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Maredudd

Bones Supporter
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Everything posted by Maredudd

  1. Looks like they might be at the end of the EU/UK backers as the tracking page hasn’t updated for a few minutes. That or my network is down.
  2. Maredudd

    Dungeons & Doggies Kickstarter

    Will do. Update: It looks like USPS has goober up the delivery. While out of state my mail was on hold, with the last day being yesterday. Apparently my delivery person thought we were still on hold so when she saw a package for me she scanned it as "On Hold" and listed it as "No one preset to receive". Grrrrrr! I even went down to day to pick up all the held mail but since this package, containing two sets of Doggies was on the truck, and thus NOT picked up by me today . . . Sometimes I hate USPS . . . Good news is I'll still be off from work tomorrow and the Post Office says it will be delivered tomorrow.
  3. Maredudd

    Dungeons & Doggies Kickstarter

    Mine atr due tomorrow! just checked and they are at the local post office!
  4. A better measure would be to compare the Estimated Fulfillment Date with the Actual Fulfillment dates. You comparison above ignores Reapers incorporation of Lessons Learned in their dealings with the manufacturers.
  5. Do we know yet which ‘Bones’ material the giants are/were done in yet.
  6. https://www.kickstarter.com/projects/battlefieldpress/terry-mancours-spellmonger? Terry Mancour's Spellmonger Bringing Terry Mancour's Spellmonger series to the Pathfinder RPG and the Fifth Edition of the Worlds most popular role playing game. About Now, Terry Mancour's Spellmonger series is soon coming to a fantasy rpg near you from Battlefield Press International. This will be a setting book for the Fifth Edition of the world's most popular role playing game and the First Edition of the Pathfinder Role Playing Game. REVIEWS FOR THE SPELLMONGER NOVEL " If you are into magic, wizardry, fantasy and badass spellmongers this is the book for you. " - Kindle Customer (posted on Amazon.com) " In Spellmonger by Terry Mancour, we have a pretty much textbook case of Minalan the mage, who just wants to be a simple village spellmonger, but the local goblins have other ideas. They decide to attack his village, along with several others. Of course, being an Academy trained veteran Warmage, he steps in to combat the gurvani, as they call themselves." - David Fernau (posted on Otherworldly Gazette) ABOUT THE NOVEL Minalan gave up a promising career as a professional warmage to live the quiet life of a village spellmonger in the remote mountain valley of Boval. It was a peaceful, beautiful little fief, far from the dangerous feudal petty squabbles of the Five Duchies, on the world of Callidore. There were cows. Lots of cows. And cheese. For six months things went well: he found a quaint little shop, befriended the local lord, the village folk loved him, he found a sharp young apprentice to help out, and best yet, he met a comely young widow with the prettiest eyes . . . Then one night Minalan is forced to once again pick up his mageblade, this time to defend his adopted home from the vanguard of an army of goblins, or gurvani as they call themselves, bent on a genocidal crusade against all mankind, and that’s the good news. The bad news is that their shamans are armed with far more magical power than has been seen since the days of the ancient Imperial Magocracy. This gurvani army, led by a mysterious, vengeful force of hate and dark magic, is headed directly to Boval Vale to strike the first blow in their crusade, and all that stands between the gurvani horde and the people of the Five Duchies is one tired, overwhelmed baker’s son who wants nothing more than to be a simple village spellmonger. WHAT THIS BOOK CONTAINS This book contains rules on adapting Terry Mancour's Spellmonger series to the 1st edition of the Pathfinder RPG and the Fifth Edition of the worlds most popular role playing game. Included in the books for both editions: New Archetypes for classes, especially for the various types of magic users. Information on how the existing classes fit inside the world of Callidore Write ups on the pantheon of Callidore New spells and magical developments, including how divine magic works in the realm. Rules concerning the witch stone, irionite, and its usage. Information on the Censorite, an organization of magic users designed to limit the abilities of mages. Details on mage blades used by the warmages in the realm. Background information and maps of the five duchies and the location of the conquered lands Information on the Farisian Campaign. History of Callidore from the Magocracy to the Five Duchies, terminating in the Gurvani and the Dark Lord, Shereul the Dead god's, attack on the Boval Vale. Write ups on non human races such as the Alka Alon, the Karshak Alon (the Stonesingers), the Gurvani, and others. Character write ups on the notable characters. Bestiary of Callidore ABOUT THIS SETTING A Brief History of Humans on Callidore It is said that when humanity appeared, they arrived in great sky ships, descending from the heavens above Callidore and there found that it was inhabited by two races. The first