Return to Norðlond with a mini-setting by Gaming Ballistic.
Response to the first journey to Norðlond, to find the Hall of Judgment, was outstanding, and introduced players of the Dungeon Fantasy RPG to Isfjall, a city in the depths of the barbarian north. Now, journey from Isfjall to Norðvorn, the magnificent castle and town that anchors both Audreyn’s Wall and The Palisade.
The Citadel at Norðvorn is coming to Kickstarter on February 19
From the northeast, the dragonkin threaten; from the northwest, the Hunted Lands are simmering, and about to boil over with hostile faerie. And of course the peoples of Norðlond are troubled by scheming, demons, and schemin’ demons.
Citadel will contain three large settlements: Norðvorn itself, home to 7,500 residents including the Castellan and the Wardens. Longbru, opposite one of the sallyports in Audreyn’s Wall, a town from which many adventurerers depart into the Dragongrounds . . . but not all return. And Ainferill, a town in turmoil after the tragic “accidental” death of the Jarl’s wife and adult son. It also spends some time to talk about what is between the big settlements: details on some sample villages, many important NPCs and what they care about, and a tangled web of danger and deceit that the PCs can engage with, or not, as they choose.
Citadel is a mini-setting for the Dungeon Fantasy RPG, again licensed by Steve Jackson Games to Gaming Ballistic. It will contain the locations above, plus important and not-so-important people and factions, each with their own goals. The entire region is about to burst into chaos . . . can the PCs find out why, and help contain the coming dark?
Citadel is planned for 80 pages, but I probably have enough content for 128 page or even 144 if things go very well. Stretch goals will add content in 16 page increments, improve the quantity and quality of art. As before, the book will be softcover and in 8×10″ format. If you liked Hall of Judgment, this book’s production values will be at least as good.
I hope you will join me, as before, in spreading the word and helping this come to life.
I always feel better when I’m working on something that, while not final, is at least good enough that I feel comfortable showing it about.
Today, I spent a lot of time pounding on the layout and look of the next book: The Citadel at Nordvorn.
This is what I came up with, and the basic look which which I’ll go to Kickstarter but it’s been modified since the original. The new look is reproduced below instead!
What might change?
The pagination circles will probably become either towers or (more likely) gate-houses.
The sword on top will be re-done in Illustrator or by a professional render, because at the moment the look is OK but it’s not an image that I can use other than a placeholder.
The running title font characteristics may be adjusted
The color scheme is very beige, and a better graphics pro than I am will help with contrast and readability, though most of the elements are OK.
In short: it’s not bad, and will get better, but it’s solid progress on delivering a good-looking book. I wanted it thematically related to Hall of Judgment. This qualifies. I also wanted it different than HoJ, and this also qualifies.
Tomorrow needs to be a real writing day, but I know what I have to do. I now have layout chapters where before I just had a wall of text. I have a look that makes the book distinct, though different elements may wind up being final, and those could be very different. I tentatively have six sample characters and a bunch of monsters in there, and while I cut the stuff from the HoJ bestiary that wasn’t there, there’s still a lot of placeholder for things that might be there but may or may not need writeups. I’m looking to make this one shorter, not longer, unless the Kickstarter does very well. There’s almost no way I can bring the entire thing in at 80 pages . . . but 96 or 112 is probably doable, and there’s content enough for 128 easily if the crowdfunding goes well.
I managed to get my “year in review” out on January 1, which is really quick for a year in review. Now, even more importantly, it’s time to look forward. While “do more with the games I have” is in the cards, publishing and growing my business is about new content. So without further ado, here’s my tentative publishing and crowdfunding schedule for 2019.
On the Docket
There are certain things that are either contracted or have already an agreement in place but signatures pending. What are those? Some you know, some you don’t.
