Starting today and for the next 30 days our Erinbour Kickstarter is Live. Please check it out and pass it on to people you know who you think would like what we are doing here.
I wanted to share one of the Places of Power to showcase the kind of things that are hidden within the Wilds and lost to the Curse. This “Adventure” Found within the Erinbour: Places of Power campaign is deisgned to be a small campaign within itself. Each Place of Power will be designed to be fairly sandboxy within their own right to allow for players and GM to have a say in what goes on within Erinbour. So without much more I present…
The Shifting Tower
Background: The Shifting Tower is a magical building created by Lon the Long, a good-hearted mage of considerable power. Lon wanted to use the tower to travel to different dimensions, but things went horribly wrong.
As an accomplished mage, Lon developed spells that could bend space and exploit pocket dimensions, but his theories about other alternate dimensions were never proven conclusively. After years of study, he built the Shifting Tower and prepared to test it. In order to travel dimensionally, the Shifting Tower had to momentarily touch all dimensions.
Unfortunatly for Lon the Wild Magic elements of Erinbour caused his first shift to that of a Hellish Dimension. Lon’s tower appeared in the middle of the Ninth Layer of Hell in the fortress of a demon known as Baron Fleshrender. Furious, the demon and his minions laid siege to the tower, capturing the mage and torturing him for days. During this time, Baron Fleshrender was supposed to be in battle fighting for his master, the Dark Prince. When the prince found about the delay, he punished Baron Fleshrender and cursed Lon by turning him into a lich and binding him to the tower, forever shifting through the various planes.
The Shifting Tower: The actual structure itself is not particularly unique, although thanks to that visit to Hell, its exterior has been singed black. The tower is six stories, and each floor is ten feet high, fifty feet in diameter and contains trap doors to separate every floor. The doors are made of 1’ thick wood reinforced with steel bands. The ground floor door is made of bone and is enchanted with the strength of steel. It can also open, lock and unlock at Lon’s command and is Wizard Locked at his level when locked.
Meeting Lon the Lich: (Read this description once the PC’s enter Lon’s room. The tower is already traveling, and by the time Lon is done speaking the tower will be somewhere else.) In the center of the room is a strange contraption with interlocking square pieces slowly turning on its own. A skeletal figure sits at a table scribbling with interest on a piece of parchment. The skeletal figure finally looks up from his scroll. He seems surprised to see you. “Oh, hello. Visitors! How nice. My name is Lon. Lon the Long.” Lon puts out a skeletal hand in welcome. (If the PC’s shake hands, Lon’s paralyzing touch works on the first one. He’s forgotten that he does that. He’ll apologize profusely afterwards.) “Oh, my! Terribly sorry! That’s my fault, you see. I’m dead. Have been for quite awhile, but sometimes I forget. Ha! Everyone meet someone that forgot he was dead? No, I suppose not. Well, anyway, I suppose you’re wondering what this tower’s all about, eh? Me too actually! Oh, not that I don’t know what it is, but I am wondering where we are. Where are we exactly?” (Let the PC’s answer.) “Oh, dear. That’s not where I want to be at all. You see, I’m cursed. I wasn’t always dead. My tower is called the Shifting Tower and it can travel to different worlds.” Suddenly, the machine in the room surges to life. “Whoops. Well it does that. Nothing to be alarmed about, I assure you. Now where was I? Ah, yes! The tower. Originally, I built the tower some centuries ago to travel the various dimensions, but something went wrong. My first trip sent me directly to Hell! I was quite surprised, not being a very bad person in my lifetime, to be in Hell. The demon there, Baron Fleshrender, he was most upset when I appeared in the center of his palace. Tortured me horribly. Well, it turns out his master was even worse! Turned me into a lich and cursed my tower to wander the planes! Now, there is one catch and that’s where you come in. If I can find 8 Soul Gems for the Dark Prince, he’ll remove the curse! They’re full of demon souls or something. Makes sense, right, being Hell? If you fine people would help me, my curse will lift and I’d be sure to reward you quite handsomely. What say ye? Will you help?” (Even if the PC’s say no, it’s too late, the tower has shifted. Lon is not trying to trick the PC’s, but he is absentminded. As a reward, Lon can offer the PC’s almost anything. He knows that certain worlds are rich in mineral deposits and he has several extra magic items to reward the PC’s. He may even let the PC’s use the items during the quest if they have left their own items behind by mistake.)
