Posted on May 7, 2010 by Robert A. Howard
The Plane Above: Secrets of the Astral Sea follows close on the heels of The Plane Below, expanding on the upper fundamental plane of the 4th Edition Dungeons and Dragons “World Axis” cosmology. It presents a fantastic place where planar adventurers will find floating within an otherwise vast emptiness countless island motes, ancient battlefields, dangerous astral pirates, and the dominions of the gods themselves — some left shattered following a climactic battle fought eons past between the gods and the primordials known as the “Dawn War.” It is an ideal setting for a paragon or epic tier game and will make an excellent change of pace for the party who may have grown tired of the humdrum trappings of typical fantasy settings.
Posted on April 14, 2010 by Flames
With The Conqueror’s Shadow, Ari Marmell brings a welcome seasoning of wit to the genre, proving that dark fantasy can address the enduring questions of good and evil and still retain a sense of humor. Playful yet intense, sharply sarcastic yet deeply sincere, The Conqueror’s Shadow announces the appearance of a unique talent—and an antihero like no other.
Flames Rising is pleased to present a portion of Chapter Six of this new novel by Ari Marmell…
Posted on April 8, 2010 by Robert A. Howard
The Plane Below greatly expands on the Elemental Chaos, which is one of the fundamental planes of the Dungeons & Dragons 4th Edition cosmos. To be sure, this supplement is primarily intended for Dungeon Masters and is best suited for paragon and epic tier games. There is no doubt that the Elemental Chaos is aptly named, for although there are some relatively stable places to visit, much of the plane is filled with a roiling chaos of raw elements from which the rest of creation is derived. It is a hostile and alien place — just the sort of place to drop your players into unexpectedly to watch them squirm.
Posted on May 15, 2009 by Matt-M-McElroy
It is the dawn of a new age in the Multiverse. The balance of power is shifting and Agents of Artifice brings readers to the heart of a planeswalker struggle.
In Agents of Artifice, Ari Marmell re-imagines Planeswalkers, taking fans deeper than ever into the lives of the Multiverse’s most powerful beings.
In this interview Ari tells us a little about the creative process that went into the writing of Agents of Artifice and what it was like exploring the worlds of Magic: the Gathering. We also ask him about the Ravenloft serial novel Black Crusade and even get a question or two about some upcoming Dungeons & Dragons books in before we wrap things up.
Posted on February 8, 2005 by Flames
Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness.
The end of the line for Vampire: the Masquerade and the Kindred characters of that part of the World of Darkness. Several signature characters, such as Lucita and Theo Bell and make a final appearance in this book. As Ari Marmell’s first novel, this is quite an undertaking. How do you sum up all those years of books, characters and events in the plot of Vampire: the Masquerade? Quite simply, you can’t. There is simply too much. So many characters and plots have been introduced over the years that it would take volumes to cover them all. What Ari Marmell does with this book is tell a great story of a select few of the characters we’ve known over the years.