race, now called simply the Seafolk, for the seas is where they lived, and the more numerous, the Alka Alon, who lived on dry land. These newcomers had come looking for a new home and after negotiating with the Seafolk and the Alka Alon, humanity was allowed to settle upon a small part of Callidore, with the primary concentration for its new home being an archipelago called the Isles of Perwyn, from which the humans slowly spread. Now humanity’s power was great, but it was a power of machines and constructs such as is seen in their sky ships and many other such cunning and powerful devices. It is with such power that they changed their environment and built their new home. The Alka Alon and the Seafolk had power of their own. An inborn power that could reach out and affect the world directly. A power that the Alka called rajira, or magical talent. After but a few generations on Callidore, humanity began to feel the stirrings of rajira in the unsuspecting population. The effects were erratic and ambiguous, at first, but soon it became clear that the conscious (or unconscious) manipulation of reality was emerging in a small percentage of the humans. While considered an “acceptable evolutionary anomaly” by the sages of the humans, it soon became evident that the emergence of rajira in a scant few would have massive implications for humanity’s tenure on Perwyn, and on all of Callidore. In an effort to contain humanity’s emerging Talent in a peaceful way, the Alka Alon sent learned masters to act as midwives through the process. Adapting their sophisticated magic to the simpler-minded mortals was a challenge, but within a decade the Alkan songmasters and human sages had mapped what they felt were the limits of the change and had contrived a means of giving humans some control over their new powers: the basis for the Imperial System of magic. Alas, the manifestation of simple magic was compounded by the emergence with what became known as the Divine Powers: the personified manifestation of subconscious human desires, fears, and emotions. The Gods. Unique in the history of Callidore, the appearance of the first of these quasi-independent entities was met with amazement by the Alka, who had never encountered such random, wild powers before. The gods could do things that ordinary magic could not, and belied explanation by the immortals. The gods were uncontrollable, unmanageable, and were apt to disappear back into the ether as fast as they came. The Early Magocracy and the Fall of Perwyn Just as the implications of these manifestations were becoming clear, a series of events plunged Perwyn into the first of a series of disasters. Though the details have been lost in the mists of time and are preserved in part in only a handful of records, a rebellion amongst the humans and an incident with the Alka Alon sparked a dramatic change in Perwyn’s government, and the fate of humans over-all. The great sky ships were removed from common use and most humans were left alone on the world to fend for themselves while powerful magi ruled using their powers to make up for the loss of their ships. For nearly three hundred years a series of Archmagi ruled Perwyn and the mainland communities in relative peace. While there were rebellions and an increasing threat of independence from the various mainland communities, the military and magical power of the Archmagi successfully maintained the nations it grew into the lands that had been prepared for it. Skirmishes with the Sea Lords of Cormeer, the dour Northmen, Narasi tribes on the northern steppes, the raiders from the Eastern lands, and even the Unstarans were kept in place as the great river valleys of Merwyn and Vore were settled. The few sky ships left were used by the Archmagi to dominate their potential rivals, eventually evolving into a powerful empire. Yet even as the sophistication of their magic grew, the Archmagi indulged in petty struggles to maintain their secular power. As time passed, the island became crowded and fewer were willing to relocate from its rich and well-developed cities, until the last Archmage of the Early Magocracy, Kephan the Damned, undertook a Great Work: to raise a portion of the seabed around Perwyn with magic, to increase its arable lands. It was a mighty and ambitious undertaking and many in the Magocracy and among the Alka Alon objected to the feat. But Kephan persisted and, at first, his spells were effective, and the land began to rise. But whether by chance or by design, something went horribly awry. Instead of creating hundreds of hectares of croplands for the island, Kephan’s spell, over the next two years, sunk most of the island into the sea. While most of the folk of Perwyn were able to evacuate, much of their great machines, were abandoned to the sea. For almost fifty years there was chaos as the humans, with the help of the Alka Alon, resettled and re-organized themselves on the mainland. This was the time of the great Mage Wars, as various families and factions of the old Magocracy fought for control over the colony’s remaining resources. It took half a century for one of them to assume control over the others and re-found the empire as the first Archmage of the Later Magocracy. The Later Magocracy of