Wundervölker, Monstrosität und Hässlichkeit im Mittelalter (German Edition)

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Even a 1st level spell can create a group of well-armed deadly archers. I realize that some play very fast and loose with the franchise but it has been a combat simulation crunchy tactics from the start. DnD has always been crunchy, but I would strong disagree with you that it is a combat simulator. DnD seems to take the idea that social encounters need fewer rules than combat encounters. Personally, I hate games that add too many rules to the social side of the game.

I need rules to adjucate combat, I need rules to adjucate non-combat skills when failure versus success means something. I much prefer 5e, though I have only been a DM for it. Take for example my current character in Dragon Heist. No lie, I do love that this article was published nine days after I wrote my review. Someone at Blizzard is a fan, I think. Also a DM who tries to subvert their players plan by denying them the kind of animal they want is going to foster a very hostile environment at the table.

Another point regarding the summoned owls is that, per the Sage Advice, they are under the control of the DM, not the player. Oren, you create a hostile environment. To be fair, though, that is what the internet is for. I am personally a fan of summoning a horde of Boars and trampling bosses to death. But in large part because I respect so many of your thoughts and insights, I feel drawn to express my contrary opinion on this subject.

Quite the opposite in fact: compared to 4th edition and other games which give you more options, you are lead by the hand in 5th edition. One of my biggest problems with 5e is that there are very few options for building your character I know any mechanical combination I come up with will already have been done before, probably by many others before me.

Overall, I think 5e accomplished a lot of its goals with regards to being friendly to new players and less rules intensive. With less number crunching, there is more room for actual roleplaying, which is definitely a good thing. Though, with all that being said, I personally still prefer 4e even with its many flaws.

And understanding where the author stands in this area validates or negates the points they are trying to make. I play and DM from a roleplay perspective. In fact my favorite character was essentially a Bard who cast spells as a wild mage because she did not complete her training. She rarely actually joined in the fighting as her dream was to record new stories of heroic deeds. First time was when giant toads threatened to end her story in an uninspiring way. I choose to cripple the class by not knowing how to casting magic. She did not learn until she stumbled upon a spellbook in an old wizards library and mistaking the incantation for a poem.

And having a habit of speaking aloud when she reads. And my bard with a ghostly wizard mentor. But, as I said she pretty much cast the spells as a wild mage with an interesting imagination. I actually saw the Wild Mage in 5. Roleplayers embrace the flaws and use them to their advantage. Games are nearly impossible to balance so there will be people out there that will figure out the way in which to play a game in such a way that it is better at a particular thing than everything else and from that moment on that is the only way they can play.

See how much fun you have with a table of powergamers with your nice flavorful ineffective character. Well the author is clearly in need of some hooked on phonics or someone to read the rules for them. They also apparently need to learn to play games for fun rather than being the best at everything and min-maxing their imagination. This article was poor. I got half way through your article and gave up seeing as how i picked up the DMG and PHB two days ago and can already see that almost everything you are saying is either incorrect or impracticable and stupid. Very much wow. The art is fantastic, thought.

Nothing is guaranteed and if you make magical arms and armour available at every walmart the party travels to, it makes them mundane and uninteresting. Maybe in the groups you deal with. The ones I have dealt with are full of people who delight in being the most powerful at the table, not the ones they look down on. I mean there are people here who multiclass there classes… What dm would allow that without a very very very good explanation of the character.

Why have a system if you just have to do the work yourself? If they disallow, the are doing their job as a DM. It is only part of the game is the story you create makes it so. The only really important thing in DnD is the story, more so, by miles I might add, than the rules. Just to add something, as a DM and as player as well I suppose, since I played as a player with only two DMs, I had very few magic items…. My players at level 9 had about two magic items and very few potions.

As a wizard, I had one ring. And weirdly enough neither I as a player or or my players with me as a DM did anything for loot. You should be playing PC games. I do like the attunement rules in 5e, and how magic bonus items work in 4th and 5th. I have and always will stick with 3. Ive been playing since the basic box sets and it is without a doubt the best system.

