Category Archives: Dynasty

Dwarves of Erinbour

I want to discuss the Dwarves for a moment. They are not native to Erinbour but instead were brought here by the Otherkin primarily by Azure. They came over as slaves, workers and fodder for Azure’s armies. It was their revolt against Azure that allowed Mai and her companions to overthrow Azure and the rest of the Otherkin.

The Dwarves live by a formal Caste System. One that was established long before they came to Erinbour. There are 6 Castes if you include the Castless. They are Farmers, Shielders, Miners, Forgers and Noble.

Farmers: This is the lowest caste. They are charged with maintaining food supply, dealing with the dead and anything relating to growing living things. Dwarves see themselves as elements fo the earth therefore above “living” things. This caste is respected for the importance it plays in keeping the clans fed and clean of disease.

Shielders: These are the protectors and warriors that defend the Clans from intruders and the darkthigns of the mines.  The Casts is the only cast that openly accepts members of other castes. Many a farmers son or daughter has upped their status by joining the ranks of the military.

Miners: This cast delves deep into the earth searching for the raw elements hidden beneath. The Miners are revered for their dedication and skill to find that which is hidden. The Mining Castes is also the religious center for the clans and the bring the word of their strange gods to the dwarven clans.

Forgers: These artisans are reveared for their skill to create from which the miners find. Weaponsmiths, armourers, jewelers and other craftsman. Blacksmiths and others enjoy a bit of reverence even from the Nobel Castes.

Nobles: These are the leaders of the clans. They make the decisions that lead the clans forward into time. They decide when they go to war and where. They are also tasked with protecting the Clans from internal and externalthreats.

Elves of Erinbour

I talked earlier about the Elves are true Ogres from Erinbours History, and as such they retain the same as that culture did milenia ago. Wiped out by disease from the Otherkin the ones to survive  took the Name Elven or Survivor.

Elves live and work within a matriarcal hierarchy of families. There is no noble or Commoner in Elvish society. As an elf you belong to a Family. There are currently 15 Families that make up the Elven nation. Each Family is lead by a Matriarch that oversees the families affairs. She makes all decisions.

She is suported by her immediate family. Each Family is loyal only to themselves and while they have kinship with the other families they are seen as rivals. Each house has a goal to out do their rivals, this sometiems spills into open aggression, but ussually is usually  reserved for backroom operations.  Many a thieves guild can find hidden backers within the Elven families.

Erinbour Next Steps

I am writing this update to all of our backers and people that have shown us support for Erinbour these last few weeks. It does not look like we are going to get to where we need to be. Do not fret Erinbour is not going away. The gang and I still see this as a setting that is our love letter to Fantasy so we will go back and develop more re package our marketing and be back very soon to try again.

Erinbour did not lose on Ideas, the support we have seen and the comments we have gotten both publically and privately show us that it hasn’t failed. The kickstarter didn’t succeed but that just tells us we need to build from where we are and try again soon. Between that time though we are going to run a smaller more directed campaign for our Mecha Kaiju book which is a part of an established line and something that we can build off of to bring Erinbour out. You will be able to get contiual updates here at www.myheroicjourney.com as Erinbour grows.

Again thank you so much for your support stay in touch and we will be back very soon with a changed focus and more directed approach. This is a delay not a defeat.

Knights Magus

The Knight Magus is an order of knights that stand at the ready for the Wizards Council of the College of Magic. They are typically scholars, researchers, teachers and advisors in their normal functions.  However do not take them for anything less then knights.  Each is combat trained to use magic and steel with deadly accuracy.

Secondly and most importantly the Knights Magus enforce the magical law. They are the arm of the wizards council designed to be weilded like a  scalpel to defend mages even from themselves. The Knights train more then a typical wizard as they are skilled in both the arcane and armements of typical knights. One thing that seperates them from other knights is that they tend to favor study in one weapon. This allows them to split their focus and master the martial as much as the arcane. Each knight chooses a weapon upon induction to the knights and spends the next year mastering that weapon before they see active duty. This is usually in a Wizards 3rd year at university.

Knights Magus in keeping with their wizardly personalities tend to be calclating, logical as well as having a strong independent nature and curiosity. Most oporate alone or in pairs and have the freedom to interpret orders as they see fit except in case of War.

