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GAMEBOOKS

Windhammer Core Gamebook

The Chronicles is proud to announce the release of the Windhammer Core Gamebook.
This new "parchment" edition has been fully updated with a new 6x9 PDF format and
has been provided with new incidental graphics, character and combat record sheets as
well as revised introduction and rules sections.

Here can be found the world of Arborell in all its lethal ferocity, the Powers that keep
balance in the world playing a deadly game that will see Halokim Vesh travelling the
wilds of the northern frontier, and the deep labyrinths of Stoneholme in his quest to
restore the Tellandra. If he can find it he shall save his people and all the Nations of Men
from disaster. It is a time that needs a hero and in the world that is about to unfold you
are that man, your ultimate destiny yours to make.

To download this new PDF edition click here.


Click here for your copy of Windhammer HTML edition.

If you would like to download this gamebook please click on the links provided above. Here can be found two versions
of this popular core gamebook encompassing 600 new or revised sections, new character generation and combat rules,
new background appendices and in the case of the PDF edition a range of new and upgraded graphics and
illustrations. Please note that the HTML download comes bundled with older pdf versions of the First Book of Haer'al
and the Inquisitor's Lament companion novella and works through your default web browser by double-clicking on the
index file to begin.

Windhammer Enhanced Combat System

This new rule set is now available for use with the Windhammer Core Gamebook and all
other gamebook adventures that encompass the Chronicles of Arborell. If you like your
combat realistic and intense then this guide to close quarter fighting in the realms of
Arborell can be yours as an alternative to the Standard Rules. This system allows for the
development of unique offensive and defensive tactics, and covers additional rules for
critical hits, attack and defense manoeuvres, and the application of terrain and scale
modifiers. With this rule set a player can evolve a fighting method of their own, one
tailored to the character being used and the weapons chosen. These enhanced combat
rules require only dice, a pen and the information regarding Combat Value and
Endurance for each combatant. With these basic tools in hand a player may out-think
and out-play even the most powerful of opponents. May Glory and Renown follow all
who are victorious.

To download this new PDF edition click here.


Shards of Moonlight

Under the cover of night a Jotun warrior and his Mentor make for the barren lands of
the Shattereen. For Tansen Delving it is to be his deskai, the proving of his right to be
called Warrior, and the initiation that shall see him named as Favoured Son to the
Chieftainship of Kraal Delving, and leadership of the Jotun of the West. What lays in
wait for the young Jotuni is an unexpected destiny and a journey into the bloody past of
the Oera'dim, one he may be lucky to survive.

This adventure is provided as both a html file and as a pdf file. Please note that the html
version is distributed as a zip file and once downloaded must be unzipped and then
opened by double-clicking on the index file.

Click here for your html copy of Shards of Moonlight


To purchase this new PDF edition click here.

A Murder of Crows - ( Available online only )

This is the second gamebook in the Jotun of the West series that follows the adventures of Tansen'Delving as he awaits
his father's End of Days and his ascension as Chieftain of Kraal Delving. Upon the first breaths of a cold winter he
treks into the north of his lands looking to fulfil one final test of courage that will prove him worthy of becoming Chief
of his Kraal. What he finds instead is assassination and treachery, and a new challenge that will bring him face to face
with a hidden enemy. At this time A Murder of Crows is available online only, its release being staged in a series of
instalments. Once complete however, the book shall be compiled into a stand-alone download file.

Click here to play A Murder of Crows Online

Torchlight - Quest for the Orncryst

The Chronicles of Arborell is proud to release a new "parchment" edition of Quest for the
Orncryst, the world's first card-based gamebook adventure utilising the new Torchlight
game system. In this gamebook you take the part of a Brother of the Deep Guild,
charged with the finding of a priceless artifact. Whether you survive the task will depend
on a measure of good luck, and considerable good judgement. If you ever wanted a
gamebook that will provide a new challenge no matter how many times it is played, then
this is the one for you.

If you wish to purchase a copy of this game for yourself, Quest for the Orncryst may be
downloaded using the links given below.

For the Players Manual in pdf format click here


For the associated Card Set click here

Torchlight Text Editions - Quest for the Orncryst

Adapted from its sister gamebook of the same name, this text edition is a randomly generating fantasy adventure set in
the deep ruins of Arborell. Quest for the Orncryst includes printable character, combat and mapping sheets and
features a randomized dungeon mapping system, multiple playing modes and a wide range of creature interactions,
search and trap evasion scenarios and room environment modifiers.

