The following is a list of media published in the Lone Wolf series of gamebooks, and other derivative media based on the gamebooks. The original gamebook series, and the bulk of subsequent Lone Wolf media, was written by Joe Dever. The success and cult status of the original gamebooks helped in the creation of a spin off called The World of Lone Wolf, written by Ian Page, a series of novelizations, a collection of D20 supplements (released by Mongoose Publishing), and a number of video games and other derivative works.
Contents |
Name | Release date |
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Flight from the Dark | 1984 |
At the Kai Monastery is a young initiate, given the name Silent Wolf. On the feastday of Fehmarn, when all the Kai Lords gather at the monastery, Silent Wolf is sent to cut wood from the surrounding forest as a punishment for his inattention in class. While he is gone, a surprise attack is launched from the Darklands at several places across Sommerlund. The Monastery is assaulted and the gathered Kai Lords massacred. Returning from the woods to find himself the only survivor, Silent Wolf renames himself Lone Wolf and sets out for the capital to inform the King of the loss of the Kai.
According to sales figures, this first book sold over 100,000 copies in its first month of publication alone. Mongoose Publishing has republished this gamebook in the summer of 2007, featuring new internal artwork by Richard Longmore, with the story being an extended director's cut version extensively rewritten by Joe Dever.[1] In this new version, instead of being sent outside the Monastery to gather wood, Silent Wolf is punished by being summoned for a special training session with his master one early morning. Silent Wolf is then present at the Monastery during the attack of the Darklords and plays an important part in it. A homebrew version of the book with rich graphics and sound has been released, it is playable on the Nintendo DS with a flashcard.[2] |
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Fire on the Water | 1984 |
Having informed the King of Sommerlund about the fate of the Kai Order, Lone Wolf is instructed to make a journey to their ally and neighbor country of Durenor to retrieve the legendary Sommerswerd, which is Sommerlunds' only hope at repelling Darklord Zagarna's massive invasion.
The book was illustrated by Gary Chalk. The introduction of the Sommerswerd and its awesome power within the subsequent books made some fans question whether Joe Devers intention of making every book accomplish able on its own still realistic.[3] The plot and story of this book was generally greeted favorably by readers, although the aforementioned "Tunnel to Hammerdal Chokepoint" (along with some accompanying errata in some editions) detracted from the enjoyment of some.[4] The book was awarded Gamebook of the Year 1986. A homebrew version of the book with rich graphics and sound has been released, it is playable on the Nintendo DS with a flashcard.[2] |
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The Caverns of Kalte | 1984 |
After the invasion force of Archlord Zagarna was destroyed, Vonotar, the Sommerlending mage who betrayed his country, escaped to the icy arctic region of Kalte. Lone Wolf is appointed by the king to seek him out and bring him to justice.
This book ends with Lone Wolf battling a giant undead monster, and defeating Vonotar with the help of the freed magician Loi-Kymar. If the reader is unable to defeat Vonotar quickly enough, an alternate ending occurs where Loi-Kymar is slain in mental combat with Vonotar. In this ending, Vonotar escapes, Loi-Kymar's secrets die with him, and the player returns to the ship to regretfully inform his shipmates that his mission has failed. It is the only time in any Lone Wolf book where the story ends without a victory or Lone Wolf's death. |
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The Chasm of Doom | 1985 |
In this book, Lone Wolf is charged by the King of Sommerlund to investigate the disappearance of a troop of cavalry. The cavalry, led by a man named Captain D'Val, themselves disappeared under mysterious circumstances while investigating a disruption in the flow of mined resources from the province of Ruanon. Lone Wolf, along with the fifty Sommlending soldiers who accompany him, must uncover the truth surrounding the missing men and stop the rebirth of an ancient evil. | |
Shadow on the Sand | 1985 |
Once more, Lone Wolf must set out on a mission bestowed upon him by the king. This time however, the mission is a diplomatic one, in which a crucial peace treaty must be signed in the far away desert empire of Vassagonia.