I did announce this in various channels, but Steve Jackson Games and Gaming Ballistic struck a deal similar to the one we made on the Dungeon Fantasy RPG, allowing me to produce 3rd-Party content under license for The Fantasy Trip. The TFT projects are up to 10 short adventures, which will be a color cover, black and white interior, and 16 pages long each. It would be insane to crowdfund one of these each month, and they can be produced reasonably quickly, so I’ll do them in batches of 4. If the first two campaigns do well, I’ll solicit for more authors for more projects. I’d love to effectively get far enough along on these, and have them be popular enough, to release one per month until SJG and the buying public get tired of them.
Additionally, I’m very excited about the new Dungeon Fantasy RPG projects. Nordvorn is the one I’m writing now, and I’ve now pretty much cleared my plate of everything but finishing the draft. When it’s close enough to done that I don’t feel like I’m in a panic, I’ll launch a Kickstarter, but I really want that to be in February, which means I’ve got about two weeks to polish up the draft. Given that I’ve already written 42,000 words and I don’t think the market will bear a book larger than about 80-112 pages, this means anywhere between zero and 17,000 words in about two weeks, which is completely doable.
The other two Dungeon Fantasy RPG projects and all of the TFT ones aren’t being written by me as author. I’ll manage the projects, get art, edit, and do other publisher-type things. I’ve got nice contracts in place for all of these, including a feature where the pay scale rises for the authors as the number of backers increases. I hope they max out!
In any case, I’ll release more tidbits as I can. The “Print Available” line assumes a no-time-lost turn on an offset print run. If the demand isn’t sufficient to print the titles offset, then print availability will be a month to six weeks sooner, as digital short-run printing is faster but more expensive. Any offset runs will see books go into stores beside the core books, though, so I’m very excited about that. I hope that folks join me in making that possible.
This represents a very aggressive schedule for a one-man shop plus contractors. If Citadel and the first TFT crowdfunding go as well as I hope they go (without being irrationally exuberant!), though, it means that there will be a stream of funds available from sales of those books that I can get a head start on the rest, and that turns an aggressive schedule from one of stress to merely one of project management and risk assessment.
Also, the Print Available release schedule is geared towards “not the kickstarter.” I suspect backers will get their print stuff all on the first date, but if there’s a retail release, it’ll follow the stepwise schedule so folks can see something new from me each month on the store shelves.
Even so, if these projects take flight at all, and Nordvorn and its children do as well as Hall of Judgment, and if the TFT content is half as well received as the TFT Adventures project, it will give a great start on getting the next ones going, and if they achieve the same success that the TFT Adventures do, the line becomes self-sustaining.
That represents my intent. Real life and the slings and arrows of the real world may conspire to move things around . . . but this is what I’m aiming for. Five crowd-funding projects this year, each effectively launching when the PDFs go out for the one before. Once that happens, the printing is somewhat on autopilot – barring disasters and lost shipping containers, that’s just time. My printing partners of choice are top-notch, so I’m not worried on that score.
Is that “all” for 2019? Maybe, maybe not. I suspect so.
The next installment in the licensed adventures for the Dungeon Fantasy RPG is starting to really come together. Look for The Citadel at Nordvorn soon! I’ve got over 42,000 words written so far, and in super-dense text format (no art, only the barest of layout, and a very temporary background) I’m at 650 words per page and 66 pages. The usual with-art layout is 500-550 words per page, which means the final document would be something like 78-86 pages were it done.
Which it’s not.
A Mini-Setting for the Dungeon Fantasy RPG
In Hall of Judgment, I set up Isfjall as “Town,” where you buy and sell your stuff, and it served as a jumping-off point for the quest to find the titular Hall.
Nordvorn is going to be a bit different. Yes, there’s Town. And nice GMs will tell the players which that is. But there are many other potential settlements to explore, and all of those are very much not Town.
There will of course be monsters to fight, ruins to explore, and bandits to kill and take their stuff. There will also be a tapestry of personalities and culture to play in, and if you liked what you got with Isfjall for Hall of Judgment, well, you’re going to get a whole lot more of it with the Citadel at Nordvorn.