Quest for the Orncryst is available both to play online, and as a free download file. This text edition has been optimised
for players who must use screen readers and will soon be complemented with an audio tutorial for visually impaired
readers who wish to get the most from their adventure. If you are using a screen reader your adventure begins with the
index file. If you are not using a screen reader to access this game look to the tae_cover.html file to begin.

Torchlight Companion - Well of Shadows

On the western borders of Kalborea the temple-dome of Allas'nerig hides a great secret,
one the Deep Guild has been searching for many years to uncover. Within its dark
recesses can be found the legendary Well of Shadows and the answer to one of the
greatest of Arborell's mysteries. You are one of the Brethren and it is your mission to
find the Well, but the true cost of the knowledge it can give may be more than any man
is willing to pay.

Well of Shadows is now available as a PDF download, as a HTML zip file and to play
online. If you decide to download the HTML zip file the game can be commenced by
clicking on the index file included.

For the full Well of Shadows gamebook in PDF format click here
To download the full Well of Shadows gamebook in HTML format click here
For the full Well of Shadows gamebook to play online click here

MICRO-GAMEBOOKS

What follows is a series of micro-gamebooks designed to be printed on just two sheets of paper. These adventures cover
legends and characters that might not otherwise be included within the core gamebooks and have been included here
to provide a broader perspective on the long history of Arborell. These gamebooks are short interactive fantasy
adventures that require no more than something to write with, a spare piece of paper to record details of your
adventure and two six-sided dice. It should be noted that all adventures requiring combat resolution are fully
compatible with the Windhammer Enhanced Combat System and that all of these gamebooks are provided in a PDF
format.

The Watchtower

When first constructed the Watchtower at Millerain guarded the edges of human
settlement in the new world of Arborell, and for two centuries it served its purpose well.
In these modern times it lies abandoned and desolate, the frontiers of the realms of Men
found hundreds of leagues further to the north and west. It is however, no longer empty.
Something has found a home within its crumbling battlements, spreading malice and
malcontent upon the surrounding rural communities. Citizens have gone missing, and
with their loss a pall has settled upon once peaceful settlements. Whatever lurks within
the high tower wishes itself to remain hidden and undisturbed. It is your intention that
this will not remain so.
This version of the Watchtower micro-gamebook is the original edition published by the
Chronicles of Arborell. It is provided free for download here and is also available within
the commercial version of the Dark Water Omnibus, the compilation edition of these
microgamebooks.
For the original Watchtower microgamebook in PDF format click here

The Watchtower - Text Editions

This micro-gamebook is now also available in an HTML text edition for readers who are unable to use the map-based
original. Offered in a HTML format download and directly for online use these text versions are available from the links
given below.
To obtain a free copy of The Watchtower HTML Text Edition click here
To play The Watchtower Text Edition online click here

The Watchtower PDF Edition

When first constructed the Watchtower at Millerain guarded the edges of human
settlement in the new world of Arborell, and for two centuries it served its purpose well.
In these modern times it lies abandoned and desolate, the frontiers of the realms of Men
found hundreds of leagues further to the north and west. It is however, no longer empty.
Something has found a home within its crumbling battlements, spreading malice and
malcontent upon the surrounding rural communities. Citizens have gone missing, and
with their loss a pall has settled upon once peaceful settlements. Whatever lurks within
the high tower wishes itself to remain hidden and undisturbed. It is your intention that
this will not remain so.
This new PDF edition of The Watchtower includes a completely rewritten narrative, new
illustrations, new presentation format and full-colour front and back covers in the style
shown here. Also available through DriveThru RPG this new edition comes with 30 new
sections and a 6x9 inch format designed for viewing on both desktops and hand-held
devices. Can you find the secret that lies hidden within the Watchtower?
To download this new PDF edition click here.

Assault on Nem'haleen

It is the last days of the Great Insurrection, the vast empire of the Fallen Masters
consumed in a bloodbath of death and destruction. Before the walls of Nem'haleen, the
last stronghold of the Trell'sara, the Armies of the March await the command to destroy
the final vestiges of a corrupted and cruel empire. You are a Jotun warrior, commander
of an assassination crue under direct command of Qirion'Delving, leader of the
Insurrection and soon to be named First Hammer of the World. In these dark days of
blood and death you are given a mission. Your soldiers are to enter the besieged fortress
and hunt down the one remaining leader of the forces loyal to the old Masters, a Hresh
General known only as the Butcher. The remaining Masters will be left to the Armies of
the March to dispose of. The Butcher is to be your responsibility alone. In this
microgamebook adventure it is your mission to lead your crue into a structure within
the fortress of Nem'haleen known as the Sigh'dorum and find the Butcher. Your task
will be complete when the General is dead.
To purchase this new PDF edition click here.