But as always, things are more complex than they seem, and peace is elusive. Lone Wolf walks into a trap from which he barely escapes, and must face foul enemies, reunite with old friends and do battle with the prime Darklord, Haakon, to regain a secret artifact which will determine the fate of the Kai Order: the Book of the Magnakai. |
Name | Release date |
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The Kingdoms of Terror | 1985 |
In order to fulfill his pledge to restore the Kai, Lone Wolf must first himself become a Kai Grand Master. To accomplish this monumental task, he must retrieve the Lorestones led only by the wisdom of Sun Eagle, the first Kai Grandmaster. As the last of the Kai, there is little to guide Lone Wolf in his studies, except for a faded inscription in the Book of the Magnakai directing him to seek the Lorestone of Varetta. And so, Lone Wolf sets off for Varetta in the Stornlands, far to the south of Sommerlund, to find this ancient relic and revive the glory of the Kai. | |
Castle Death | 1986 |
In his quest to attain Kai Grand Master status, Lone Wolf must seek out and find 7 Lorestones. After obtaining the Lorestone of Varetta in the previous book and absorbing its wisdom and power, the location of the next Lorestone is revealed as the remote township of Herdos. Here, Lone Wolf is directed by friendly Elder Magi to search within the accursed fortress of Kazan-Oud, otherwise known as "Castle Death". There he is forced to face harrowing traps, and the ancient enemies of the Magicians of Dessi in order to retrieve the second Lorestone and secure the future of his people. | |
The Jungle of Horrors | 1986 |
After surviving the perils of Castle Death and being tutored by the Elder Magi, Lone Wolf must now seek out the third Lorestone and recover further lost secrets of the Magnakai. The location of this Lorestone is thought to be hidden in a temple deep within a jungle-swamp known as the Danarg. Over the years, this fetid swamp has become the home for any number of evil creatures who seek to protect the jungle and its treasures. To make matters worse, news is delivered that the Darklords have united behind a new leader, and may soon again bring war to Magnamund, enhancing the urgency of Lone Wolf's quest. | |
The Cauldron of Fear | 1987 |
As Lone Wolf races to recover the remaining Lorestones, he learns that the next resides deep underground, beneath the streets of the city of Tahou. Unfortunately, the war against the Darklords has not been going well, and Tahou is now in danger of falling before Lone Wolf even reaches it. If it falls before the Lorestone is recovered, all of Magnamund may be doomed. Lone Wolf must travel into the heart of danger, avoid the armies of the Darklords and find his way into Tahou without his enemies learning of his quest. | |
The Dungeons of Torgar | 1987 |
After discovering that the three remaining Lorestones have fallen into the hands of the Darklords, Lone Wolf and his allies must formulate a daring plan to recover them. It is rumored that the stones are in the dark Drakkarim city of Torgar, where evil sorcerers search for a means to destroy the stones. Once more, Lone Wolf must make haste in an attempt to recover the Lorestones before their destruction, plunging into the very heart of darkness and a trap that threatens to banish him from Magnamund for all time. | |
The Prisoners of Time | 1987 |
Although Lone Wolf is successful in rescuing one of the captive Lorestones from Torgar, both he and the remaining two Lorestones are blasted through a portal by Darklord Gnaag. After plummeting through the Shadow Gate, Lone Wolf finds himself trapped on the Daziarn Plane and must join strange allies and face old enemies if he hopes to make his way out of the Daziarn in time to save his homeland from destruction at the hands of the Darklords. | |
The Masters of Darkness | 1988 |
After his struggles in the plane of Daziarn, Lone Wolf finally recovers the last of the Lorestones and finds a Shadow Gate back to his home. Unfortunately, upon his return, he finds that considerable time has passed and that, in his absence, the Darklords have conquered much of Magnamund. Now with all of the Lorestones wisdom absorbed within him, and the hopes of Sommerlund and all the free peoples of Magnamund on his shoulders, Lone Wolf must travel into the very depths of Helgedad, confront Gnaag himself and struggle to stop the raging Darklord menace once and for all. |