Merwyn By this point, most of humanity had devolved to being smallholding farmers, woodsmen, and even subsistence-level peasants. The great promise of human civilization, a power that had overcome short life and crossed the Void, had failed. As potent as the gods were in this new world, their interventions were haphazard, short sighted, and bound by the limits of human need. Even as the study of Imperial Magic reached its zenith in the great cities of Merwyn, the last useful remnants of human civilization all but collapsed, leaving humanity at the mercy of its own frailties. The effort to preserve humanity from itself led the Archmagi to slowly accumulate the magical irionite, called witchstones by the common folk, that allowed the Magelords of the Empire to utilize magic to its greatest extent. Originally gifts from the Alka Alon and used to assist humanity in exploring their rajira, the stones had become hereditary objects used by various noble families against each other. They became instrumental tools of the great magelords of the day to support and reinforce their control. Mid-way through the Later Magocracy, in an effort to save humanity, or so say the Imperial Histories, from the terrors of its elite, or as a means to consolidate his own absolute power, according to his opponents, over the Empire, the Archmage disposed of the majority of irionite at sea, over the site of drowned Perwyn. The Narasi Conquest If left unmolested, there’s no doubt that the Magocracy would have eventually recovered some of the functionality of the early colony, but fate intervened, and history was changed. Ancient settlers in the far northern steppes above the fertile lands of Vore had greatly decivilized into horse-riding nomadic tribes. When raiding their southern neighbors proved profitable, a regular series of harassing attacks forced the Archmage to deploy troops to defend Vore. Over the years the size and intensity of the attacks grew, as did the Imperial response. Eventually, some of the barbarian Narasi were hired to screen off their kinsman from further attacks. Chief amongst these mercenaries was Klaven the Great, also known as Kamaklavan. Klaven was a chief with three legitimate sons and two bastards, all great horsemen and cunning warriors. After three years of successfully keeping the rest of the Narasi at bay, a dispute over pay with the Governor of Upper Vore saw Klaven withdraw at the end of his contract. The next year, when no attacks came, the Archmage withdrew many of the troops in the north to face the rebellious Cormeeran Sea Lords in the south. In their place he sent warmagi, as the Narasi feared the powers that only their greatest shamans possessed. Alas, Klaven was not merely sulking on the steppes; he took his knowledge of Imperial defenses and the wealth he’d accumulated as an Imperial auxiliary, and he hired four other clans to ride south with him and overwhelm the citadels of the Empire. Though skeptical, his sons led the mercenaries in a surprise attack that was the first success of the Conquest. For six years Klaven and his sons ransacked Vore, Upper and Lower, and made steady incursions into Merwyn, the heart of the Empire. The long, brutal campaign that followed is detailed elsewhere in the histories, but after six years Klaven and his sons and their Narasi barbarians overwhelmed one Imperial army after another. Magic helped keep the invaders at bay, but the powers of the magi were greatly diminished, after giving up their irionite. Eventually Kamaklaven was crowned King, and made each of his sons dukes over portions of his kingdom. When he refused to name a successor among the jealous brothers, the kingdom fractured into the Five Duchies: Vore, Merwyn, Remere, Castal, and Alshar. For a time, Imperial forces withdrew to pockets of resistance in Alshar, Wenshar, and Farise, but eventually all but Farise fell to the Narasi horsemens’ fearsome blades. The Alka Alon who had been serving as advisors to the Magocracy were horrified at the bloody, anti-magical regime that now treated respected scholars like peasants. Thousands of books were burned by the suspicious and illiterate Narasi, and the magi were imprisoned or executed for resisting the barbarians. Survivors were forced to police themselves by means of the Censorate of Magic, an order of warmagi responsible only to the King, charged with regulating magic and magi within the kingdom and empowered to take life, liberty, or property from those who violated their strict terms. For the most part, the Alka Alon withdrew in disgust from the affairs of men after the Conquest. Watching a brilliant civilization to succumb to barbarism, ignorance, and squalor in less than one of their lifetimes was too disheartening for the Alon to witness. The Five Duchies The death of Kamaklaven was the birth of the five feudal duchies that ruled over most of the human lands of Callidore for four hundred years of purposeful ignorance. The Narasi warriors quickly settled into the role of an equestrian aristocracy, intermarrying heavily with the native nobility in Vore, Merwyn, and Remere. In Castal and Alshar, the original Narasi bloodlines and culture were preserved more intact, though they, too, underwent a transformation. The priesthoods