Alwen's Run

For Alwen'Besson the message had always been his life. From the moment that he had
dug his way out of the dry earth of Gorgoroth he had been trained as a Messenger, and
in that role had given everything he had to his duty. Such was the reputation of Alwen
amongst the Masters of House Besson that he had risen above all others to find favour
as the personal Messenger of his Dominus. It was a position he took pride in, for there
was little that any Morg could look to with pride, and unlike most of his kind he took his
responsibilities very seriously indeed. There came a day however, when a crue of Hresh
Scouts captured him in the foothills of the Hadaras Mountains and with no regard for
his mission decided to have some fun. Throwing him into an abandoned mineshaft they
laughed as he fell; his small, emaciated body tumbling into the darkness. In this two-
page microgamebook adventure you play the part of Alwen'Besson, your objective to find
a way out of the Nest you have been thrown into and in doing so return safely to the
world above. May you find good luck in this endeavour. You'll need it.
To purchase this new PDF edition click here.
The Ghosts of Allan'duril

Hidden within the foothills of the Coldarai mountains the small mining community of
Allan'duril had always remained peaceful and secluded. In the past days however, two
miners have staggered terrified from the mine, their stories of spectral figures and
deadly sabotage infecting the superstitious townsfolk with a certainty that the mines are
bothhaunted and unsafe. It is your mission to find the truth to what lies within the
ancient mine and bring it into the light of day.

Within this two page gamebook adventure you play the part of an Inquisitor, a Seeker of
Truth and an Enforcer of the laws that govern the Kalborean Union and its Occupied
Territories. You are not a soldier,though you have been trained in the arts of violence. It
is your mind that is your best weapon, your short sword no more than an instrument of
personal protection, one that you have had little cause to use. Here your courage and
your resolve will be tested.
To download this new PDF edition click here.

The Gaelwch

In the years following the Great Insurrection the Mutan of the Clavern'sigh set about the
task of demolishing everything left by their Fallen Masters. Great temples and vast cities
were systematically destroyed, their broken stones scattered until nothing remained. It
was in the prosecution of this mission that the Sigh discovered records of a Beast, one
created by the Trell'sara and subsequently locked away and forgotten. Such was the
elemental malice of this spectral creature that it had proved uncontrollable and had
been separated into eleven parts, each part exiled to the ends of the world and secured
within a grel'nimir, a Lock Room, bound by eleven locks. With this discovery warriors
were sent to find these grel'nimir, though none were ever found. Except one. This is the
story of the Hresh who uncovered the prison of the Gaelwch (pronounced gael-wek) and
came face to face with the power of EarthMagic. In this microgamebook adventure your
mission will be complete when you stand in the chamber known as the grel'nimir and
look upon the countenance of the Gaelwch.
To purchase this new PDF edition click here.

The Secret of Clavette's Keep

It is the Year of Settlement 106, and in the violent years that followed the end of the
First Horde War the Colonial Army engaged in a series of bloody battles to keep the hard
won lands of the fledgling Nations of Men free from attack. In those desperate days the
ancient ruin of Clavette's Keep stood upon the east coast of Arborell, south of Callenfrey
and at first glance no more than a crumbling pile of broken stone. Beneath its shattered
towers however, lay an extensive reach of deep ruins, and within those passages and
chambers there resided a determined force of Oera'dim, using the Keep as a base of
operations to harry the new settlements of Men. In this microgamebook adventure you
are a Combat Engineer of the Colonial Army, a soldier of considerable skill and an
expert in demolition munitions. As the Colonial Army attacks and clears the
underground complex beneath the Keep it is your mission to search the ruins to
determine how the Hordim have passed undetected through the lands of Men. It is the
view of Colonial Intelligence that they are utilising a cave system and it is your objective
to find and destroy any access to it. Good luck.To purchase this new PDF edition click
here.
Aggeron's Hammer

In the long years that Aggeron the Great ruled the vast Empire of the Suns he never
once gave pause to consider the loyalty of his slaves. In their multitudes they laboured,
their lives spent in toil and privation, their obedience assured by the Word of Command
that enslaved them to his will. For his fellow Trell'sara however, there was no such
comfortable loyalty. Deceit and treachery were the coin of his dominion, murder and
betrayal the tools that assured advancement within the great Empire that Aggeron had
created for himself. To counter the ruthless ambition of his fellow Masters, Aggeron
gathered to himself a Hammer Guard, a unit of highly trained soldiers with which he
rooted out his enemies and destroyed them. You are a Jotun of House Oldemai, chosen
to attempt the Gauntlet, a trial of skill, strength and cunning that, if successful, will
elevate you to service within the Hammer Guard of Aggeron the Great. To survive will
see you earn great prestige for your House and its Masters, to fail will see you dead. This
is your mission. Complete the Gauntlet and find favour for your House or die in the
attempt. To download this new PDF edition click here.