I call for a whole sale return to 3. I understand the 3. I especially miss skill points; they really made each character feel unique and made INT a worthwhile investment. While this article has pointed out a few flaws with 5e, these are about half as significant as the author implies. There are very easy ways to build characters of any class that rule the table. Although,I do agree that Beast Master Ranger was way at the bottom, the WotC developers listen pretty well to the fans, and have released new supplemental material to fix that flaw.

Crawford, Mearls, and Perkins also do a great job of helping to interpret rules that are questionable. Having played every edition except Basic, I can say 5e has been a wonderful improvement on the balance between martial classes and Magic users. At some point between levels 1 and 20, each class has a time at the top. It just so happens that casters tend to take that chair uncontested around level It is a wonderful system that should not be discounted because of some miss guided gripes with a few choice scenarios.

Maybe that involves going back to 3. An example of the invisibility rule you have so much issue with. Ask them how they are doing it, get them to describe the action of looking for traps. If its a really smart idea, throw them an advantage on their roll. Heavy on combat. Heavy on rules. Light on RP, especially RP depth.

Its not.

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Social encounters do not need as many rules in combat. No, it is a game which is a sandbox in social encounters. Want to punch the priest in the face? The skills are there to add a sense of danger to your social encounters — You invest in them if you want to be better at said encounters. Thats why Rogues have expertise — So that they can become amazing at stealth, like they should be. But, any master assassin can step on a loose plank and alert everyone nearby to his surroundings. You could make a Wizard whose has 6 intelligence and wacks things with his stick, never casting spells.

The Martial Classes are way underpowered in that edition. This edition gives option and ability to really make one build feel totally different then another. I prefer to have weaknesses and to work around them. This is awful. It got rid of all individual and interesting things from the world. If you wanted to be a human in pathfinder with Darkvision and Elf ears sure because there are things for that. None of the races or classes have anything that can not be done by any other. Pathfinder is 4E for fanboys. This is my opinion and i know this will cause a huge fight but i stand by it.

No need to get personal. They can make them as available as they want. They want a huge magic game they can be everywhere and cheap or if its a stark rare thing to find an item that can happen as well. Its very open. There is some point in that. The idea of RPG and table Top gaming is to have fun with people. If your arguing about things for hours on end. Me personally i like White Wolf way more then i do D and D but i like to play both. Each system offers things to each group that enjoys them,.

Find the system and game that is fun for you and encourage others to do the same. Magic items in 3. It is an oversight that is in no way detrimental to the game, but is something that should be addressed. Rules are there to increase choice and supplement creative differences in a character, 5th edition is a cookie cutter approach with limited choices, and one dimensional characters in flavor and game mechanics terms especially martial classes.

While you can make creative fluff for 5th character, and any system, without rules behind them the choices will not have an impact on the game itself, unless the DM makes them up on the fly constantly. As a DM of systems with more crunch I appreciate the guess work and balance of rules being made already for me without me having to make up rules. If players are making murder hobos, its not the systems fault, you need to discuss the abuse of rules with them. Classes like reality do not need to be balanced. In fact they should NOT be balanced. Imbalance creates unique stories and offers more chances for the party to cover each others flaws.

Or in the case of evil parties exploit their weakness for personal gain. Constructs with high magical resistances. Missions that involve sneaking past pillars armed with traps with permanent detect magic enchantments. Ect Ect Ect. Back to the roleplaying side of things for a moment. Both 3. Many try to play it as a hack and slash, and there in is the problem. Why are a nature loving ranger and a wizard who loves to sling fireballs in the middle of a forest even in the same party?

Not all encounters need to be combat, and that is where many of the classes shine. Swimming through a flooded underground cave, or climbing a nearly sheer cliff to set a rope to guide the other through. Lifting a large boulder free of a trapped companions leg. Gathering information by infiltrating a smugglers ring… Ect, ect.. Those are where less combat capable classes come to shine.

Those are the things the DM fails at by not including in they story. Rather it has a lot of stuff that is just a bunch of mechanics stuck in their with no real thought except for this is how we balance it but without any justification.