Name | Release date |
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The Plague Lords of Ruel | 1990 |
After the events of the previous series of books, Lone Wolf has taken up training new Kai recruits, and under his tutelage, the Kai have been re-founded. Even though peace reigns for the moment, chaos is once again poised to unfold, as a group of Cenerese druids plot to unleash a massive plague upon all of Magnamund. Lone Wolf and the reader must enlist the aid of the Magicians of Dessi to find the source of this plague and destroy it before it can be released. | |
The Captives of Kaag | 1991 |
Three months after the events of The Plague Lords of Ruel, Lone Wolf learns that his friend, Guildmaster Banedon, has been abducted by a band of Giaks under the command of Nadziranim sorcerers. It is suspected that they are planning to torture him to extract magical techniques which can be united with their own dark sorcery. Lone Wolf and the reader must venture to Kaag, where Banedon is held, and attempt a rescue before he meets his demise, or worse, yields the coveted magical secrets of left-handed magic. | |
The Darke Crusade | 1991 |
Once more, Lone Wolf's help is sought by a monarch, this time, King Sarnac of Lencia. While battling the Drakkarim under control of Magnaarn, the High Warlord of Darke, the Lencians have discovered that Magnaarn seeks an ancient artifact, the Doomstone of Darke. It is feared that he is close to discovering this artifact, and with it, the power to rally the Nadziaranim sorcerers and other Darklord allies against Lencia. Lone Wolf and the reader take up the cause of Lencia to stop the forces of evil from recovering the Doomstone of Darke, in order to thwart Magnaarn's aims. | |
The Legacy of Vashna | 1991 |
Long ago, Vashna, the greatest of all Darklords, was defeated in battle by King Ulnar of Sommerlund. But the victory was not complete, for while his body was destroyed, his spirit, as well as the spirits of his troops, remain trapped deep within the Maakengorge. Now, Lone Wolf learns of strange sightings in the area near the Maakengorge, suggesting that there may be a plot afoot to resurrect Vashna. Lone Wolf and the reader set out to uncover the nature of the threat, and to see if, indeed, Vashna will return. | |
The Deathlord of Ixia | 1992 |
Following the events of The Legacy of Vashna, the Deathstaff, the artefact which was to be used in the Darklord's resurrection, resurfaces in the icy realm of Ixia to the very west of the Darklands. Lone Wolf must travel into this harsh land, frozen in time and ice by a dread curse, and destroy the demonic lord who has gained possession of the staff. | |
Dawn of the Dragons | 1992 |
Just before Lone Wolf has had time to recover from his most recent mission, dire news reach him: The New Order of the Kai is once again besieged by Naar's dark forces. Lone Wolf must race back to Sommerlund, chased by assassins and treacherous agents of the dark god, to help his apprentices in the time of their greatest test. | |
Wolf's Bane | 1993 |
An evil doppelganger of Lone Wolf appears in Sommerlund and wreaks havoc among its helpless people, challenging Lone Wolf to a duel, which is to take place in a high-tech world long consigned to Naar. It is there that Lone Wolf learns about the whereabouts of the most significant artefact of his world's history: the fabulous Moonstone of the Shianti. | |
The Curse of Naar | 1993 |
Once again, Lone Wolf must journey to the Plane of Darkness to snatch the Moonstone from Naar before the dark god can harness its untold powers even further for his nefarious schemes. Which only a fell tome and his skills to help him, Lone Wolf embarks on perhaps the most hazardous mission he has ever undertaken ... |
Name | Release date |
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Voyage of the Moonstone | 1994 |
The Moonstone is a legendary artefact that was created by the godlike Shianti. It contains the might of all their magic and wisdom, the sum of their divine knowledge. Lone Wolf - Supreme Master of the Kai - has succeeded in retrieving it from the clutches of Naar, the King of the Darkness.