Bear in mind that everything about the presentation of this will probably change. The image is just a simple background of a castle done up in Photoshop; the real background and graphic design will be similar enough to Hall of Judgment that you will know they’re related, but different enough to set it apart.
But it’s much easier for me to pick apart words on a page than it is to stare at a screen, so I dumped it into layout and now I can see what’s going on.
Nordvorn itself, both the Citadel and Laegribaer, the lower town. I cannot wait to get an artist to detail this up. I’ve got a really crude sketch of the city and town in, well, PowerPoint.
I’ve also got notes on what braethralag (brotherhoods devoted to the same god) cluster where, temples, craft districts, etc. Note that the Citadel is not necessarily “Town,” and that betrayals, violence, and things that aren’t rest, study, and buying and selling stuff can happen there!
There are five inns in the city, and each is located and described. There’s a fun section on shopping (and shipping, for that matter), of course. Plus even more festivals, some familiar, some new:
Geitur Dag (October). A festival peculiar to Norðvörn—and peculiar in general, really—Goat Day. Each year, the Lower Town goes absolutely mad for goats. Goat costumes, fermented goat milk, goat races, head-butting competitions, and the animal husbandry competition to see which pair of goats will be dubbed Tanngrisnir and Tanngnjóstr (the goats that pull the Thunder God’s chariot) for the day. Alas for the winners, at the end of the day, they get eaten by the Hamar and Steðji of the Thunder God’s temple.
More than One Town
Two neighboring towns, one of which very much is “Town.” The other is Ainferill, and there’s . . . a lot going on there. Little of it good. Violence, betrayal, cult activity, and a tangled web of intrigue. Plus folks to kill and stuff to take. Good times.
This is a piece I commissioned a long time ago for Dragon Heresy . . . but from the moment I set it down, I knew it was going to be one of the plot points in Citadel at Nordvorn.
There’s also Longbru, which is home to a dwarf-made bridge that spans the Jotunnain river for over a mile (thus: Long Bridge), and the opposite end terminates at one of the few sallyports in Audreyn’s Wall. Naturally, Longbru hosts many adventures seeking glory in the Endalaus Forest . . . and can be considered “Town” as per Exploits!
With the relationship web already written, and the nouns coming together (Places, People, Things), I’m hoping to get to the point where I feel comfortable launching a project in a few weeks. That will be the first of three Dungeon Fantasy RPG projects, all set in Nordlond, and all planned for PDF delivery, if not print, in 2019. I’ve got some finalization to do on another project first, but when that’s done, it’s all Citadel, all the time when it comes to writing.
Unlike many of my prior projects for the last bit of time, though, Nordvorn is going to feature virtually zero re-used art from prior books, unless it’s absolutely on point. So you’ll get to see the graphic design and maps and imagery take shape more or less at the same time as I do.
Stay tuned! I hope you will have as much fun exploring this, which is the beginning of an extended look at Nordlond, as I am having writing it.
Daniel over at Mailanka’s Musings has a nice post on Map-Making in Theory and Practice. In short: a million times yes. I have to echo his throughts on Maps and Inspiration: a good map is really, really inspiring.
Started with a Map
It works both ways, too. In my Torengar/Nordlond setting for Dragon Heresy and Hall of Judgment and Lost Hall of Tyr, the map came first. I set up a history using Microscope and another “game to play a game” kit that I can’t remember anymore that helped set up the long prelude to the current state of the main realm. I drew up some key terrain features that appeared to be important, and then commissioned Cornelia Yoder to make me some maps.
I have since been leveraging those maps heavily in making the details of my setting sing. This is particularly true of the mini-setting I’m working on for what will hopefully be my first-quarter Kickstarter: The Citadel at Nordvorn.
Featuring the titular town of Nordvorn with its adjoining citadel, there are also three other important towns and villages of note, one of them destroyed.