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I would be more inclined to take this article seriously if Mr. Ashkenazi could properly apply the stuff he reads and quotes. Aside from this, the other most glaring issues in the article are: 1 The point that AC is somehow super important. This means that the most important resources you can have are actually hit points or effects which negate damage such as Uncanny Dodge, the Defensive Duellist feat, or spells like Mirror Image. Nope, invisibility makes you invisible. Enemies have to perceive where you are and even if they figure it out, they have disadvantage on attacking your square with a weapon attack.

Once again, Mr. Ashkenazi should have taken the time to familiarize himself with important mechanics before writing a scathing, ill-informed article. Other than these points, the article touches on some issues that have plagued tabletop games since their inception, such as verisimilitude. Sometimes in these situations, you have to accept that rules are intended to provide for ease of play.

If it becomes something that players abuse, you are empowered as the DM to make a new rule for it. Hey, Oren here.

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I tried to post this on your article, but it looks like my comment got lost in moderation. Anyway, thanks for linking to us! The trick comes in the way the Cleric learns spells. Per page 58, Clerics effectively know their entire spell list, and are only limited by the spell slots their have available. Druids work this way too. Rangers and Wizards, on the other hand, have a limited number of known spells that they can choose from. Per page , you determine which spells you know and prepare for each class individually. He need only expend spells lots of the appropriate level to cast them.

Since my character does not have Wizard Slots and Cleric Slots, only their total Spell Slots from their combined class levels, they can prepare any spell from the Cleric list as a first level Cleric. A GM is always free to say no, but it would have been better for the rules not to allow such a combo in the first place. The majority of my games have started at level 1. As for invisibility, it takes a while to figure out, but if you follow the links of what being invisible actually does, you find that the mechanically it counts as anyone who attacks the invisible character being blinded.

That means disadvantage on attack rolls. I think RPGs can be better than constantly repeating the mistakes of the past. Oren, the problem with your reading is that there is an explicit example in the mutliclassing rules PHB You determine spells you know and prepare individually, as if you were a single-classed member of that class. Because you prepare as a first level cleric, you are not able to prepare a spell of 9th level as written because in the cleric spellcasting rules it tells you that you can only prepare spells for which you have slots. Meaning you, the first level cleric, can only prep 1st level spells.

Both wish and simulacrum are far more game changing in my mind. This has nothing to do with invisibility. It is up to the character to still remain quiet and sneak while invisible. And then even if they are found, the enemy still has disadvantage on all attacks.

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And to put a little icing on the cake, the invisible character has advantage on attack rolls. To your last comment, I think 5e has learned from the mistakes of 4e and 3. This is why the editorial process is so critical. Yet, English majors and other Humanities folks get short shrift in respect, hiring, and wages. People like to pretend that their only role is to write stories and dialog… not do verbal logic checks. They wrote that you prepare spells as if you were a single-classed character of that class and level.

You may cast a 9th-level guiding bolt, but you cannot cast a 2nd-level augury because you cannot prepare augury. If you want to be able to do damage at a distance, you pick a casting class. If you want to be able to get up close and personal and put the hurt on people, you pick a fighting class. Not everything in the books, in terms of creatures, items, spells, etc. YOU create your world; the books are just a guide.

That means fighters have to be careful as well as tough, and they need to invest in first aid skills, healing potions, and maybe even keep a cleric around. The rules are there as guidelines to help you create your own setting, not as inviolable laws. Most of the games I run are 3. HP is a very abstract concept, it relates just as much to exhaustion as it does to actual physical injury.

For example, in a full suit of plate armor helmet, cuirass, pauldrons, spaulders, ect. That being said, if i put you in plate and then beat you with a sledge hammer for a few minutes, you would hardly be able to fight me with any measure of effectiveness, though you would have no serious injuries, other than bruises. I never really hurt you, but i still lowered your HP, make sense? Our hobby, like anything, benefits from legitimate criticism. I appreciate your efforts. Many of the issues that Dungeons and Dragons faces go largely unfixed edition to edition, being replace by a mechanic that is more convenient, but broken in a different way.