There is much more to this story filled with quests, new adventures and enough to keep your gaming group moving for a while. Hope you enjoyed this preview as much as I do. This and many more places of power await your exploration in Erinbour. Remember the Kickstarter launches Monday AUgust 4th.
I announced this yesterday but I wanted to make it official. All the planning done. We have the pieces in place and we are ready to launch our campaign. August 4th at 9am barring any technical glitches is the planned launch date and time.
I want to thank everyone who has helped so far. I appreciate all the feedback that we have received so far. I want to thank everyone who has shown me and this project support. I feel really good about the campaign and reaching our goals.
If you have any questions about the project please feel free to ask. I am really excited to get started.
The following is a list of people who have already been contracted or have agreed in principle to work on Erinbour in some capacity. I wanted to share them with everyone because everyone on this list is incredibly talented and amazing to work with.
Grew up gaming for the last 25 years. Mark came into the Industry in 2005 as a layout artist and has done work for Atlas Games, Maschine Zeit Games and several others. He has worked as a graphic artist, publisher and writer for Heroic Journey Publishing as founder since 2008. Mark understands deadlines and works very well with writers and artists to meet those deadlines.
Came on board with Heroic Journey Publishing in 2009 and has worked as Editor Head writer and is the developer for the “Mecha” line of RPG titles. Chris understands what it takes to get a book finished and to print. Having spearheaded the Successful Mecha:Combiners Kickstarter he has learned how to make sure promises are kept.
Wayne has been a member of the Heroic Journey Family since 2009 and has been head of the Social Media guru when called upon. He brings valuable experience to the team having been involved with the industry with writing for Star Wars d6.
Has been a friend of Heroic Journey for a long time. Best known for his podcast“The Game Master Show, Dav”id has been a voice within the community in bringing interesting games to people. He officially joined Heroic Journey as a Developer in 2014.
Is a recent friend of Heroic Journey and has recently accepted a position of Staff writer with the company. He is also working on his own things and is a welcome addition of talent to the team.
Is a freelance artist of incredible ability. She was the cover artists for Lightspeeds “Women Destroy Fantasy” special issue, Illustrator for upcoming art collection project of SJ Tucker’s music, Featured artist for 3 pieces in Women Destroy Science Fiction. She has been contracted to work on art for the Erinbour line. Visti her portfolio page at archwayportico.com
Agreed to contract in principle
These two great writers are best known for their work at White Wolf/Onyx Path publishing and also their own company Maschine Zeit Publishing. David was one of the original writers that began working on what will become Erinbour back in 2009 with our Places of Power series. He brought Filemena Young to our attention to work on a second piece. Both are incredible talents and have agreed to continue work on Erinbour as freelancers to help shore up the edges. They have proven they are beyond talented and can and do consistently meet deadlines. We at Heroic Journey are extremely happy to call them friends.
Eloy has been a freelance Layout Artist with Heroic Journey Publishing before; working on the Mecha Line. He is best known for his own work at Third Eye games and brings with him that level of quality that heroic Journey Publishing looks for in people. Eloy has agreed to do the Layout work on the Erinbour books and we are excited to know that once we go to production it will be done professionaly, quickly and look very good.
I have been working on how to put this in words and get it right. I will try and I ask that anyone who reads this as offensive tell me so I can fix it and be better moving forward.
I decided about a month ago I waned to make sure Erinbour was Inclusive and began trying to figure out how to put it in the books. There was some help and I am greatful from them to help me write this about gender/sexuality in Erinbour.
“A character may define themselves as Male, Female, fluid, as either or neither male or female as they see the character at anytime for any reason. It is your character and you should play them as you feel the most comfortable.”
Sexuality/gender in Erinbour has no mechanical bearing and I want to stay as gender neutral as i can. Again I know this is not perfect but I am asking from others especially in the Trans* and Intersex community to make sure I am getting this right from the begining.