The town of Ainferill (Riverbend) sits about 40 miles south of Nordvorn on the Jotunnain (a river; áin means river; I think properly conjugated it should be Jotunná, but I have it as “fun” that the northern areas use áin and the southern areas use á, as sort of a regional accent thing). It’s a town of about 1,000 souls, or about 200 families, give or take. It’s the seat of a Jarl, the second tier of noble, but they still have to get the king something like $10M per year in GURPS moneys, or about 200,000 gp in D&D moneys, as a Duty to keep the title.
Just north of Ainferill is the slightly smaller (750 people) town of Vegghofn (Sallyport), which marks the last easily-accessible break in Audreyn’s Wall (think in between Hadrian’s wall and the Great Wall of China) until the other side of a mountain range that the wall jogs around for Reasons.
Anyway, point is: I am detailing these three settlements. What are the important guilds? Why have guilds at all? What industries or products make each town unique? Why should there be a town here at all?
This is my realm map. What can I say about it? Well, it’s got heavy forest, plains, and lightly wooded or intermediate areas. These divide out nicely into “logging and forestry,” “grazing lands,” and “farming” when it comes to surplus products for more than just surviving. It’s a high-level thing, but it’s informative.
The cities cluster densely in the farming area (blue). More food, better climate, more trade, higher population density. The capital is also there.
A Slice of Nordlond
Hey, what do we have here? A slice of Nordlond/Torengar, with Isfjall from Hall of Judgment in the west, and stretching to Midgard in the East.
Northwatch is Nordvorn – one means the other. But it’s maybe 250 miles east of Isfjall, so it’s a hike if you walk it. But why would you? Take a boat and sail down the Wodenain to Nethanfoss, then it’s maybe 50 miles along the “Palisade Road,” which isn’t shown on the map. That should be an exciting trip, since the area to the Northwest of the Palisade is called The Hunted Lands, home to marauding faerie and more than its fair share of monstrosities, undead, constructs, and other things that wish to eat you.
But the map informs this. How long will it take to get there? Well, big rivers tend to move at a few miles per hour, 1-5 mph not being unusual. So the 200 mile trip on the river could be as fast as 40 hours, or two days, or as long as a week. Plenty of time in either case for a few encounters with river raiders or river-dwelling monsters, but not so long that the game will drag.
That last 50 miles to Northwatch from Nethanfoss is probably a few days hike as well, and while the path/road is guarded, it’s still dangerous lands.
That makes Nethanfoss a very interesting market. It has access to both grazing lands, water, and abuts the Einmanna forest. And it’s a crossroads, being the natural departure point for goods to come east from the settlements along the Wodenain.
All this from the map.
Now we venture south from Nordvorn, because there’s been a rumor that the Jarl is hiring adventurers. Or maybe killing them. It’s Nordlond: perhaps it’s both.
In any event, what’s going on at the Riverbend? Well, it’s got woods. It’s adjacent to a metal-rich mountain/range. It’s got grazing land. And it’s at a convenient stopping place for ships coming upriver to rest and get ready for a hard pull into the faster-flowing stretch of the river from Ainferill to Nordvorn.
If you do a bit of line work, you can see that the Jarl probably controls about 265 square miles of land, and about half of that is grazing land – ideal for sheep – that is mostly plains. The other half, to the north and west, is lightly wooded, leading to thicker woods in the Einmanna Forest.
OK. So we have wood, metal, wool, and cattle and goats. This is a shipbuilding town. It’s also one of the towns (the two south of Ainferill and west of Jarngardr are two more) from which a whole lot of sheep are raised and turned into wool, cloth, clothing, and other products.
This is a jarl whose income depends on wool, cattle, ships, and trade. That’s what he’s going to care about, and that’s where threats to his power – or extensions of it – will come from. Does he mine in the hills just across the river? Does the hajarl of Midgard resent this? Ainferill could sit in the demesne of either Northwatch or Midgard – are the jarl’s loyalties solid, or being tested?
What about bandits? Or monsters? If you do the work, something that between some expert help and the Adventurer Conqueror King books domain rules make easy, you can see that monsters or monstrous people killing or taking livestock will really honk off our jarl, as as much as 25% of his Duty – maybe more – can come out of the income stream from wool and cloth.
