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The Mark of Nerath
Dungeons & Dragons
Bill Slavicsek

It is a time of magic and monsters, a time when only a few scattered points of light glow with stubborn determination amid a rising tide of shadows. It is a time when only the bravest heroes dare tread the wilds of the unknown . . .

Magroth the Mad—an erstwhile emperor and tyrant from the time of Nerath, the world’s last empire—yearns to be free of his eternal prison in the Shadowfell. And Orcus, the Demon Prince of Undeath, has a plan to help him. But in order for Magrorth to be free and raise a new kingdom in the world, one that will rule eternally in darkness, he must carry out a series of tasks—among them the elimination of Nerath’s remaining royal bloodline, and with it the possibility of defeat.

Falon of Nenlast, a small trading village in the northern reaches of the Nentir Vale, is a novice priest of Erathis, mostly content, mostly ignorant of the dark corners of the world. When he meets Darrum, one of the last remaining protectors of Nerath, he is shown just how far the shadows are cast.

With fear and dread loose in the world like hounds in a hunt, Falon and a ragtag company of adventures must venture forth and confront the forces that threaten to extinguish the delicate light of civilization forever.

Item Details
Item Code: 247410000
Release Date: August 2010
Format: Trade Paperback
Price: $7.99 C$10.99
ISBN: 978-0-7869-5622-7


This novel also contains part 2 of The Gates of Madness—a five-part novella by James Wyatt, prelude to the worlds-spanning Abyssal Plague.

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Author Bios
Bill Slavicsek

Bill Slavicsek's gaming life was forever changed when he discovered Dungeons & Dragons in 1976. He became a gaming professional in 1986 when he was hired by West End Games as an editor. He quickly added developer, designer, and creative manager to his resume, and his work helped shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplaying games. He even found some time during that period to do freelance work for D&D 1st Edition. In 1993, Bill joined the staff of TSR, Inc. as a designer/editor. He worked on a bunch of 2nd Edition material, including products for Core D&D, Dark Sun, Ravenloft, and Planescape. In 1997, he was part of the TSR crowd that moved to Seattle to join Wizards of the Coast, and in that year he was promoted to R&D Director for D&D. In that position, Bill oversaw the creation of both the 3rd Edition and 4th Edition of the D&D Roleplaying Game. He was one of the driving forces behind the D&D Insider project, and he continues to oversee and lead the creative strategy and effort for Dungeons & Dragons.

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