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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.
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.
Is there anyone who might be interested in a PBP 4e GURPS lite (rules light, no crazy math) portal horror/ mystery modern day adventure.
1) Gurps 4e is published by Steve Jackson Games, and the free "lite" version of the rules is available online here.
2) This world is adapted by me from the fiction of Ian Rogers with my own additions.
3) Character creation rules
NO MAGIC OR SUPER POWERS or cinematic skills/abilities
100 points available up to 50 points in disadvantages and 5 quirks as well. If your character concept is disabled, then there's leeway to go over this, but needs discussion with me first
If you have 4e books or the character creator app, feel free to go for it. Otherwise I will post a list of templates and where they're located that I've vetted to guide you beyond the lite rules.
A skill at 12/13 is considered professional quality. higher gets you a better ability to handle tough situations and improve chance at a critical. Really high skills might get notoriety (could be good or bad).
Useful guidance http://forums.sjgames.com/showthread.php?p=369148
Also this free pdf condensing skills info should be useful
4) This is set in Toronto and Ontario Canada primarily. Your character doesn't need to be from there, you just need to have an idea of what you're doing there, and specifically to start, what you're doing in the PATH specifically (this will be how you are all introduced). After reading about the world basics, you will also need to think about any supernatural/ blacklands experience your character has had... if any, and if/how they were affected by it.
The World Basics
I'm hoping to be able to do a few posts a week, but because I'm new to this, and have limited availability it might be slower than I want. I'm unsure about the number of players - this could work with only a few.
More later. Feel free to ask questions or express interest.
If you have and use a skill that will allow you to obtain info/ achieve goal to advance plot, that will happen. I won't make people roll until something happens or things end.
This site seems to have a decent character generator. There`s step-by-step at the top of the page, and it auto-calculates. Please print to pdf or printscreen or recopy. so I can review. If you need a template, please let me know. Please set point maximum to 100 (it defaulted to 300 for me).
Current Characters list:
1)Magnus Albertson @Dilvish the Deliverer
3) Sam Travis @Corsair
5) Raoul @Colonel Kane
6) Morgan Faustus @Kangaroorex
There will be a hard cap at 6 players. And maybe only 5 total. We're closing in on being able to start things.
Legendary Games makes a massive mythic rules upgrade with the amazing Mythic Character Codex & Mythic Monster Manual II for Pathfinder!
Mythic Mania II encompasses two books, and incorporates mythic material for hardbacks like the Advanced Class Guide, Forest Kingdom Campaign Compendium, Horror Adventures, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness, as well as potentially adding in more material from the Adventurer’s Guide, Monster Codex, Planar Adventures, Villain Codex, Book of the Damned, Pirate Campaign Compendium, and more!
Mythic Character Codex – Three new mythic paths - the bound, mystic, and reluctant hero - along with over a thousand new mythic path abilities, hybrid class features, feats, spells, magic items, and more!
Mythic Monster Manual II – Over 200 mythic monsters… and maybe a whole lot more! Plus appendices and bonus content!
A little more than 48 hours left for this one, I think it looks really cool.
Kamigakari: God Hunters is a tabletop role-playing game set in modern-day Japan that combines centuries of Japanese mythology with a modern-day setting and urban fantasy action. You play as a God Hunter, a being wielding supernatural strength, magical abilities, and reality-warping spiritual powers. Your mission is to protect an unsuspecting populace from evil beings known as Aramitama, and to prevent the supernatural from leaking into the public eye.
Originally, the game was released in Japan by Arclight Games on November 2013 as Legendary Arms RPG Kamigakari, to great popularity. In January 2017, a text-only fan translation appeared on the internet, exposing Kamigakari to the attention of English-speaking RPG fans world wide, and creating a thriving fanbase that continues to grow to this day!
Serpent Sea Games is a team of experienced RPG translation and development professionals, including the creator of the fan translation, who have licensed Kamigakari from the creators at Arclight Games for publication in English and want to bring the game officially to Western audiences.
But we need your help to bring this book into existence!
The world of Kamigakari features a distinctly seinen action anime and style to it. With crazy abilities and flashy powers, it's an over-the-top world where you can battle kaijus, giant robots, gods and demons all under the same umbrella. The system is designed to keep interactions as simple and intuitive as possible, for an easy pick-up-and-play. Kamigakari splits its play up into "scenes", which are short, episodic and will often split the focus onto individual players. It's a different experience compared to western systems that often assume the party is always together, which allows for more varied and engaging character focus and development.
So what is a God Hunter? A God Hunter is a person who, through one means or another, has gained supernatural powers by possessing a shard of a legendary weapon, relic, suit of armor, or maybe even the crystallized soul of a legendary hero. These powers can be anything from a master of the sword or magic, transforming hero, a living avatar of flame, or the ultimate hacker. Instead of a familiar class-based system, Kamigakari uses its own character generation called Styles, which lets you mix and match your power sets to create a gun-slinging samurai, a chainsaw-wielding magical girl, a hacker who codes his magic into existence, or a hunter who stalks his victims through the shadows.
And it's not just limited to your class: weapons and gear are utilized under the Arms system, a mechanic where a base weapon is upgraded over time by using materials or spending gold. Two basic swords, in the hands of two different god hunters, can end up very different weapons after extensive modification!
An average God Hunter on a normal day. Does being a God Hunter mean that you hunt gods? Of course it does! With concepts rooted in Shintoism and traditional Japanese folklore, a God Hunter is tasked with tracking down dangerous beings known as Aramitama - a dark god that is born and grows in power by devouring the souls of its victims. Aramitama come in many forms - from recognizable Japanese icons like oni and tengu, mythical beings like the Pegasus or Griffin, to eldritch monstrosities made of gnashing teeth and glowing orbs. Upon defeating an Aramitama, God Hunters can use their remains to create stronger Regalia - magical weapons and equipment, in order to face even even more powerful Aramitama. It's not just a fun gameplay loop, either: These creatures threaten the sanctity of innocents and the world in their lust to reach their ultimate form, the Avatar of Ruin, a true god of destruction capable of ending the world. It's up to the God Hunters to prevent that!
An Aramitama awakens. Kamigakari utilizes the unique Numen Dice pool. Numen Dice are resource wherein you roll a set of dice and use it to pay for abilities or change the outcome of a roll. There's many ways change, swap and spend dice. Players must be careful how they manage their Numen Pool to both survive the battle and save the perfect set of Numen Dice to activate their ultimate abilities!
We'd like to support this game far into the future, and plan on translating and releasing supplements if financially viable. Arclight Games has also requested the creation of original content exclusive to the western release, but that can probably wait until we have a few expansion books finished, we're only mentioning it now in the interests of full transparency.
Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings.
Until your adventuring party shows up. Then things get really interesting.
The Margreve Kickstarter offers three main elements:
1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10
2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells.
3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals).
Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes.
WHY KICKSTART THIS?
Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big?
Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship.
With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful.
The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur.
They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others.
Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages.
Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet.
To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box: https://postcalc.usps.com/
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