of the two cultures merged and the Magelords eventually accepted their subservience to the chivalry, becoming mere artisans in a tightly-regulated environment . . . not lords of the world, as before. Though thousands of petty feudal domains permit a subsistence existence to the majority of people in the Five Duchies, the Censorate of Magic maintains its ancient prerogatives and acts without restraint. Each Ducal house has a long history of both warring and wedding the others, and vicious court politics has shaped the destinies of millions. Rarely does one have the ambition, drive, or means to improve their power over the others . . . Shereul the Dead god Where is this money going? It would be remiss of us to not tell you what we are going to use this money for, as it is your right to know. We are going to do the following things with the funds: Pay the authors that have worked on the project. Pay the layout and graphic design personnel. Pay for printing. Buy art (what is a book without art?) Pay for advertising space Pay for any incidentals that may come up after the KS finishes Stretch Goals $12, 000 - If we reach this stretch goal we will publish a book of pregenerated characters for play in PDF. These will be characters suitable for conventions, one shots or even for your gaming group if someone should not want to go through the time of making up a character or if they are new to your group. Release date TBD. $15,000 - If we reach this stretch goal we will produce an adventure booklet for Spellmonger in PDF. This should contain about four separate but linked adventures for your Spellmonger gaming. Release date TBD. $21,000 - If we reach this stretch goal you will get a brand new novella containing a story set during the Farisian Campaign. This will be given to all backers as a pdf and mobi file. Release Date March 2020 $25, 000 - If we reach this stretch goal we will publish the Atlas of the Five Duchies. All backers will receive a free PDF, and will get an opportunity afterwards to purchase a print version. Release date TBD. SHIPPING THE REWARDS Shipping is not included in the pledge levels. That's because for this Kickstarter campaign, we're going to send out surveys and collect shipping fees through BackerKit once we're ready to ship out all physical rewards. This not only means all funds raised in the Kickstarter are going towards covering the costs of production. The cost of production include licensing fees, layout, and printing) but it gives us plenty of time to source the best and least expensive international shipping options through fulfillment agents in Europe and Asia. Thanks for being understanding! We know that for some it's much easier just to take care of the total costs all at once upon pledging, but we hope you'll see that this approach is not only better for the project but affords you the lowest shipping costs when the time comes. Author and Artist Bios: Terry Mancour (Co-Author & Setting creator): Terry Mancour is a science fiction and fantasy writer, author of more than 32 books and innumerable articles under various pseudonyms, including the New York Times Best Selling Star Trek Novel "Spartacus", the sequels to H. Beam Piper's Space Viking, and his original epic fantasy series The Spellmonger Series. He lives in Durham, North Carolina with his beautiful wife and three children. Jonathan M. Thompson (Co-Author & Publisher): A gamer since 1980 Jonathan has always been fascinated with the art of design. He designed Robotech: Macross for Savage Worlds (with Jason Lang), The Dinosaur Protocol for Savage Worlds (with Chris Halliday), Gaslight Victorian Fantasy (with Stephen J Miller), Agents of G.A.I.A (with Alan Bahr), Ninja High School the Anime and Manga RPG, Cityscape: City on the Nexus of the Omniverse (with B.L. Sisemore and Ian Liddle), Open Core gaming system (with Christopher Helton), Sherwood: The Legend of Robin Hood (with Wil Upchurch) and Pulp Fantastic (with Christopher Helton & Christopher Halliday). He is responsible for additionally publishing Eldritch Skies and Kaisers Gate.He has also worked freelance for such companies as Amarillo Design Bureau and Modiphus Entertainment. He currently is the head of the ENnie Award winning publishing company Battlefield Press. He lives in Shreveport, Louisiana with his games, books, a son and five cats. Morne Shaap (Graphic Design): Graphic designer, gamer and rpg publisher for going on 18 years. Enjoys making battle maps for epic battles and creating beautiful books that really draws in the reader. Morné's only regret that he can't have himself cloned, so he has time to write down all the adventures and settings drifting in his imagination. Risks and challenges The estimated delivery date is intended to serve as our hope as to when you will receive rewards. Setbacks are possible with any project. Like other projects of this type, this project is not without risks. Delays can happen, as we are only human. We will keep in contact with you concerning potential delays and such. The biggest possible delay will come from any stretch goals that we may include. The risk of delay happens anytime you put control in the hands of another person, who has their own issues they must deal with as well.
  7. Maredudd