This can be mitigated by an attentive, skilled and considerate GM. There is, however, a lot to mitigate. Newer GMs are less likely to catch the majority of issues; a single three hour session of online play with a novice GM in Discord will show you as much. There must also be consensus between the GM and players on the rules, and there are a LOT of rules to remember. It causes confusion and consternation when the rules are unclear to members of the group, and the problem increases exponentially with each member who misunderstands either the structure or intent of the many, many rules.

And the subsequent posts. Pretty much the whole of the discussion. Thank you for trying. Glad you enjoyed the article! Yeah, good luck with that when it comes to house rules! People seem to really really like being deferent to whatever is in a book simply because they bought it or because someone working for a corporation wrote it. Sorry, but 5E is drastically superior to 3. Martial classes can easily outdamage magic caster classes by the way; the most optimized martial builds can do damage easily per enemy and can even go up to or in one round.

Wildshape is weak compared to every other martial classes even on a Moon Druid, and Druid spellcasting is pretty weak compared to Wizard, Sorc, Warlock and Bard options with the exception of Entangle, Spike Growth and the Summoning Spells — and the latter two are available to other classes as well and all of them are available to Bards which by the way is the real power class in 5E.

Rule as needed. Just so you know — the game does tell you how far and how high you can jump, and it also tells you what happens when you put an interdimensional space into an interdimensional space.

5th Edition: Dungeons and Dragons Hasn’t Learned From Its Mistakes

So I am not sure what you are complaining about. Encounter balancing is always a challenge but not as big a deal as you make it out. Being able to do this is what separates newb DMs from real DMs. I definitely agree that bards are unmatched in their versatility and fill do just about any role well. As for druids the Circle of the Moon is the most powerful class at level 2.

Then at level 20 they have the best capstone ability of any class. But as most games occur at levels higher than 2 and lower than 18, I agree with your assessment that druids are typically a weak class. I actually prefer it when specialized classes are weaker. Too many rules, too much power gaming and the general inability of modern gamers to think creatively to maximize their characters rather than just load up on items.

And any DM who needs things like challenge ratings to properly balance encounters is either lazy or stupid. A competent creative GM who is willing to change things, and especially add upon it, can make 1e considerably better. In low level campaigns, too, wizards really need to be elves. Otherwise, the lack of decent combat worthiness can make things very boring for that player. I do 1 point of damage and I miss! The thing I like about Classic and 1e is that magic could be really powerful and not just at high levels.

The compensating factors were that wizards were very squishy and, more than that, had few spell slots per day. I like the idea of being able to use some powerful magic at low levels, but not all the time. You get the longbow and your few daily spells, spells that can be a lot more fun than Affect Normal Fires. I also like to mix in some Classic to make magic even more powerful. Magic is supposed to be special, not mundane. I also like to judiciously mix in some Classic to make magic even more powerful.

Charm Person is very powerful but in many sessions it will have no use. Lots of dungeons have no people to charm. Higher levels of power that are very situational are more fun for magic in my view.

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Martial attacks are routine. They can happen every round and there are no slots. I am going to weigh in late on this, as I just came across this article while looking for something else. From what I recall, all editions said that the books were guide lines. That a GM should use or modify them as they say fit to make their game what they wanted it to be.

As to meta-gaming power player , any and all rule systems are subject to this. It just takes time for players to find ways to build a character that is the most powerful thing on the board. If that is the game they wish to play, so be it. As long as all are having fun, have at.

Being a GM is more about telling a story and having a good time then rules. They help and have a place, but when they get in the way, toss them out, modify them or just suspend it. I make so many decisions on the fly that sometimes things get a little wiggy. In the end that is what this is suppose to be about. Fun, for them and you as the GM. So im in on my second year as a player on this. DnD 5e is my first DnD. And i love the idea around Dnd.

But damn the game leaves me wondering WHY on so many things. No basic economy structure to start of. Several classes crossing into each other to much. Combat and combat skills are to limited and weirdly applied. But not counter magic? No Anti magic?? Seriously the spell casters are so OP they feel broken.