The other day I wrote this
“I should say a little about the High Church of the Holy Light. The church believes in the Creator a single godhead that consists of a Trinity. The Mother is the Creator and protector, The Father the judge and hunter; The Child is seen as a redeeming figure protecting creation from the Judgmental Eyes of the Father. The Family Trinity is seen as one Entity one god but three personas both Male and Female as the Child is seen sometimes as a Son and other times as a Daughter.”
about the high church of the Holy Light. So I wanted to take a few moments to mention a couple other religious orders within Erinbour. Talk about a new Pathfinder Class Idea , a moment about Magic and Spirit.
Some people might feel that Ancestral Worship moves counter to our decision to be a monotheistic base for all religions within Erinbour. It really isn’t and here is how. First the Ancestor Worshippers believed there was one God/Goddess who created the universe but in doing so gave up themselves to become the universe. We came from the universe therefore all before us have returned to the universe should be venerated as their Life was given like the Creator to the universe.
So the “trinity” to this religion follows, Creator/Universe/Us as being one essence yet seperate Individual personalities. It fits very well into our decision and we feel gives the world a different perspective.
There are those that believe there is no god/goddess though some agree that there was a creator and the creator either like the clockmaker set the universe in motion and left and others follow a similar thinking that the universe is a outcome of the “creators” death. I bring this one up to show that Erinbour will be inclusive of ideas and a lot of faiths will be presented within Denominations. I will share more as more “Denominations” are developed.
Aether vs. Ether
I want to spend a moment to talk about the Magical Energies that permeate Erinbour, known as the Aether. This is the Magic that Wizards and Sorcerer’s tap into when they craft their spells. It is a powerful force and can be harnessed through study, and force of will.
The Ether is the Spirit realm and it too can be drawn upon for Magical effect. Typically weaker in that to draw upon it draws first upon your own internal life energy, the Ether is what gives ordinary people the ability to spontaneously cast magic.
This leads us to a Quick Introduction to a New Class we are working on
The Spirit Guide will be able to commune with the recently decessed, have some mastery over the Ether, provide some Undead control/Rebuke and will potentially have earlier access to Reincarnate/Resurrect type abilities. We haven’t statted him up at all but I wanted to share the concept to everyone because we really like it.
Thats all for today as always please feel free to comment and let us know your thoughts.
Today I wanted to give you a simple write up on a couple groups and organizations within Erinbour that have some prominence. I wanted to share a bit on The Seekers Guild, The Builders, and Knights of the Lucent Order. Again this is all first draft info and may change over time. Comments are always welcome.
The Seekers Guild
The Seekers Guild is more like a Club then a real organization. With Chapterhouses around the kingdom, The Seekers Guild provides rest, support and camaraderie for adventurers who return to the WIlds to gain fortune and fame. With Much of the land lost to the Curse and the Wilds there is an ever growing concern as well as desire to try and reclaim the Land for Erinbour.
They have a charter which describes them as searching for a way to return Erinbour to glory it once had but in fact little beyond exploration for the sake of exploration and riches seems to happen from those members who still brave the adventure. Many chapter houses have been come more of a club for telling tales then true places to launch an adventure from. Many old timers will tell stories of lost treasures, near death experiences and wild creatures roaming the wilds.
There is still some respect and allure to The Seekers Guild and its membership is limited to invite only, so to be called by the Guild to adventure has some prominence left, but only because it is done so rarely these days. It seems that like the rest of Erinbour a sense of ease has settled in.
The Builders are a secret group that permeates the entirety of Erinbour. This Secret Society is whispered by the Nobles as well as the Commoners as anyone can be a member. Membership is invite only and induction is done through a secret rite. Little is know behind the Builders ultimate reason for being, some believe it is politically motivated, other rumors is they are trying to raise a new Religion, and still others believe this to be a Social organization helping each member to gain higher rank and power.
The truth is no one really knows outside the Builders themselves. There is a rumor that all of these are true and that while the Builders have a unified exterior, the organization is riddle with smaller factions al trying to accomplish similar goals but in very specific ways. If you know a builder they can be friend or foe basically at a whim as they will support as long as you fall within their personal agenda within the Builders agenda.