A Slave's Vengeance - Act One

For Braya'Traebor, a Hresh slave of House Traebor vengeance had become the sole
purpose of his existence. In his mind he knew only hatred for those he served, and
vowing that they should pay for their excesses he formulated a plan, one that would see
him exact a terrible toll upon those who would enslave him. In the mines of his Masters
he murdered his Overseers knowing that he would be caught, and that such acts would
label him as nuulwch, a worthless slave, and that he would be sent to the Maze as his
punishment. Put into the Maze with other nuulwch he would be required to fight to the
death for the pleasure of his House Masters. It was his intention however, to survive. He
wanted freedom and he had a plan. In this first Act of Braya's attempt to kill the Masters
of House Traebor he must survive the battleground of the Maze of Hulgrim, and in doing
so become a House Champion and be tested against the Champions of the many other
Houses that infest the Empire. For some it is a matter of honour. For Braya it is a
means to an end, a way to gain entry to the Palace of his Masters and move one step
closer to the Dominus of House Traebor.To purchase this new PDF edition click here.

A Slave's Vengeance - Act Two

Braya'Traebor has succeeded in his plan to become a Champion of House Traebor but
his path to vengeance is not yet complete. Now resident at the Palace of Traebor he
awaits his inclusion in the roster of the Imperial Games, biding his time for the
opportunity that will set his revenge in motion. Such an opportunity does not take long
to present itself. On a storm-swept night he kills a Morg attendant delivering food to his
cell, and then the guard charged with the Morg's safety. Taking the guard's clothing and
scimitar Braya has all he needs to begin measuring his vengeance upon the Masters of
Traebor. In this mission he will either succeed or die in the attempt. In this Second Act
of Braya's attempt to kill the Masters of House Traebor he must search the Palace of
Traebor for the four Masters who are in residence. One of these Masters is the Dominus
Hulgrim himself and with his death the uproar will be such that Braya will be able to
escape the palace and find his freedom in the mountains to the west. This is his
mission. Find the four Masters and kill them. It will not be easy.
To download this new PDF edition click here.
The Capture of Vallen'diil

In the last days of the Second Horde War, the remnants of the Oera'dim Army of the
March in retreat. Forced to withdraw into the mountains bordering the northern edges
of the Shan Valleys, the March is in disarray. At the army's head is the Jotun
Vallen'diil'Bruhaj, a commander of considerable skill but an Oera'dim who now sees only
destruction for his great Host. At his right shoulder lay the foothills of the Great Rift, at
his back the encroaching Colonial Army. Choosing a long sloping hill as the ground
upon which he will meet his enemy he makes his preparations.
In this micro-gamebook adventure you are a soldier of the Colonial Army, positioned to
the south of Temple Hill, upon which the Horde Army is to make its last stand. Your
objective is to reach the summit, and capture as many of the command group of your
enemy as remain alive. You will not be doing this alone however. Forming ranks about
you are more than five thousand other soldiers of the Colonial Army, and all are aware
that victory in this battle will bring a protracted and bloody conflict to an end. To
purchase this new PDF edition click here.

The Dark Water Omnibus

The Dark Water Omnibus is a compilation edition of ten micro-gamebook adventures


currently available as downloads from the Chronicles of Arborell. These solitaire
adventures present stories and events taken from the long history of Arborell that might
not otherwise feature in the core gamebook series and its associated titles. Each is a
stand-alone adventure requiring only a pen, two six-sided dice and a printed copy of the
adventure to play. They have been designed to be easily printed and to be played with a
minimum of gaming materials. All are stand-alone, each varying in length from 20
minutes to an hour and a half to complete.

These adventures include: The Watchtower, Assault on Nem'haleen, The Gaelwch,


Alwen's Run, A Slave's Vengeance, The Ghosts of Allan'duril, Aggeron's Hammer, The
Secret of Clavette's Keep and The Capture of Vallen'diil.
To purchase this new PDF edition click here.