If you have any questions or comments about the Knights Magus or Erinbour please feel free and share them.

Kickstarter Backers get an upgrade

Visit the Kickstarter Here

I am currently working on a Mini-Campaign/Stand alone adventure set in the Wilds of Erinbour. This adventure “Th Villiage of the Damned” was written by David Hill and is a good example of the strangeness that can be found in Erinbour. This will be sent out to all current and future backers. It is fully playable for Pathfinder. I need to rework stats to work in Bare Bones Fantasy, that is the hold up at the moment. It should be available by Wednesday this week and will be a DRM free PDF pre production adventure. We have it on the table for a post production version and all backers will receive the post production version once we have the art finished and final layout done.

A bit about the Adventure…

 

“I’ve had this ale before. I had it last night. I had it the night before. I don’t know how many times I’ve had this same damned mug of ale, but I know it’s been the same stale mug for years. I know that every night, I’ve told all the patrons here. I know that every night, they laugh. I know that every night, they worry for my sanity. I know that I can’t leave. So tonight, I’m just going to drink. I’m going to drink to lost loves, to lost lives and to lost futures. I also know that you’re new. You weren’t here yesterday. Would you care to join me?”

-Dane, Proprietor of The Mayfly’s Arms

Erinbour: Magic (preview)

As we prepare for a successful Kickstarter I’ve been roughing out ideas for how magic will be handled in this product. Since we want to make character actions influence the setting directly I will be exploring ways to play off of the existing kingdom building rules in Ultimate Campaign, as well as devising new and interesting meta magic that harnesses the power of the land and the bloodlines it is tied to.
The magic system will include support for all character types through the use of new feats, traits, and archetypes as well as new “classless” arcane and divine items. Prestige classes will be crafted for those who wish to focus on the new forms of magic presented, and new monsters utilizing these rules will be unleashed from our menagerie.
While I am inspired by the old TSR setting Birthright, I think our final product will be solidly different. The Pathfinder rules allow for a much greater level of customization which will allow us to make this magic truly permeate the land!
This was written by George “Loki” Williams

Erinbour: Evil for Evils sake

This is a topic that means a lot to me. As I have conceptualize Erinbour I wanted to have enemies antagonists and wandering monsters for players to deal with. What I’ve never wanted was “oh they are evil ..just because”

In Erinbour the Erinbour nation is at war with Orcs/Ogres. The Orcs are seen and presented as evil because they will generally attack Human and Elves etc on site. Not because they are evil but the Orcs are at war. They have a different culture but they are only evil from a certain point of view. From their perspective they are the good guys because the war is about their independence as a nation.

Erinbour Places of Power will include some of this but Erinbour Dynasty will explore this war and fallout much more in depth. Nothing in this setting is evil just because. The closest things are the Other in but it’s less about evil as they are so alien to the world it’s easy to classify it as evil.

I wanted to share this to help show my vision of this setting and plans of development.

Welcome to Erinbour

Erinbour-Logo

Erinbour is a fantasy setting that will for us at Heroic Journey Publishing be the answer to several nagging questions.The first brings us back a few years.

Back in 2009 Chris and I had an idea for a series of Fantasy adventures that we were calling Places of Power. These mini settings could be dropped into any campaign and be used as an interesting place to let players and GMs explore. Theye were filled with interesting plot hooks and while they detailed a special place of powerful magics were as nonlinear as we could make them.

We never completed nor published that series. We did get over half of the 12 origionally planned developed and quite a few actually commissioned written and most importantly paid for. SO question the first. What do we do with these awesome bits of non specific setting?

The second question came about while we started working recently on Bare Bones Fantasy: Dynasty. Where would we drop it? Would we just do the ruleor actually put it some where? Chris and I talked about this and asked… “Could we answer both questions the same?” Short answer Yes and thus Erinbour was born.

Initially we are going to produce a core setting book and “Places 0f Power” an Epic Campaign within Erinbour. As well as Dynasty, rise to power in the political sphere within Erinbour.

Places of Power will be duel stated to  both Pathfinder and BareBones Fantasy and Dynasty will include rules to build a kingdom and rise to power with in Erinbour. Our plans are to prehack the setting for several popular systems out of the box so you can play in Erinbour regardless of your favorite system. We will release more about each item and our plans more directly over the next few weeks as we prepare to kickstart this August 4th.