Now the Moonstone must be returned to its creators who are exiled upon the remote Isle of Lorn in southern Magnamund. Someone must take the fabled artefact to the Shianti and Lone Wolf has chosen you, the most promising warrior, among the ranks of the New Order Kai, to carry out this vital mission. Armed with the special weapons and skills of a Grand Master, you embark upon a secret voyage to the distant Isle of Lorn. However, your mission becomes a life and death struggle when you encounter intrigue and danger en route. |
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The Buccaneers of Shadaki | 1994 |
This is the second half of Lone Wolf's apprentice’s voyage to the Isle of Lorn to return the Moonstone to its proper place among the Shianti.
The book is notable for retracing, in a sense, the steps of the protagonist Grey Star in The World of Lone Wolf series. Major characters and events from that series, such as Grey Star, Agarash the Damned, Shasarak the Wytch-King and Mother Magri, are referenced in passing, and a number of important locations such as the city of Shadaki and the Inn of the Laughing Moon in Suhn make cameo appearances. |
|
Mydnight's Hero | 1995 |
The King of Siyen has been assassinated. Prince Karvas is the sole heir of this rich and powerful realm but he lives in exile in distant Sheasu - ‘the Isle of Lost Heroes’. In his absence, evil Baron Sadanzo and his army of robber knights have staked their claim to the vacant throne. In Mydnight’s Hero, your quest is to voyage to Sheasu and track down Prince Karvas in the fabled city of Mydnight. Once found you must persuade him to return with you to Siyen without delay. You have only 50 days in which to complete this challenging quest or Siyen will be enslaved by the tyrannical Sadanzo and his brutal followers. | |
Rune War | 1995 |
Evil Lord Vandyan of Eldenora has unearthed the lost secrets of rune magics used by Agarash the Damned during his ancient conquest of Magnamund. Empowered by his discoveries, Vandyan unleashes his armies upon the peaceful realms of the Free Alliance with swift and devastating effect. Lone Wolf, Supreme Master of the Kai, leads the crusade to defeat Vandyan before all Magnamund succumbs to his tyrannical rule. Your task is to infiltrate Skull-Tor, Lord Vandyan’s stronghold, and destroy the ancient runes from which he draws his evil power. | |
Trail of the Wolf | 1997 |
Lone Wolf has been abducted by the forces of the Dark God Naar and imprisoned in a remote city-fortress on the border of the Darklands. Subjected to relentless attacks by the minions of evil, the Supreme Master of the Kai is surely doomed to die unless a rescue can be affected swiftly and successfully. You must venture alone into the dreaded stronghold of Gazad Helkona to find and free your leader. | |
The Fall of Blood Mountain | 1997 |
For centuries the Shom’zaa has lain incarcerated and forgotten in a granite prison located deep below the mountains of Bor. Now this terrifying beast has accidentally been set free, and its hunger for vengeance knows no bounds. With a horde of vile minions at its command, swiftly the Shom’zaa enacts its sinister plan to destroy King Ryvin and the wondrous realm of the Drodarin dwarves. You must journey to the subterranean kingdom of the dwarves and attempt to save your ancient allies from the wrath of the Shom’zaa. | |
Vampirium | 1998 |
The Claw of Naar is the evil wand of power used by Agarash the Damned during his ancient conquest of Magnamund. Legend held that it had been lost forever in the molten ruins of Naaros, but now it has resurfaced, and its dread return heralds a dawn of disaster for the peaceable nations of Magnamund. Your allies, the wise wizards of the Elder Magi, have the power and the means to destroy the accursed Claw, but they do not possess it. In Vampirium, you must venture into the hostile land of Bhanar and snatch the Claw from the clutches of the evil Autarch Sejanoz. | |
The Hunger of Sejanoz | 1998 |
You play as one of Lone Wolf's Pupils and have reached the rank of Kai Grand Master. The story takes place after the destruction of the Claw of Naar by the Elder Magi. On a visit to the court of Xo-lin, there is news of an invasion force sent by the Autarch Sejanoz of Bhanar to lay siege to the palace in Pensei. Xo-lin must be rescued and brought to sanctuary in the distant city of Tazhan across the Lissanian Plain and safeguarded from the hunger of the vile Sejanoz. | |
The Storms of Chai[5] | 2011 |
After retrieving it in Vampirium, you have handed over the Claw of Naar to the Elder Magi who had since then tried to destroy it. That was 18 years ago but the Elder Magi are still trying to figure out how to annihilate this evil item. You are now living in the new Kai Monastery on the Isle of Lorn and grim news are brought to you attention: several hordes of Agarashi have been spotted all over Magnamund, one of them marching towards the country of Chai, ruled by the young Khea-khan Lao Tin. The reason: one of the gems that embellish the Khea-khan's throne is the Eye of Agarash, a stone that can be coupled with the Claw of Naar to increase its destructive power. Your mission is to retrieve the Eye of Agarash before your enemies.[6] | |
Book 30 | TBA |
Book 31 | TBA |
Book 32 | TBA |
All four World of Lone Wolf books were written by Ian Page. In 2005 the gamebooks were made available for free download at Project Aon [1].