Legends of the Deep Guild Standard Rule Set

The Legends of the Deep Guild is a series of micro-gamebook adventures that have
evolved from a short, two-page gamebook format developed as a part of the Chronicles of
Arborell interactive gamebook series. Each of these legends is a solitaire role-playing
adventure game, one that allows a player to take on the role of a Brother of the Deep
Guild of Das Vallendor and complete a range of difficult missions into the ruins of
Arborell. All you need is the Standard Rule Set available here, a pen, two six-sided dice,
and a piece of paper to record the changing status of your character as you play.

It should be noted that all adventures in this series requiring combat resolution are fully
compatible with the Windhammer Enhanced Combat System and that all of these
gamebooks are provided in a PDF format. May Glory and Renown follow all who are
successful.

To obtain this new PDF edition click here.

This two-page rule set is used by the following five micro-gamebooks. It includes a more sophisticated set of character
generation rules, information regarding the Deep Guild of Das Vallendor and a short bestiary of Arborell. Please note
that the adventures that follow require this rule set to play and that all five have been included in the Legends of the
Deep Guild compilation edition listed below.
Finding Dannam Tull

It is a truth understood by all who delve the ruins of the world that no Brother of the
Deep Guild is ever left behind. Any Brother who does not return from a commission is
searched for; either to be found alive, or to have their remains returned to the light of
day. All Brothers in death find their rightful place within the Catacombs of the Fallen
beneath Das Vallendor, and all of the Brethren understand that a search begun will not
end until the Lost have been found.

Such a circumstance befell Dannam Tull, a Scholar of the Guild and descendant of
Dellig Tull, greatest of the early explorers of Arborell. In the story of his recovery can be
found a true legend of the Deep Guild and the uncovering of the secret of the Tor'dreyel.

To purchase this new PDF edition click here.

The Druhlstone

Standing over the body of Dannam Tull you grieve for the old scholar's demise.
Respected by all the Brethren you know that his body should be returned to Das
Vallendor, but Tull himself has given you reason to delay his return. In your hand you
have a map, and its hand-drawn scratchings give hint to the location of a Druhlstone.
Such a prize cannot be ignored.

Quickly you take Tull's pack and pull from its interior three fresh torches and six
standard ration packs. These you take with you before surveying the rockfall that killed
the old scholar. At its upper edges you find a shallow opening, one that leads to a long
tunnel beyond. This is the way you must go and without hesitation you climb up the
rockfall and into the narrow gap...

To download this new PDF edition click here.

The Callas'Elanna

Catalogued by the Deep Guild simply as Allas'nerig 417, the Temple of Elanna stands
upon the vast Ruhig Plains, its weathered stones but one aging structure set within the
sprawling ruins of a long dead civilisation. Covering many square kilometres of the
Ruhig grasslands the ancient ruins of Allas'nerig are best known for the massive Temple
Dome at their centre, however it is the smaller ruins that spread from its edges that
provide the best opportunities for the Brethren of the Deep Guild. The Temple of Elanna
is one such ruin. Although the upper precincts of the temple have been ruined by long
exposure to the elements its lower levels have survived intact, and research has shown
that it may well be the resting place of an artefact long sought by the Guild. Somewhere
within its darkened halls resides a statue of blue Azuril, a representation of the
Daughter-Goddess Elanna that, it is said, holds a gem of great value and even greater
power. You have been commissioned to find this talisman and return it to the light of
day. Whether you survive will be dependant on your skill and a good measure of luck.
To purchase this new PDF edition click here.
Grievous

It is recorded that in the Year of Settlement 241 a Grievous of the Oera'dim was first
encountered by Humankind. Up until that time such a creature had been unknown to
Men and it fell to the fate of a Cartographer of the Deep Guild named Iirdor Halbek to be
the first to witness such a Being. It is known that Halbek had mounted a mapping
expedition into the borders of the Lower Coldarai, and in the foothills of those
mountains came into contact with a Hresh scouting party. Pursued into the hills with
only a weapon and satchel of food in hand he tried in vain to escape his pursuers, but
found instead the edge of a deep ravine and a deadly plunge into its dark interior. Your
adventure begins as you fall, your pursuers hot upon your trail. To survive you must
find your way out of the ravine before you are caught by the Hordim. This is your
mission.

To download this new PDF edition click here.

Old Bones and Moonlight

It is said amongst the free citizens of Arborell that the Brethren are criminals, men of
dubious character forced into a vocation no more respectable than the prison terms they
would otherwise have served. The truth is that the Brethren are indeed criminals but
their training in the Guild changes them, giving them purpose and the skills necessary
to survive their new vocation.

