Jump to content

Sign in to follow this  
Maredudd

Terry Mancur's Spellmonger by Battlefield Press

Recommended Posts

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.

 

image.thumb.png.8fd9e1fa63c3a14fe0bc545ba565f596.png

 

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 . . . 

8c02ad2489b05f27c182320a6309ce5a_origina

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

97ad90e1f45971fdd32e8c1d78fe8a67_origina

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 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.

Edited by Maredudd

Share this post


Link to post
Share on other sites

Not sure if I did this correctly, but I've added the KS Campaign info.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Xiwo Xerase
      This KS is now live.  URL: https://www.kickstarter.com/projects/450703636/battletech-clan-invasion
       
      Catalyst Game Labs will be launching a Kickstarter project for a Clan Invasion box set for BattleTech on July 17, 2019.  This was announced on the BattleTech forums about two weeks ago.  I've copied the announcement below:
       
       

      In 3050, the true heirs of the lost Star League thunder forth from the depths of the far Periphery and carve deep into the quarreling Successor States. As the Clan juggernaut rolls across the coreward realms of the Inner Sphere, the House Lords scramble to shore up their defenses and devise some way to halt the invaders.
       
      The Clan spear is aimed at the heart of human-occupied space. Do you possess the bold tactics and heroic courage to defeat warriors trained from birth to conquer? Or will you uphold Kerensky’s dream to cast aside the squabbling lords of the Inner Sphere and reignite the flame of the Star League?
       
      Hot on the heels of the wildly successful launch of two new boxed sets, the BattleTech tabletop game comes to Kickstarter for the first time ever to unleash totally remodeled Clan and Inner Sphere ’Mechs on your gaming table. Utilizing the same process that modernized the nine BattleMechs found in those bestselling box sets, each ’Mech has been painstakingly re-imagined, holding to the spirit of their original design while embracing a modern aesthetic. (Click on the images to enlarge.)

      The Clan Invasion box set will add five popular Clan OmniMechs to your arsenal, including the seminal Timber Wolf (Mad Cat). It will also include a bevy of support materials, the rules needed to play Clan technology, all new maps, and more.
       
      Stretch goals will rapidly fill the ranks with more Clan and Inner Sphere ’Mechs boasting all-new looks. The Clan Command Star expansion will include the devastating Dire Wolf (Daishi) and the ever-popular Shadow Cat, while the Clan Attack Star pack will contain the Warhawk (Masakari) and Nova Cat. Meanwhile, the Inner Sphere will take desperate action to try to stave off the invasion. The Inner Sphere Command Lance pack will deploy the beloved Marauder and Archer, while the Warhammer and Phoenix Hawk will hot-drop from the Inner Sphere Battle Lance pack. And there’s more to unlock on both sides!

      Add-ons will include a plethora of exciting new BattleTech merchandise, the latest rulebooks, sourcebooks, boxed sets, and more!
    • By SamuraiJack
      https://www.kickstarter.com/projects/1184398968/the-gingerbread-gang-christmas-in-july-break-kickstarter?ref=discovery_category_newest
       
      About
        "The Mrs. had followed her grandmother's gingerbread cookie recipe exactly as she had been taught as a child, however, she was extra cautious not to add too much pixie dust and rum to the bowl of ingredients this time.
      Amid the dry heat of her convection oven the gingerbread dough began to blend with the magical components, and everything was slowly activated by the steady warmth of the preheated oven. 
      When the leavening agents and other alchemical ingredients puffed out the enchanted dough, The Gingerbread Gang began to magically come to life, and the kitchen was suddenly filled with the scent of cinnamon, nutmeg, and something else I didn’t quite recognize."
      -Sugarplum Mary Sparklepants
        Painted & photographed by Shoshie   "Well...whilst she mixed the dry ingredients together...she occasionally muttered something to herself, which I couldn't understand. And amid quite a bit of chuckling, I overheard The Mrs. softly sing some sort of ditty about "Sugar, and spice, and things not quite nice.".  
      I think she may have had a nip, or three, of rum."
      -Alice Shuggabaker
        "The Gingerbread Gang" Painted and Photographed by Shoshie   "As The Gingerbread Gang were cooling down on the baking rack, they told me it was quite warm, and very cozy inside of the oven.”
      -Blitzen
          Hello guys, gals, and non-binary pals, 
      Thank you for making the previous War in Christmas Village Kickstarters a success, and welcome back to another crowdfunding venture! 
      We are seeking funds to create our newest batch of tabletop holiday gaming miniatures, as well as, create a packaged war band set of our two most popular snowmen minis, per our backer community request.
      War in Christmas Village tabletop gaming miniatures are perfectly scaled for most popular tabletop role playing games, miniatures war games, railroad hobbyists, Christmas Village displays, and other holiday dioramas. 
      War in Christmas Village tabletop minis are highly detailed, mold injected PVC, arrive unpainted, and are scaled 28mm boot to eye. 
      But, don't take our word for it check out some of the reviews of our prior War in Christmas Village tabletop miniatures releases :)
    • By Clearman
      Coming Kickstarter from S7 Games.
       
      We are thrilled to announce that the Conan: Savage Legends Kickstarter, launching July 16th, will include three high quality sculpts of Arnold Schwarzenegger in his iconic role as Conan in the 1982 and 1984 films! These officially licensed sculpts are all highly detailed, 32mm miniatures that should be part of any Conan fan's collection!
      That's not the only exciting Conan news we have for you! This week, Rob Stoddard, lead developer of Conan: Savage Legends, sat down with the Fools Daily podcast to talk about the game's design. For those of you who don't know, in Conan: Savage Legends, you take control of a Legend in Robert E. Howard's Hyborian Age as you seek to destroy your enemies in a fast-paced fight to the death. In this 2-4 player arena-style combat miniatures game, you will use powerful relics and plundered riches to engage your foes in glorious combat. Destroy your opponents with sheer might or cunning tactics and prove to your foes why you deserve the title of "Savage Legend."
    • By SamuraiJack
      https://www.kickstarter.com/projects/awakenrealms/etherfields-board-game?ref=discovery_category_newest
       
      About
      Etherfields is a new major miniature Board Game by Awaken Realms. We call this totally different BG experience a Dream Crawler – you will dive into surreal and artistically crafted world and follow one of a kind co-op / solo campaign adventure for 1-4 players. Everything you do will change the strange rhythm of the Etherfields dream world, where even the wildest fantasy is possible. 
      Gameplay created by the Board Game veteran Michał Oracz (author of This War of Mine: TBG, Neuroshima Hex or The Edge: Dawnfall and many others), will test not only your logical skills but also your intuition, deduction, and emotional intelligence. Develop your character from scratch using advanced deck-building, travel through the dream-world map and delve deeper into chosen locations.
      CLICK TO SEE ALL MODELS!    
    • By Darsc Zacal
      https://www.kickstarter.com/projects/ttw-altburg-stable/tabletop-worlds-altburg-stable-32mm-resin-cast-terrain

      TableTop World has been around for a while, they’re based in Poland, and make great looking resin buildings. I have a few in various states of construction and painting although I haven’t purchased anything from them recently.
       
      Their stuff is very pricey though and I expect that to be reflected in the kickstarter.
       
      I am a bit puzzled by their comment about making this in the bigger 28mm-32mm range, as I thought that was the range that their previous buildings fell into.
       
      Anyway, if you’re interested best prepare your wallets now.
  • Who's Online   29 Members, 2 Anonymous, 62 Guests (See full list)

×