The series plays for the most part at the tip of south-eastern Magnamund, in the land then known as the Shadakine Empire, and features Grey Star, a human that was raised by the Shianti, a race of semi-gods.
According to a 2008 interview with Joe Dever, Grey Star was actually the principal character that Ian Page played in Dever's D&D campaign in the late 1970s. Since Ian Page had created a detailed backstory for Grey Star and fleshed out many aspects of southern Magnamund, Joe Dever convinced him to write a four-book story arc centered on this character, and to include his contributions in the Magnamund setting.[7]
Name | Release date |
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Grey Star the Wizard | 1985 |
A tyrant called Shasarak the Wytch-King has subjugated the people and with the help of seven Shadaki Wytches is ruling with an iron fist. The Shianti, members of a mystical race, wish to help, but because of their exile on the Isle of Lorn they are forced to remain neutral in the conflict. However, one night the situation changes when a storm wrecks a vessel near the island, with a human infant being the only survivor. In this child the Shianti see a chance to help the people of Magnamund without breaking their vow to Ishir, and they raise the boy in the arts of magic, giving him the name Grey Star: the star as the symbol of hope, and grey for the white-grey streak the boy has in his dark hair. Once his training is complete, Grey Star is sent out to retrieve the Moonstone, an ancient Shianti artefact, from the Daziarn, for only with its power can Shasarak be defeated | |
The Forbidden City | 1986 |
The Second installment of the World of Lone Wolf series takes place after Grey Star has found the Lost Tribe of Azanam. Grey Star begins his journey with the aid of a Kundi mystic named Urik, and journeys through Desolation Valley, beyond the Mountains of Morn. There, he makes new allies, faces new dangers, and helps to stoke the flames of a fledgling rebellion against the Shadakine Empire, all in a desperate attempt to find the Shadow Gate and travel through it to the Daziarn plane and retrieve the Moonstone of the Shianti. |
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Beyond the Nightmare Gate | 1986 |
In an attempt to find the lost Moonstone of the Shianti and destroy the Shadakine empire, Grey Star made his way to the location of the Shadow Gate and beyond into the realm of the Daziarn itself. The Daziarn is a shadow realm with many strange beings and fearsome creatures inhabiting it. Grey Star is forced to travel across the gray plains of the Neverness to find the Moonstone but comes upon an unexpected ally; Tanith, the young witch apprentice who became his companion in Grey Star the Wizard and was kidnapped by Shasarak's demonic servant. With her help, he must retrieve the Moonstone and find a way to return to Magnamund if the Wytch-King is to be defeated. |
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War of the Wizards | 1986 |
In this, the final installment of the World of Lone Wolf, Grey Star and Tanith have just completed a harrowing quest in the Shadow realm of the Daziarn. Upon retrieving the Moonstone, the two return to Magnamund to find the forces of good and evil poised on the brink of final conflict. Shasarak has enlisted the aid of the dreaded demon lord Agarash the Damned in order to eradicate the resistance movement once and for all. Battling their way through hordes of demons and undead minion, Grey Star and Tanith must struggle to rejoin the Freedom Guild, defeat the forces of the Wytch-King, and fulfill his destiny and promise to the Shianti. |
With the republication of the Lone Wolf series, Mongoose Publishing decided to add a bonus adventure to each gamebook, except for Flight from the Dark. These bonus adventures feature a supporting character of the main story of the gamebook and have their own set of rules. They are written by different authors with the approbation of Joe Dever who edits and augments their work. Contrary to the main adventures which nearly all have 350 sections, these bonus stories don't have a fixed number of sections.