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Honestly i find fantasy literature to make way better and balanced spell casters. And Fafhrd and the Grey Mouser did fine against spellcasters! Thanks for the article, I loved it and will be reading more stuff from you and from this website in the future. Thanks Andre, glad you enjoyed it. My favorite bit so far was when they completely revamped the Beastmaster Ranger. The classes were designed with the expectation that a party would have as many as combat encounters every day.

If parties actually do that, then the spell-casters need to preserve spell slots and at lower levels they are practically useless. However, many parties only do a few combat encounters per day at most, in which case spell-casters are overpowered. A lot of mechanics have one line of text to support them so much for being a roleplaying game. Magic users are a lot more awesome than melee focused characters but the designers should have done the hard work to make everyone awesome- someone you are inspired to roleplay. They should have written a long story to explain at least every major part of the system.

Make falling more dramatic but less damaging. It should be a roleplaying system not a bunch of mechanics jumbled together with only balance thoughts in mind. However, the rules were a framework and left much to the DM. Obviously, it was important to consistent. However, having a loose framework allows for much more flexibility and fun. While I can recall constant searches for supplemental information Dragon magazine, Arduin Grimoire, etc. Current editions I have looked at seem to be more about feats and abilities and special powers, etc.

One DM insisted that special acts be written on a note and slipped to him. He would also require quick action at times and would disallow actions if it was outside the character. He would also award extra exp for good roleplay — which were not really in any rulebook at the time. For me, the true fun was always in the early part of RPGs, when real risk of loss existed and thought, ingenuity and luck played a part.

I think the most memorable nights were those when characters used creativity to solve problems that were unexpected by the DM. Or the time that our entire party several months along was wiped out due to a couple of bad decisions by our group, several unlucky rolls and just plain bad luck. Starting a new character the next session, however, was also exciting. PS lying is a sin and you Justin did. But one day back in the dark mists of time, a group that liked to win realised that they could win in perpetuity, by getting rid of the ones on their own side who liked to govern and replacing them with more who liked to win.

So theoretical one divided by zero which yields 90 degrees is in fact more than infinity. I do think that 5e is flawed in one major way: Balance is a little wonky especially at high levels, and I think above all else martial classes have less options than spellcasters, which sucks.

A 20th level wizard can do amazing things and is incredibly versatile! A 20th level fighter is really good at attacking with weapons. Every other arcane class and monster caster uses something else. See also, Cure Light Wounds. To each their own, and if you enjoy 5th Edition, I hope you keep enjoying it. People who complain about caster vs physical classes in 3. A wizard has a d4 hp for a reason. Hitting a sorcerer with a lightning bolt cast bay the appropriate CR and he is good as dead. Cleric spells are intentionally weaker to grant be supporter.

As much of an ego stroke as it might be to cast all your buffs on yourself, they wont be nearly as effective as putting them on the barbarian, who can take the hits and not lose the concentration of those 5 spells. The SRD Feat bloat eventually weighed it down but over all if you were moderately smart standard deviation above the avg IQ or more and not selfish but played as a team, it was by far the most liberating and interesting version of the game to date.

You can build your floating castle or rage and wrestle your dragon or just clear a graveyard of a few rogue zombies. As to too powerful, as far as I can tell, people are using the wrong vocabulary. The Fighter player gets to make a choice during the level up process:- which new feat shall I choose. The Wizard player gets to make a choice during each melee round:- which spell shall I choose to cast.

But we say power because some kind of slack attitude to expressing what we really mean. It depends on the 3E version: in 3. Maybe this is just my experience, and obviously this all depends on the GM, but for me 5e is infinitely less about magical equipment than 3, 3. Overall, not being able to just buy the nicest thing I could afford means I spend much less time fussing with my inventory which, for me at least, makes for a more fun game. More than that though, he seems like the kind of DM that lacks creativity and imagination. What happens when someone under a sleeping spell has a giant rock thrown onto them?

