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The Odd Company & the Light of Yavanna (en Inglés)
Jack S Frank (Autor) · OnceWas RPG LLC · Tapa Blanda
Quedan más de 100 unidades
$ 838The Odd Company & the Light of Yavanna A OnceWas Fantasy Adventure Book One
Four strangers meet in a tavern. A scholar short on coin, a dwarf seeking honest work, a thief planning one last job, and a cleric with dark secrets. The job seems simple: investigate some missing sheep in a quiet village. It isn't.
What starts as easy money becomes a journey into ancient evils, forgotten curses, and conspiracies that reach back through centuries. From monster-haunted forests to the hidden courts of elven nobility, the unlikely companions discover that some threats are too dangerous to face alone. And some bonds can only be forged in fire.
FROM THE CREATOR OF ONCEWAS RPG COMES AN EPIC FANTASY TRILOGY FORGED AT THE GAMING TABLE
Some heroes answer destiny's call. Others just need the money. When the village of Green Meadow posts a bounty for brave souls willing to hunt down the ogres terrorizing their sheep herds, four strangers meet at the Drinking House. They have nothing in common except desperation and the willingness to risk their lives for fifty gold pieces.
Evron Gallante fled the Grand College of Magic after one year, his confidence shattered and his spellbook half-empty. He tells himself he just needs one good score to prove he's more than a failed apprentice. Hunter trusts his daggers, his instincts, and the coin he perpetually rolls across his fingers. He trusts nothing else. Especially not his new companions. Avestdra hides behind a bone-white mask and serves Grund-Wyrgen, the Dark Mother - a deity most clerics would flee from. Her faith is absolute. Her maul is heavy. And the shadows cling to her like old friends. Harbek has seen too many winters, fought in too many battles. The dwarf warrior from RingingHammer knows exactly how stories like this end. But a dwarf's honor demands he see it through anyway.
What should be a straightforward monster hunt spirals into nightmare. The ogres are servants. The kidnapped clerk knows too much. And in the depths of Fort Orckrag, something immortal waits in chains - something that whispers the name Ixalor.
The Odd Company will face ogres and goblins in ancient caves, werewolf-infested fortresses, political machinations that threaten kingdoms, haunted forests where trees remember, the wererat king beneath a ruined city, cursed gold and darker bargains, an empire's conspiracy centuries in the making, and an ancient necromancer whose release would doom the world.
But the real danger isn't the monsters. It's the cost of stopping them. Not all of them will see the end. Not all of them should.
Born from actual tabletop sessions and years of campaign development, this trilogy captures what makes roleplaying games magical - the camaraderie, the danger, the impossible choices, and the moments when ordinary people become heroes.
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