Name | Number of sections | Author | Release date |
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The Crown of King Alin IV | 71 | Vincent N. Darlage | 2007 |
In this adventure, you play the part of Lord-lieutenant Rhygar, a Knight of the White Mountain who aided Lone Wolf on his second adventure, Fire on the Water. This adventure is set in the year MS 5048, two years before the events described in the main adventure. | |||
Vonotar's Web | 120 | Laszlo Cook | 2007 |
In this adventure, you play Loi-Kymar, an elder member of the Brotherhood of the Crystal Star, knowledgeable in the left-handed magic of the Brotherhood and well-versed in the myriad use of the herbs that can be found throughout magnamund. In addition, you have been given the honour and responsibility of bearing a unique Guildstaff; only yours has the power to teleport, a power that makes you one of the most well-travelled people on the planet! Unfortunately, this power has also attracted the unwanted attention of the renegade wizard Vonotar, who desires the Guildstaff for himself. | |||
Ruanon | 150 | James M. Stuart | 2008 |
In this adventure, you play Captain D'Val, a respected officer in the King's Guard of Sommerlund. You and your men received vast praise for your recent actions at the siege of Holmgard. | |||
The Tomb of the Majhan | 90 | Richard Ford | 2008 |
In this adventure, you play Tipasa Edarouk of Ikaresh, also known as Tipasa the Wanderer - he who roams the Dry Main. On your many travels you have seen many wondrous things and heard tales beyond imagining but it is a legend that originates in your own nation of Vassagonia that still tantalises you the most. The Tomb of the Majhan is the fabled burial place of the ancient rulers of Vassagonia, the legendary Zakhans of old and is said to house riches beyond the dreams of any king. It is the location of this ancient crypt that you have sought for so long and now, after many years of wandering, you have discovered its location | |||
The Key to the Future | 187 | Joseph C. Williams | 2008 |
In this adventure, you play Gwynian the Sage, the master astrologer who has followed Lone Wolf's saga by reading the stars. When the time comes to aid the Kai Lord on his quest to retrieve the mysterious and powerful Lorestones, the sage encounters a barrier that he must overcome if he is to bestow upon Lone Wolf the only means to unlock the whereabouts of the first Lorestone. Failure will not only cause the Lorestone's whereabouts to remain a mystery, but it will also place the last Kai Lord's life in danger of a deadly trap. | |||
The All Seeing One | 127 | Nick Robinson | 2008 |
In this adventure, you play Tavig, an adventurer trapped in Kazan-Oud. After a deadly cat & mouse game, you are once again captured by Lord Zahda's beastmen and thrown in a pit at the bottom of which resides a monster called the Thing. But before you are thrown to your doom, you hear your captors talking of Zahda's plan of breaking the magical prison that the Elder Magi have erected around the fortress, a plan that has been developed with The All Seeing One. You, Tavig of Suentina, decides to thwart this plan. | |||
Masquerade in Hikas | 152 | Darren Pearce | 2009 |
You are Paido, a Vakeros Knight, one of an elite guard of warrior magicians who protect the land of Dessi. Of late, your mentors and superiors - the Elder Magi - have been receiving worrying reports that the Dessian city of Hikas has been infiltrated by Darklord agents and assassins. You receive the mission to investigate the strange events in Hikas and report them to your superiors. | |||
The Guildmaster's Hammer | 100 | Richard Ford | 2009 |
Maghana, the Guildmaster of Thieves of Tahou, is asking you, Sogh of Suentina, to steal the hammer of the Guildmaster of Masons. But this mission is easier said than done... | |||
Echoes of Lost Light | 120 | August Hahn | 2009 |