They likely die, or at the very least take a lot of damage and then wake up. Why do you need the rules to cover that arbitrary yet specific situation? As a player, he seems to be a min-maxer, which is the least fun kind of player to play next to as either a player or a DM. As a player, playing with a min-maxer is boring to watch. They talk about the game in meta terms, and their rolls are usually pretty pointless to watch. I actually got a min-maxer to stop min-maxing because whenever he did, I would throw things into the game that completely negated his bonuses.

Interesting read. Sadly, this post did not age well. After countless hours of playing with various parties, builds and players, I have found 5e to be everything I hoped it would be. Gone is the garbage of 3. As much as I disliked 4e, it did have some good parts. WotC got 5e right. A decent sized following, but will always be 2. It just misses the mark compared to DnD. A good DM can work wonders at balancing the game. In no edition were players over 18th level anything but overpowered. The game has always unravelled in the 20th level range unless you had a really good DM.

The critical levels, in my experience, are If there is going to be overpowering, it happens basically in that zone. I have seen some campaigns where 5th and 6th level characters are able to run a scorched earth campaign. Mostly it is caused by too many magic items, especially when too powerful too early. The article brings up good points, but ultimately lost its way. All DnD is local.

All of the gripes in the article are easily handled by a good DM. Maybe it is because I look at 2e with a lot of nostalgia but I find it superior to 5e in the sense that it was designed for home brews. You can still build your own world with 5e obviously but is not as easy. Ok, but why throw out the baby with the bath water? What happened to all the classes from previous editions? That sort of thing bugs me. Page 76 of the PHB. I agree with some of this and disagree with some of it. The class balance and specialization balance problems are glaring. Martial classes get left in the dust by spell casters unless the DM runs a magic item heavy campaign.

If magic items are truly rare in your campaign, then the martial classes end up deep in the hurt locker. As for the beast master ranger, Wizards never put out an official correction to improve it and have flatly refused to be bothered with it at this point. Mike M. Lots of gold. Invisibility makes you difficult to attack if your enemies know where you are, not all the time.

This article contains approximate word counts for fantasy books. The Harry Potter series was targetted at children. I like to think the books matured and got longer as we aged with Harry. I just read these last year, and I was impressed. Even while counting the words on a few pages, I got distracted by the how interesting the writing was and started to read on accident.

The Dragonlance series has had many authors, and many books.

The following are what you would expect from a mid 80s fantasy. Amalia and Zaira must go behind enemy lines, using every ounce of wit and cunning they have, to sway Vaskandar from war. Or else it will all come down to swords and fire. Release date : 19th April, Orbit. Release date : 5th April, Angry Robot. Michael R. As winter wanes, the fragile bonds of the Three Races begin to break. With Darnuir recovering from his addiction, and Blaine reclusive in the hallways of his Order, it falls to Lira to manage the mounting tension between the humans and zealous dragons before catastrophe strikes from within the city walls.

In Brevia, King Arkus unveils his new weapons to the Assembly of Lords, but is it a gift to his people or a threat? His one hope now lies in the crippled spectre Sonrid, who is forcing his broken body back to the mountain in order to play his part, or die, and be free from his pained existence. Darnuir awakes weakened, and to an alliance on the brink. He must at last become the leader the dragons need but will he be too late to save his people, not just from Rectar, but from years of their own mistakes?

Release date : March Acorn Press. Michael J. The alliance of humans and renegade Fhrey is fragile—and about to be tested as never before. Persephone keeps the human clans from turning on one another through her iron will and a compassionate heart. The arrogant Fhrey are barely held in check by their leader, Nyphron, who seeks to advance his own nefarious agenda. As the Fhrey overlords marshal their army and sorcerers to crush the rebellion, old loyalties will be challenged and fresh conspiracies will threaten to undo all that Persephone has accomplished.

In the darkest hour, when hope is all but lost, new heroes will rise. Release date : 17th April, Del Rey. In a world where any act of magic could open a portal to hell, the Order insures that no wizard will live to summon devils, and will kill as many innocent people as they must to prevent that greater horror.