    Terry Mancur's Spellmonger by Battlefield Press

    Not sure if I did this correctly, but I've added the KS Campaign info.
  8. Wait! That would NEVER happen! The original estimate for fulfillment was Feb 2019. We're still not certain what the actual timeframe for fulfillment is, but that's only because Reaper isn't certain. I have full confidence that as soon as they have it nailed down they'll let us know, and I have 20 minis to paint before they do! Of course I'd love t see a pic of what a "ship-laden container" looks like. That's gotta be a BIG container!
  9. Maredudd

    February Bones Black Promotional Mini - Rock Troll

    When did the Effrit Female appear on the Reaper home page?
  10. Made what I believe is my final pledge last night. I now up to a full 20 CAVs for this KS . . .
  11. This Sabertooth Tiger and this Sabertooth Tiger. Oh, and Roderic and Glitter I'd love these in Bones Black!
  12. I fully expect to acquire more mammoths once they hit the street. Herd sounds about right.
  13. Hi Folks! I don't see anything to gage the size if the three Giant Bats. Can anyone help? Also, I'd like the same help with this Dire Bat.
  14. It is amazing!! I look forward to acquiring it when it becomes available!
  15. Thanks! I didn't think of checking Bones 4! Now for info on the Dire Bat, though I suspect it will be similar in size.
  16. IF I were to pick a B4 figure to paint I think it'd be one of the dinos. I'm in a dino mood right now' Or maybe I'd do the hut from the Land of the Lost! Then I'd have to paint some cave folk and then the dinos so I can egregiously ignore the fact that the dinos were extinct long before cave people arrived on the scene. That isis you believe that! I mean, I've seen the movies! They'd a not filmed them that ay if it isn't true!! . . . . . .
  17. I have so far avoided the 'which glue to use' dilemma by the quick expedient of not having glued any of my models together . . . Ok, I really do need to change that soon though . . .
  18. Maredudd

    Starship III - Fully 3D Printable 28mm Spaceships

    I checked out the first one, when doing my research on the third one, and they did include the Shuttle. I did not see the other ships in either of the previous kickstarters, so I assume they are new for this one.
  19. Maredudd

    Starship III - Fully 3D Printable 28mm Spaceships

    Well, it's a done deal. Now I MUST budget for a 3d printer . . .
  20. My final tally was $20 . . .
  21. Maredudd

    Starship III - Fully 3D Printable 28mm Spaceships

    This is where I am. I'm in for All Ships, but now need to budget and plan for a 3d printer. Good thing the wife wants a 3d printer too. She is actually an artist that was worked in 3d before (physical sculpts as well as digital for CNC routers) so she was an easy sell on the plan.
  22. Everything will look great in Bones Black!!
  23. Maredudd

    The Almirithil Principality

    I don't have my book handy but it's one of the Doctrins for the Principality. The Ritterlich have been very forthcoming in giving the Principality access to their hardware. Oops! Between Jon and one of my posts, I've been double ninja's! Guess I should climb out from under my rock!
  24. I had to quote this so I could because the forum wouldn't let me like it again!
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