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Fantasy Grounds Unity is the name of the upcoming version of our virtual tabletop software, Fantasy Grounds. It's been completely rebuilt from the ground up in Unity. Read on to find out what this all means and why we are excited for this project.
Fantasy Grounds is a popular system for playing a host of different roleplaying games online. It is used by more than 130,000 gamers worldwide to connect and play popular games such as Dungeons and Dragons, Pathfinder, Savage Worlds, Call of Cthulhu, and more. This type of program is commonly referred to as a virtual tabletop, or VTT, due to their ability to emulate various part of an RPG session in a digital form.
What makes Fantasy Grounds different than competitors is how we expose character sheets and automate large portions of gameplay specifically for each system we support. This is done through rulesets. Your experience playing Deadlands Reloaded will differ from D&D and will be unique to that environment, contain custom graphics, character sheets, and automation specific to that game system.
One feature shared across most game systems is maps. Some may use hexes while others use square grids and some may not use grids at all. Facing is important in some and less so in others. While FG has featured maps for many years, they have been primarily focused as reproductions of maps in existing adventure modules from our many licensed publishers. We believe that we can enhance these to provide dynamic line of sight, fog of war, and even map building support with painting and tiles.
What you get for backing this project will be a license for Fantasy Grounds Unity (or FGU). This new game engine has all the great features of current version of Fantasy Grounds (soon to be called Fantasy Grounds Classic) along with new enhanced features.
Original Features Supported:
Multiplayer support for playing tabletop games of Dungeons & Dragons (2E, 3.5E, 4E and 5E), Pathfinder RPG 1, Pathfinder RPG 2, Starfinder. Built-in content for D&D 3.5E, 5E and Pathfinder 1 Officially licensed add-on content available for D&D, D&D Classics (2E), Pathfinder, Starfinder, Savage Worlds, Call of Cthulhu, Basic Roleplaying, Castles & Crusades, Mutants & Masterminds, 13th Age, W.O.I.N., Traveller, and Rolemaster Classic Generic system support through our CoreRPG ruleset Brilliant Campaign Management Integrated character sheets with lots of automation built in for playing and leveling (depending on ruleset and content owned) Combat Tracking 3D dice Fantasy Grounds Unity Enhanced Features Include:
64-bit support to allow for more content (quality and quantity) Native support for Mac, Linux and Windows PC Network lobby for easy hosting and joining of games (no port forwarding required) Tile based map building Enhanced Drawing Tools Additional Dice Macros support A new FGU only skin Dynamic Line of Sight with enhanced toggle blockers Paint with images, such as walls Animated image effects Backward compatibility with all existing campaigns and DLC from FGC In addition to these features, we are now poised to add even greater functionality going forward. We have lots of ideas for new features and this rebuilt engine will make it easier for us reach those goals and deliver consistent updates for free.
Tile based Map Building
Dynamic Line of Sight (LOS) and Fog of War (FOW)
Map Fx Layers
We have already devoted over 4 years and 10,000 developer hours to this project. Any funds raised will help us push it over the edge and begin work on new features and functionality. If the project does exceptionally well, this may even allow us to add even more resources to the team.
We have over 1200 existing DLC and add-ons. Our goal is to prioritize these by popularity and work on enhancing as many of these as we can. Without enhancements, they will continue to function as they always have in Fantasy Grounds Classic. You will be able to add dynamic line of sight to maps and begin using the new features straight away. As we work through this large back catalog of DLC, we will do all the enhancement and upgrade work for you so you can just load it up and begin using the advanced features without having to define any Line of Sight blockers yourself.
I've been playing D&D for over a decade now, and while there are a lot of great terrain solutions for dungeon crawls, I always felt there wasn't a great option when it came to generic random encounters, like setting up camp for the night.
As a player, and a DM these random encounters often lacked meaning because they didn't have the same customization as encounters core to the campaign. So I decided to come up with a solution that was simple for a DM, and that made the encounter more meaningful for the player.
I made a 36” by 24” iron rubber base on which you can layer smaller magnetic terrain. For a DM It takes second to throw some trees, rocks, and other terrain down to make the scenario unique. Then your players can quickly arrange their tents, wagons and other equipment in thoughtful ways that make random encounters more meaningful.
There is 44 pieces of double sided magnetic terrain, so you can run pretty much any random encounter in the wilderness that you can think of.
If this sounds like something you'd use check out the kickstarter for more information.
I love feedback so please let me know what you think of the product. I designed it how I would want to use it, so if you feel like something's lacking, or should be changes Id like to know.
<mod> Full link: https://www.kickstarter.com/projects/dmloot/dmloot?ref=project_link
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.
By Cranky Dog
Does anyone use some sort of software to keep track of their miniature collections? With pictures and/or searchable tags?
Anyone in the hobby for a while, and who invested in Bones (and many other miniature) Kickstarters; Warhammer armies; Heroclix armies; individual or box sets at your FLGS or online store, etc. has accumulated so many that they tend to forget what exactly they own anymore.
I know I went over the 1000 individual miniature mark after Bones 2. And with Bones 4 around the corner, it keeps growing alarmingly fast. And I know I'm not the only one.
Sure for the Kickstarters miniatures, I can always go back to the original campaign page and look up the images. But there certainly must be a simple application that would do the same job as Reaper's tag search, but without requiring coding skill.
I think my ideal format would be something that would show: Picture; name; company; manufacturer code (if available); sculptor name (if available); and any amount of tags (male - fighter - sword - elf - bow), and then filter the results.
I know it can be done; I just don't know how.
I know there are image organization software, movie collection software, comic book collection software, music collection software, etc. But haven't found anything more generic for miniatures.
February 2019 Update: I'm taking the Excel route afterall.
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!
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