After witnessing a horrendous slaughter, the village girl Heloise opposes the Order, and risks bringing their wrath down on herself, her family, and her village. Release date : 20th February, Tor. The next book follows on from Watchmaker. Katsu is back, by the way, with a wheel. Release date : Bloomsbury. Release date : 26th April, Orbit. Release date : October Ace. Release date : 14th June, Harper Voyager. A decade ago, Darrow was the hero of the revolution he believed would break the chains of the Society.

But the Rising has shattered everything: Instead of peace and freedom, it has brought endless war. Now he must risk everything he has fought for on one last desperate mission. Darrow still believes he can save everyone, but can he save himself? A young Red girl flees tragedy in her refugee camp and achieves for herself a new life she could never have imagined.

An ex-soldier broken by grief is forced to steal the most valuable thing in the galaxy—or pay with his life. And Lysander au Lune, the heir in exile to the sovereign, wanders the stars with his mentor, Cassius, haunted by the loss of the world that Darrow transformed, and dreaming of what will rise from its ashes. Release date : 16th January, Del Rey. The place he knew no longer exists. Release date : 27th February, Orbit. He returns to the same setting with one of my favorite characters The black Thorn and City Of Kings is a standalone story.

Focussing on a siege in a world wherein evil is the norm, it will be the epic to outdo all epic fantasy. Sam J. After the climate wars, a floating city is constructed in the Arctic Circle, a remarkable feat of mechanical and social engineering, complete with geothermal heating and sustainable energy. When a strange new visitor arrives—a woman riding an orca, with a polar bear at her side—the city is entranced. By banding together to save their city before it crumbles under the weight of its own decay, they will learn shocking truths about themselves.

Release date : 17th April, Ecco. Sumi died years before her prophesied daughter Rini could be born. Release date : 9th January, Tor. The author of the seven-book Hellequin Chronicles returns with the first in a brand new series. Or so she thinks. But when Layla accidentally activates an ancient scroll, she is bestowed with an incredible, inhuman power. She plunges into a dangerous new world, full of mythical creatures and menace—all while a group of fanatics will stop at nothing to turn her abilities to their cause.

To protect those she loves most, Layla must take control of her new powers…before they destroy her. All is not yet lost—there is a light shining, but Layla must survive long enough to see it. Release date : 1st April, 47 North. Enter an immersive world where the chosen few have the ability to summon demons….

Arcturus is just an orphaned stable boy when he discovers he has the ability to summon demons from another world. He is sent to Vocans Academy where the lost arts of summoning, spell craft and demonology are taught to the noble children of the Empire. As the first commoner gifted with this ability, his discovery challenges the nobility and the powers that be and Arcturus soon makes enemies.

With no one but his demon Sacharissa by his side, Arcturus must prove himself as a worthy Summoner…. Release date : 3rd May, Hodder. Ardor Benn is no ordinary thief. Rakish, ambitious, and master of wildly complex heists, he styles himself a Ruse Artist Extraordinaire.


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  • Assembling a dream team of forgers, disguisers, schemers, and thieves, he sets out to steal from the most powerful king the realm has ever known. Release date : 27th March, Orbit. Greta Helsing, 2. Release date : 31st July, Orbit. The Fantasy Hive is a collaborative site. We just want to celebrate fantasy - and to have fun while we're doing it! You can also find us doing this on Facebook, Instagram and Twitter thefantasyhive. The Hive officially launched on January 1st, Plans for world domination are yet to be realised. Phew I had massive clear out of hardbacks today from my time before turning more and more to fantasy hit a count so plenty space for some of these books!

    A great roundup of books to look forward to. I can feel my bank account crying already. Oh, hey! Whenever I read lists like this, I always wish for that power. We need it! What a fantastic list! So many great books to look forward to in ! The straw that broke the camels back. That and Raymond Feist is releasing a new novel. A lot of these lists are leaving out novels with big name authors. The Fantasy Hive.

    Four-Part Fiction. Get in touch Write for us! Most Anticipated Fantasy Books of ! By The Fantasy Hive.