks the industrial base to recreate circuit boards and transistors even when such things fall into local hands.
Adapting NPC Stat Blocks
While much of the material in Freeport City of Adventure can be updated to a far future setting with nothing more than the flip of a conceptual switch, the numerous named and generic NPCs are more useful if you can use them in your campaign when needed. In general, you can convert an NPC’s stat block using the same process as converting a monster stat block using the guidelines in Chapter 13 of the Starfinder Core Rulebook. This will tell you what skills to change, how to create a target’s EAC and KAC, how to generate Stamina Points, and so on. Most of the conversions are simple enough they take at most a minute or two, and you can actually ignore most of them and just use any appropriate-sounding skill for science-fantasy skill checks (it doesn’t really matter if you use Diplomacy as a Computers check, if you have an NPC you want to be good at computers, and you can simple use half an NPC’s hp as Stamina and half as Hit Points and give them all 3 resolve Points). The end result may not be exactly what a Starfinder Roleplaying Game npc of the same level would have, but it’s close enough.
Equipment is a little trickier—but only a little. You can either just change what an NPC’s equipment looks like (and change reload needs from once per attack to one per 10 attacks) and allow the NPC to attack multiple times based on iterative attacks and two-weapon fighting and similar options, or you can upgrade the NPC to level-appropriate weapons from the Starfinder Core Rulebook, and add the NPC’S CR to the damage.
The Freeport Bestiary has a huge number of monsters that players won’t be expecting, making it a great resource for populating strange planets, new worlds, and the drifting hulks of abandoned starships. Altering a monster’s stat block is largely the same process as adapting an NPC stat block. However, a monster may need some additional changes made to make sense in a Star-Freeport setting.
For example, aquatic creatures you would normally encounter at sea should either be updated to exist in a wide range of environments (including flying in gas giant planets, and even travelling through the void of space), or be set up as creatures that might sneak onto a ship, be transported by PCs (perhaps as part of a space menagerie) so they can escape and cause havoc, or be adjusted to be planar creatures able to travel through realities (and possible be encountered during hyperspace travel). The important part is to make sure PCs don’t have to go to a planetary body of water to encounter them. Similarly monsters tied to specific terrain types, be that jungles or underground caverns, should be liberally re-envisioned to dwell in fungal forests, asteroid interiors, or the crypt-worlds of necromancer robots, as needed to fit the campaign. Constructs may be given the technological subtype to represent various robots, or left as magical creatures powered purely by eldritch forces.
Other monsters can simply be moved to locations the plot sends PCs to. It doesn’t much matter if an ancient ruined temple is a remnant of a long-lost serpent-folk empire on one world, or part of a reptilian civilization that spanned a thousand star systems, if it’s an adventure site it needs demonic traps, undead lurkers, constructed guardians, and inhuman intelligences with their own reasons for breaking in.
Exploration is About the Unexpected
The very fact most players won’t think of Freeport material as a natural fit for a science-fantasy game means they won’t see it coming when Mr. Wednesday has a task for them involving tracking down the privateer starship Morgenstern, or offers to vacate their gambling debts if they’ll deal with a bloathsome that’s settled on an asteroid with valuable mining concerns on it.
Aug 22 2017
Well that was a GenCon for the books! Absolute mayhem at our booth, with folks lining up to grab our new releases. The announcement of the Expanse RPG license. New opportunities and incredible partnerships in the offing. It was amazing and we have you to thank for it. 17 years in business and we are stronger than ever before. Seriously, thank you!
We’ll be taking a couple of days to recover but then it’s back to work on our next batch of books. This seems an opportune time to update you on our releases for the next six months. We’ve got a lot going on so let’s get to it!
Our next book will be the new edition of Freedom City for Mutants & Masterminds. We’ve been working on this for a long time and the hour is finally nigh! This is the original setting for the game, the metropolis that birthed the Earth-Prime setting. And at 320 pages it’s as mighty as Captain Thunder! Look for Freedom City in October.
November is a triple threat. We’ve got another Mutants & Masterminds book, Rogues Gallery. This was a PDF series we did for the last couple of years. The book collects all the villains from that and adds some new ones as well. If you are looking for foes for your PCs to tangle with, Rogue Gallery has you covered. Next up is the Fantasy AGE Companion, the first major rules expansion for the game. It adds new, fun material for almost every aspect of the game. There are new talents, specializations, arcana, and spells, as well as rules for chases, relationships, organizations, mass combat, and more! Finally in November we’ve got the second edition of Ork! The Roleplaying Game. This was Green Ronin’s very first release 17 years ago. Ork is a beer and pretzels RPG, great for one shots or when you want a lighter hearted game. Show those evil Squishymen who’s the boss!
We also hope to get Faces of Thedas, the next Dragon Age book, out before Xmas. The final text for that is up with BioWare for approval. Once we get that signed off on, we’ll be able to slot it into a month for release. Watch our social media feed for more on Faces of Thedas in the coming months.