One such man was Alrig Damphousse, a career criminal in his youth but a legend of the
Deep Guild remembered long after his death. Ambushed upon a mountain trail by a
crue of Hresh warriors, Alrig lost an artefact long sought for and hard won. Another
Brother might have thanked the Fates for their survival and made for the nearest
settlement. Not Alrig. In the depths of a mountain winter he resolved instead to hunt
down the crue and get back what had been taken from him. This is your mission also.

To download this new PDF edition click here.

Legends of the Deep Guild

The Legends of the Deep Guild is a series of micro-gamebook adventures that have
evolved from a short, two-page gamebook format developed as a part of the Chronicles of
Arborell interactive gamebook series. Each of these legends is a solitaire role-playing
adventure game, one that allows a player to take on the role of a Brother of the Deep
Guild of Das Vallendor and complete a range of difficult missions into the ruins of
Arborell. All you need is the Standard Rule Set available here, a pen, two six-sided dice,
and a piece of paper to record the changing status of your character as you play.

This compilation edition incorporates all the titles associated with the Legends of the
Deep Guild Standard Rule Set. These titles include Finding Dannam Tull, The
Druhlstone, The Callas'Elanna, Grievous and Old Bones and Moonlight. May Glory and
Renown follow all who are successful.

To download this new PDF edition click here.


NOVELS

The Song of the Dromannion PDF Edition

Here for your consideration is the journal of Emmers Nahr, a refugee from the tyranny of
a ruthless Enemy and one of the First settlers of Arborell. His is a tale of desperation
and hope as the last remnants of Mankind take to the sea and flee the power of a great
evil. In the West can be found salvation but first they must survive the journey.

In this journal can be found the personal account of a simple man who fled the power of
an Enemy that knew no fear and granted no mercy. Within these pages is the story of a
great Fleet, one that crossed from a world of violence and death into another of magic
and uncertainty, where the earth itself could come to life, and the power to move the
heavens themselves might rest comfortably in the palm of your hand.

To download this new PDF edition click here.

Song of the Dromannion HTML Edition

The journals of Emmers Nahr trace the epic journey of the Last Fleet of Men as they flee the power of the Old Enemy
into the new world of Arborell. Here can be found a download file that contains the completed journal and all its
associated map files. Once unzipped the story can be accessed by double-clicking on the songindex file.

Click here for your HTML copy of Song of the Dromannion

Blood and Iron

Within these pages can be found the tale of Mallen and Tomas Cael, Men of Kalborea
and Metalsmiths by trade. Their story begins in the Year of Settlement 517, some 400
years before the demise of the Dragon Windhammer. It is a time of calm in a world that
has never known peace, and it cannot last. For the Brothers Cael life is untroubled, the
violence of the Horde a distant memory for their coastal home of Callenfrey. In one night
of chaos and destruction however, their quiet existence is stolen from them and they are
thrown into the great quest that is the subject of this epic tale. Here for your
consideration is the song of Blood and Iron. May you enjoy the journey.

In its html version Blood and Iron comprises 127 files available as an easy to download
zip file. Once unzipped you need only click on the index file to begin.

Click here for your html copy of The Complete Blood and Iron
Click here for your copy of the Blood and Iron PDF Edition
The Troll of Bremn

Although not a part of the Chronicles of Arborell gamebook series the author is pleased
to announce the release of a new fantasy title, The Troll of Bremn. It can be said that a
Troll's life is never an easy one and when Ignatius Wallot finds a bridge to call his own
life only gets more complicated. Cantankerous and ill-mannered his greatest wish is to
be left alone, but it will be a wedge of cheese and the kindness of brave men that will
change his life and elevate him from homeless Troll to a far greater destiny. Forrest
Gump meets the Brothers Grimm in this tale of magic and friendship that changes a
Kingdom and exposes the peacemaking qualities of roast mutton. Only one thing can be
absolutely sure. When Ignatius finds his bridge the village of Bremn will never be the
same again.

CHRONICLES COMPANION SERIES

The Inquisitor's Lament

To be a Seeker of Truth can be a lonely and sometimes dangerous profession. For the
Tak lovar the responsibilities and traditions of the Guild are his life. That is until he
finds reason to question their purpose. Upon the frontiers of the known world he
uncovers a question that leads to a mystery and a deadlt secret. One that propels him
southwards on a quest to find a man, once thought dead, but now his only hope. Only
then can the Tak Lovar stop the folly of the Guild from destroying them all.
This companion book to the Windhammer Core Gamebook is now available. The
Inquisitor's Lament can now be accessed both in an online format or as a downloadable
pdf document. If you wish to print the book a colour front cover has also been provided.
This current download file is a new updated version of this popular supplement to the
Windhammer gamebook.