You are Lone Wolf, also known as Skarn in the annals of fate. While questing for the Lorestones, you ran afoul of Darklord Gnaag and you were sent headlong into a seemingly endless plummet into the darkness of the Daziarn. Although Gnaag has failed to destroy you, he has succeeded in banishing you into a lightless realm from which there will be no easy escape... The Lorestone of Luomi, that you have just grasped a few seconds before falling into the Shadow Gate, calls out for your help and brings you on a spiritual journey into Lost Luomi where you must prevent the minions of Naar from stealing the light of the mystical stone for their master. | |||
Lord of Meledor | 150 | James M. Stuart | 2009 |
You are Lorkon Ironheart, commander of the army of Meledor. Some two years have passed since the Aonian Lone Wolf came to your lands and defeated the Chaos-master in battle. Since that time, under your guidance and authority, the forces of Meledor have successfully driven back the remaining chaos beasts that once wandered the forests of Vhozada. The borders of Meledor have expanded, and although there still dangerous creatures, bandits and chaos beasts hidden in the darkest of forests and remotest of places, you are confident that a new and lasting age of prosperity can be sustained.
Rumours of increased banditry and raids against villages in the Nahma trisect have recently come to your attention. The exact situation is unclear, however, for the bandits leave few alive as witness to their operations. You are not prepared to allow these attacks to go on any longer and you resolve to put an end to it, personally. |
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Aboard the Intrepid | 100 | Vincent N. Darlage | 2009 |
You are Captain Borse, the captain of the caravel Intrepid. One night, you rescue a man named Vijya Nath who is looking for an island called Thor Golgron. Will you help this mysterious man by searching the island or will you ignore his request? Some men aboard your ship might take the decision for you... | |||
Plague Agent | 150 | James M. Stuart | 2010 |
You are Tennan, a druid and member of the Herbalish order, one of the herbwardens of Bautar. On your way to Quarlen, you come across an agent sent by Archdruid Cadak, leader of the Cener druids. You don't know it yet, but the actions you will take against this agent of the Cener will have an impact not only on your life but on all Magnamund. | |||
Darkness Most Dire | 120 | August Hahn | 2010 |
You are a soldier from the Freeland Alliance. Or so you were. You are now a zombie, walking in the endless halls of Kaag Tower. One day, you cross path with Lone Wolf, who came looking for his friend Banedon. This short meeting brings you back to your sense: you now want to escape from Kaag. How an undead being could possibly succeed in this quest? | |||
Castle Akital | 150 | Nic Bonczyk & Joe Dever | 2011 |
You are Captain Prarg, an experienced officer in the army of Lencia. One year before the events of The Darke Crusade, you are sent to Lozonzee, a former Drakkarim city in Nyras that has been recaptured by the Lencians. There, you learn that a Lencian outpost near this town, Castle Akital, hasn't given sign of life for three weeks. It will be up to you to discover what really happened at the castle. | |||
A Long and Dire Road | 100 | August Hahn | 2011 |
This is the sequel to Darkness Most Dire. After fleeing Kaag, you arrive to the Durncrag Mountains. You are about to start crossing them to enter Sommerlund when you hear human cries. As a zombie, what will be the choices that will lead you out of the Darklands? |
A series of novelizations by John Grant (the nom de plume of Paul Barnett) were released entitled "Legends of Lone Wolf". They expanded on the adventures by introducing new characters (or fleshing out old ones from the book series), events and whole new stories.