As you can see, we’ve got quite a lot planned for the rest of 2017. For this reason we decided to move Modern AGE and the World of Lazarus from their original November release date to January. This gives us more time to develop the books, and lets us start 2018 with a bang. Modern AGE takes the Adventure Game Engine to Earth, letting you run games anytime from the Industrial Revolution to the near future. World of Lazarus, the game’s first support book, lets you play in the setting of Greg Rucka’s awesome comic. If you haven’t read Lazarus before, do yourself a favor and check it out. It’s seriously great.
In February we’ve got two more releases: Mutants & Masterminds Basic Hero’s Handbook and Return to Freeport. The Basic Hero’s Handbook is both an entry point for those new to Mutants & Masterminds and a useful table reference for anyone playing the game. If you’ve been interested in M&M but looking for an easier way to learn the game, the Basic Hero’s Handbook is for you. Return to Freeport is a six-part adventure for the City of Adventure. It’s the first new adventure content we’ve done for Freeport in some years, and it’s designed for a Pathfinder RPG campaign that’ll take you from levels 1-11. At nearly 200 pages in length, Return to Freeport packs in a lot of adventure!
A few months ago we announced that we were adding fiction to our lineup and that we had hired Jaym Gates to lead that effort. Our fiction imprint is called Nisaba Press and the Offerings sampler we released at GenCon and online last week gave you the first taste of what we’ve got cooking. We’ll be publishing short fiction monthly and novels and short story collections in print. In November we’ll be publishing Tales of the Lost Citadel, an anthology of stories set in the world of our upcoming Fifth Edition setting that we Kickstarted this summer. Then in January we’ll have our first Blue Rose novel, Shadowtide, by Joseph Carriker. Joe has also become line developer for the Blue Rose RPG, so he’s all up in Aldea!
More to Come
So that’s the overview of what’s coming in the next six months. We have our yearly planning summit next month and we’ll be making plans for the rest of 2018 and beyond. We’ve already got some awesome stuff in the works, like the Sentinels of Earth-Prime card game and the Expanse RPG. I’ll be back early next year to talk about more of our plans. Game on!
Aug 17 2017
FOR IMMEDIATE RELEASE
GREEN RONIN TO PUBLISH THE EXPANSE RPG
James S.A. Corey’s Sci-Fi Epic Comes to the Tabletop
August 17, 2017—SEATTLE, WA: Green Ronin Publishing announced today that it has signed a licensing agreement with James S.A. Corey to adapt The Expanse series of novels as a tabletop roleplaying game.
“The Expanse is the most exciting thing to happen in science fiction in the last decade,” said Green Ronin President Chris Pramas. “It’s not just that they are cracking good stories—which of course, they are—but like all of the best science fiction they reflect the issues of today. We could not be more delighted to bring the Expanse to roleplaying games.”
“The Expanse began as a gaming concept nearly two decades ago, and was played as a home brewed RPG for years before becoming a book series,” said Ty Franck. “To have Green Ronin taking the universe of The Expanse back to its roots is very exciting. I’ve loved their game adaptations of other literary works, and I couldn’t be happier to be partnering with them on this project.”
“I came to the story first as a RPG, and clearly I had a great time with it,” added Daniel Abraham. “I’m delighted to have other gamers get the chance to make their own stories in this setting.”
Green Ronin will run a crowdfunding campaign for The Expanse RPG next year and publish the game in August, 2018. The Expanse RPG will use Green Ronin’s popular Adventure Game Engine, which powers its Blue Rose, Fantasy AGE, and Modern AGE RPGs. More information about The Expanse RPG will appear on greenronin.com in the coming months.
# # #
About Green Ronin Publishing
Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000 Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as Blue Rose, A Song of Ice and Fire Roleplaying, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running Green Ronin won the prestigious Gen Con & EN World Award for Best Publisher.
About James S.A. Corey
James S.A. Corey is the pen name of Daniel Abraham and Ty Franck.
About The Expanse
The Expanse book series is published in 30 countries and 27 languages, and has sold over a million books in North America alone. It has been adapted as a television show, now entering its 3rd season, and as a soon to be released board game. It has also been nominated for the Hugo Award twice, and won the Locus Award for best science fiction novel in 2014.
Aug 16 2017
We are pleased to present, for free download, “Offerings, a Fiction Anthology,” a sampler of fiction from three of our upcoming fiction releases. In case you missed it, we recently announced Nisaba Press, Green Ronin Publishing’s new fiction imprint, helmed by Managing Editor Jaym Gates.
Within the pages of “Offerings” you’ll find:
- The Prologue from Shadowtide, our first romantic fantasy Blue Rose novel by Joseph Carriker.
- “New Girls,” by Crystal Frasier, set in the super-heroic world of Earth-Prime from Mutants & Masterminds.
- “Requiem, In Bells,” by Ari Marmell, set in the fantasy horror-survival world of The Lost Citadel.
We hope you enjoy this offering from our first few fiction titles. We can’t wait to share our worlds with you!