To view this book online click here


Click here for your copy of The Inquisitor's Lament pdf file
Honour Amongst Thieves

This second companion book to the Windhammer Core Gamebook is now available.
Staked out upon the wind-swept plains of Northern Kalborea Jonath Mac was sure he
was about to die a long and lonely death. Betrayed and assaulted the old man lay
defenceless, his parched throat no balm for the aching vengeance that smouldered
within him like a fever. Then from nowhere arose a young Dwarvendim who set him free
and let him go upon his way. Now it is time for revenge.

With little more than a hunch and a few coins in his pocket he makes it his mission to
track down the most ruthless bandit in Kalborea and extract a little justice of his own.
Little does he realise that in doing so he will be a witness to the fall of Hel'garad and
come into possession of one of the greatest treasures in the world, a stonewood sword
named emurion.

To obtain a PDF version of Honour Amongst Thieves click here.

SUPPORTING TITLES

The First Book of Haer'al

Here is your guide to the Elder Tongue of Arborell. Within its pages can be found
grammar guides, punctuation conventions, language history, an increased 3750 word
vocabulary, pronunciation guidelines and a number of comprehensive sample texts
including the full Haer'al source for the Oera'dim creation myth, The Sorrows of Gedhru
and Aume. In the course of your journey's through Arborell you can find many clues
within the words of this ancient language and the First Book of Haer'al is the key to
unlock them. If you wish to understand the largest functional fantasy language ever
constructed specifically for a gamebook adventure series then this is the book you need.

To obtain this new PDF edition click here.


Click here for an older HTML version of The Book of Scars
Please note that if you are accessing the Chronicles using a screen reader a rich text file
(rtf) version of this book is now available as well.
Mythology of the Oera'dim

The Mythology of the Oera'dim is a compilation of lectures, oral traditions and translated
works drawn from the long history of the Oera'dim in Arborell. From the creation myth
of the Sorrows of Gedhru and Aume to the Enkara, the Oera'dim Song of Regret, what is
held within these pages is a truthful retelling of the greatest stories of a race of Beings
whose existence can be measured in the hundreds of millennia.

This compilation encapsulates all the mythological tales currently provided within the
Chronicles of Arborell in pdf format, including The Sorrows of Gedhru and Aume,
Hamulkuk and the Moon Dragons, The Hammer and the Darkness, The Tale of Ghered
Who Found Purpose, The Book of Scars, The Parable of the Unwary Traveller and the
Maiden of Despair and the Enkara. Presented with full colour covers, introduction and a
short history of Arborell it is an insight into the world of the Oera'dim.

To download this new PDF edition click here.

The Book of Scars

This companion to the Jotun of the West interactive gamebook series is now available for
download in both HTML and PDF formats. Here can be found an account of the Jotun
Underworld, of the perils and rewards that await any warrior who meets his End of
Days. It is the first hand record of the True Witness, the only Oera'dim ever to stand
before the halls of his ancestors and return to tell the tale. In his words can be found the
dangers of Hallen'draal and the malevolence of the Dreya; of the pain-shadows that lurk
in darkness and the oblivion that can only be found in Dissolution.

This new "Parchment" edition of the Book of Scars includes a revised narrative, a new
format optimised for screen viewing and the provision of new full-colour covers.

To download this new PDF edition click here.


Click here for an older HTML version of The Book of Scars

Atlas of Arborell - ( new 1024 x 768 version )

Here can be found an ebook compilation of the Atlas of Arborell. Includes all 18 Atlas map files and associated
webpages as displayed in this website. Also includes printing instructions and cover page. Unzip the file to its own
folder and double-click on the atlas file to begin.

Click here for your copy of the Atlas of Arborell.

Atlas of Arborell Mapset 1

If you do not wish to download the entire atlas, but would like the map files necessary to create the Arborell wall chart
then the following download is for you. Sized at 1.5 Mb all directions for printing these maps can be found in the
readme file.

Click here for your copy of the Atlas of Arborell Mapset 1.