Name | Release date |
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Eclipse of the Kai | 1989 |
The events described in this novel take place before the first gamebook of the series, Flight from the Dark. |
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The Dark Door Opens | 1989 |
Based on Flight from the Dark. |
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The Sword of the Sun | 1989 |
Based on Fire on the Water. On the American market, this book was split into two smaller volumes, The Tides of Treachery and The Sword of the Sun. |
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Hunting Wolf | 1990 |
Based on The Caverns of Kalte. |
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The Claws of Helgedad | 1991 |
Lone Wolf is taken captive and held in the darklands as a pawn in a political struggle.[8] |
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The Sacrifice of Ruanon | 1991 |
Based on The Chasm of Doom. Contains an epilogue initially removed by the editor and Joe Dever which sees the events of the book referred to as legend in a setting bearing similarities to the contemporary real world.[9] |
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The Birthplace | 1992 |
Based on Shadow on the Sand. The author wrote an unpublished appendix on the sources of key ideas in the story.[10] |
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The Book of the Magnakai | 1992 |
Based on Shadow on the Sand. |
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The Tellings | 1993 |
A collection of short stories taking place in Magnamund. The author wrote an unpublished foreword which presents the stories as reconstructions based on historical sources.[9] |
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The Lorestone of Varetta | 1993 |
Based on The Kingdoms of Terror. |
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The Secret of Kazan-Oud | 1994 |
Based on Castle Death. |
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The Rotting Land | 1994 |
Based on The Jungle of Horrors. |
In 2011, Dark Quest Books released the first of five omnibuses of these novels. The first omnibus contains the first three novels of the series that have been reworked by the author.[11]
When Mongoose Publishing announced that it would republish the Lone Wolf series of gamebooks, it was also announced that two new trilogies of novels would be written under the generic name of Chronicles of Magnamund. The first novel, The Dragons of Lencia, is part of the Lencian Trilogy, written by Richard Ford. The second novel, Glory & Greed, is part of the trilogy named Rise of the Agarashi and is written by August Hahn, author of the first official version of the Lone Wolf Roleplaying Game. Both trilogies are set in the year MS 5100, 50 years after the events described in the first gamebook of the Lone Wolf series, Flight from the Dark.
The first version of the Lone Wolf Roleplaying Game. All the books are authored by August Hahn.
A new version of the roleplaying game was released in March 2010 by Mongoose Publishing. The rules for this new version are simpler and closer to the ones of the regular gamebook series. Numerous expansions will be made available in the months after the original release.
Title | Release date | Media type | ||
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The Magnamund Companion | 1986 | Encyclopedia | ||
The book has been out of print for many years and is very rare. It is the most comprehensive source of information on the mythos of the Lone Wolf book series. Since the book has gone out of print, as have many of the Lone Wolf series, Joe Dever has given exclusive right to Project Aon to convert the book to PDF format and place it online for free download. |
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The Skull of Agarash | Graphic Novel | |||
The skull of Agarash is the first and only (to-date) graphic novel in the Lone Wolf series.The plot involves an ancient artifact called the Skull of Agarash the Damned, which is used by Khadro's band of pirates to wreak havoc. During one of their raids, Lone Wolf's mentor, Lord Rimoah of the Elder Magi, is kidnapped by the rogues, forcing Lone Wolf to pursue them and find their hidden lair. The book in now out of print, and is highly valued by many collectors. A digital version was released in July 2005 by Project Aon adding it to the many other books in the Lone Wolf series released in the same way. |
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Lone Wolf Poster Painting Book | Art book | |||
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North America | PAL region | Japan | ||
Flight from the Dark | ||||
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Fire on the Water | ||||
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Lone Wolf and the Mirror of Death | ||||
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Flight from the Dark | ||||
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Fire on the Water | ||||
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The Caverns of Kalte | ||||
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The Chasm of Doom | ||||
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Title | Release date | Media type |
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Lone Wolf: The Forbidden Tower | 1989 | Interactive Telephone Adventure |
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Lone Wolf: The Fortress of Doom | 1991 | Interactive Telephone Adventure |
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Eclipse of the Kai | 1992 | Audio book |
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The Dark Door Opens | 1993 | Audio book |
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