Knights of the Lucent Order/High Church of the Holy Light
This is a religious order of Knights for the High Church of the Holy Light. This group is organized for public defense as well as a way for the Church to maintain its interests. The Knights are semi autonomous and typically are good folks trying to defend each other from the wilds encroachment. They do follow a very religious strict lifestyle putting the Tenants of the High Church first before even their own life. Believing in the Mother to guard them and welcome them home in death.
I should say a little about the High Church of the Holy Light. The church believes in the Creator a single godhead that consists of a Trinity. The Mother is the Creator and protector, The Father the judge and hunter; The Child is seen as a redeeming figure protecting creation from the Judgmental Eyes of the Father. The Family Trinity is seen as one Entity one god but three personas both Male and Female as the Child is seen sometimes as a Son and other times as a Daughter.
The Knights promote this belief and are charged with defense of the Faith. They are not ever called upon for any kind of Crusade as their autonomous nature allows them to only defend the Church as its Shield never as its sword.
The following is a peak behind the curtain on Erinbour as we develop the History and background of this setting. What I bring to you today is 3 Mythological artifacts from the Legends of Eringbour. These are still first draft write ups and Mechanics for them as far as how it interacts with Pathfinder.
This is one of the Lost Weapons of old. According to Myth Mai carried a Spear type Lance into battle against the Great Dragon Lords before being named Queen of Erinbour. History tells us that shortly after her Death the Weapon was lost to the ages. It was believed to be buried with her but no one can confirm this and no one dares open her burial tomb. The Weapon can be thrown and upon throwing the Spear will streak and become a Lightning bolt of significant power. Thus Mai being known as the Lightning Queen.
Mechanics: On a critical Hit the spear becomes a Lightning Bolt equal to a Lvl 20 caster.
this is a Crystal of unknown origins believed to be a Holy Relic. Kept at the Grand High Church of The Light this Crystalline Gem always glows with a light blue hue. Those bathed in the light are cured from any diseas , it is brought out for public view once a year for the Service of the Light
Mechanics: Anyone bathed in the light is treated to a Cure Disease spell . Good once a year. May even cure Vampirism and Lycanthropy once.
This spiked shield is considered to be one of the greatest pieces of protection lost to Myth. The shield according to Legend fuses with its wearers Armor and provides levels of protection from all elemental attacks. According to Myth the Shield finds a new owner in times of great peril and defends the realm until it is no longer needed. Named for the First Hero to wear it Teryn fought along side Mai against the 5 Dragon Lords
Mechanics: Anyone Wearing the Shield gains Damage Reduction 10 to any and all elements.
Comments and ideas are all welcomed, again somethings may change before these hit the final book but as I said a brief look into whats going on.
Welcome to Erinbour Prehistory. Well prehostroy before the current nation existed in any form. At this time the land was split into Tribal Kingdoms. The 15 Noble houses to be were the origional 15 tribes of Erinbour.
During this time it was very common for tribes to be at war with a tribe who was their friend only the year before. It was a time where the wilds were overgrown, the world was young and the people of Erinbour had yet to prove themselves worthy of stewardship of the land.
There was some farming and the beginings of a more complex integration but until the Other came the lands were vastly divided.
The Other is a description the myths and relics that define a group of large monstrous beasts. We would call them Dragons of ancients old. The histories tell of 5 great Dragon Lords that came to this land and from them followers and other creatures invaded Erinbour. The Tribes realized they were helpless individually and it was through this great tragedy the Nation of Erinbour was born.
The 15 Nations became Noble Houses as they rallied their tribes to eventual victory. Victory was heralded in by one Mai Syr, a Warrior Mage and eventual First Queen of Erinbour. She discovering the Dragon Lords weaknesses lead a small mixed group of tribal warriors and defeated the Dragon Lords. This allowed the combined Tribes to overcome the monstrous army of the Dragon Lords.
Mai warned that she wasn’t able to destroy the Lords but instead imprison them within their own slumber.