The Sorrows of Gedhru and Aume

Here resides the oldest story of Arborell, told by the Silvan Tree herself, as recounted by
the Living Books of the Oera'dim, and translated from inscriptions found upon the walls
of Traebor by the Maturi Hedj. Within this ancient tale lies the beginnings of the world of
Arborell and the origins of EarthMagic, woven upon a dark tapestry of malice and
betrayal. Provided in its entirety it is presented in both its English and Haer'al forms.

This new PDF edition includes a revised narrative, a new format for easier use on both
desktops and hand-held devices, and comes with new full-colour covers as presented
here. This PDF edition also includes the full, original version in Haer'al, as used by the
Maturi Paderian Hedj as the source material for his famous primer for the Elder Tongue,
the First Book of Haer'al.

To download this new PDF edition click here.

The Hammer and the Darkness

For One Hundred Thousand years the rule of Aggeron the Great pressed hard upon the
backs of his slaves, the Oera'dim. A creature of great power and unlimited cruelty, he
dominated his world and built an Empire that saw all bowed before him. Sure of his
manifest authority Aggeron ruled, but unknown to himself a rebellion lay festering,
growing in the shadows and waiting for a leader brave enough to light the fuse.

In this tale of the Hammer and the Darkness can be found the origins of the Great
Insurrection and the destruction of the Trell'sara. Told by the Living Book at Shalamai it
is the story of Qirion'Delving and the fall of the Word of Command, and of the end of
Aggeron, Utterer of the Word and Master of All. This story uncovers the nature of the
Circle of Existence and tells how the Oera'dim found freedom at the height of the power
of the Masters.
To download this new PDF edition click here.

Hamulkuk and the Moon Dragons

In the darkest hours of the War of Tree and Leaf the Trell'sara stand on the brink of
destruction. Overwhelmed by the companions to the Silvan Tree they must look to a new
weapon, one stronger and more lethal than themselves. Into this world is born
Hamulkuk, First Hresh in the world and first of the Oera'dim, a Being built for war and
with much to prove to his new Masters. In this tale Hamulkuk is sent into the
mountains of Ul'ashma to remove from the world the threat of the Moon Dragons.
Within the setting of a world not yet despoiled by tyranny Hamulkuk must battle not
only the deadly power of the Ell'adrim but also the forces of a world finding its way into
a New Order.

This new PDF edition includes a revised narrative, a new format for easier use on both
desktops and hand-held devices, and comes with new full-colour covers as presented
here.

To download this new PDF edition click here.


The Tale of Ghered Who Found Purpose

This is the story of the Architect of the Great Insurrection and his journey from nuulwch
to Free Being. The Tale of Ghered Who Found Purpose stands as one of the most
important legendary accounts of the Oera'dim of the Ancient world. From Slave to
Arbiter of Souls this is the story of how a Being without purpose found his place in the
world, found friendship and the fellowship of Beings such as himself, and in doing so
was instrumental in bringing down a cruel Empire.

This PDF edition includes a rewritten narrative, a new format for easier use on both
desktops and hand-held devices, and comes with the new "parchment" full-colour covers
as presented here.

To download this new PDF edition click here.

The Lexicon of Arborell

Within the pages of the Lexicon of Arborell can be found a glossary of terms, places and
character names that are unique to the books and supplementary documents of the
Chronicles of Arborell. At this stage the glossary is a comprehensive listing of over 400
words gathered from four titles in this series, including The Windhammer Gamebook,
Blood and Iron, the Song of the Dromannion and the introductory section of A Murder of
Crows.

As the series grows the lexicon will be enlarged to accommodate the new terms and
place-names that will have become a part of the growing world of Arborell. This title is
provided in a pdf format and can be obtained by clicking on the link provided.

Click here to obtain a copy of the Lexicon of Arborell.

Warriors of the March

The world is in flames, the lives of all who live in Arborell hanging by a thread. War has
come to the lands of Men and in its wake there can only be destruction and death. In
this world there are no prisoners and no concept of mercy. This wargaming system
allows two or more players the opportunity to fight the great battles of Arborell both as
recreations of the historical battlefields, and as standalone engagements devised by the
players themselves. Within this Commanders Manual can be found all the rules required
to play Warriors of the March as well as historical information, full scenario details to
recreate a number of battles from the Sixth Horde War, and non-campaign scenario
ideas that can be applied using this rule set. In this combined Commanders Guide and
Tile Set you will find: 100 full colour unit tiles, A 60 page Commanders Guide,
Movement Rulers, Skull counters and Quick reference card. May Glory and Renown
follow those who are Victorious. For more information on the Warriors of the March
wargame click here

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