But . . . karls (freeholders) own their own lands. How does that work? Well, that’s where the guilds come in. That worked out nicely too.
I spent a lot of time last night working with the map, agricultural data, and conversing with some experts to turn this slice of Nordlond into a living world. Not only is it living and hopefully provides some immersive detail, but it becomes something from which you can really see how folks might wish to bring an adventuring party on board to deal with problems.
Suffice to say that the tie of personality, economics and trade are all made more obvious with a good map. A map, a knowledge of what can be grown and made with certain natural resources, a feel for the personalities of the leaders and citizens and what they care about . . . and the adventures flow easily. Especially when the area in question has recently undergone some . . . rather dramatic calamities.
Stay tuned. Hopefully you’ll see this one pop up in the first quarter of this year!
I’m busily writing The Citadel at Nordvorn, Gaming Ballistic’s next return to the world of Nordlond (known as Torengar in Dragon Heresy). This one’s a mini-setting, focusing on the events and interactions between important players (including the characters!) in the lands surrounding this vital town. I am having ridiculous fun putting these towns together.
I just finished the description and detailing of Nordvorn itself. I am moving on to the other two important towns in the book, Ainferill (Riverbend) and Vegghofn (Sallyport).
The compact nature of the towns – Ainferill and it’s roughly 1,000 inhabitants sits on a chunk of land and water about 25 acres in size. That’s a circle about 350m in diameter, which is basically the size of The O2 (formerly the Millennium Dome) in England. That is, the entire village would fit inside it.
Even the much larger keep and town of Nordvorn is only 7,500 residents and its longest dimension is only three times that of Ainferill.
These are little places, relatively speaking, which means they can truly come alive with detail.
I certainly hope that you enjoy visiting them as much as I am writing them.
Some fun bits from the draft. Subject to change, of course. Presented entirely lacking context or structure.
The “lift road” is named for its terminus at the great lifts coming from the docks and the lower market and shipyard. After one leaves the market proper, one can find all sorts of ironmongery and shipfitting crafts: Sailmakers, blacksmiths, armorers, brassworkers, and weaponsmiths. The armorers and weapon-makers are closest to the Ring Road, mostly to reduce the noise. Any goods coming upstream, or going downstream, by ship must pass through the lift. As such, some call Lyfta Road “Skattgötu,” or “tax street.”
A name like that invites hubris, but the Eilífur Brú has the chops to merit the name. The walls are over 20 feet thick, the columns, supports, and span magically melded with the strong rock of the river gorge. It has stood up to wind, weather, and thrown boulders from trolls and hill giants, as well as projectiles from siege engines.
The bridge begins with a massive structure known as The Terrace Gate, which as its name implies houses a series of massive doors each on a different level of the structure. The Terrace Gate actually enters a hundred feet or so below the top of the eastern gorge wall, and the winding staircase with interlocking gates, murder-holes, and other defensive emplacements is called The Spiral.
The town side of the Eternal Bridge ends in a large walled enclosure as well. There are barracks, training grounds, and defensive emplacements, and the entire structure would rank as one of the notable fortifications in Nordlond if it weren’t immediately adjacent to the Citadel itself.
The Hunting Gate
The closest tower and sallyport to Little Rock. Even more than the other city gates, the Hunting Gate is constructed to be used, and frequently, for war. It is staged to allow sorties from within the Lower Town when needed, as well as the point of departure for those thegns, huskarls, and Wardens who attempt to keep the people and goods coming out of the Hunted Lands safe. Or at least safer.
Thievery is forbidden. Sneaking around and taking someone else’s property is punishable by outlawry and thralldom. However, challenging someone to combat over a coveted possession, or facing them in some sort of fight, real or provoked, allows the victor vast leeway in claiming spoils of battle (in some cases this can include property and in older times, even family). Property obtained in this manner is called sigurtakn, (“victory token,” or “trophy”) and is considered honorable. Well, at least valorous. Dangerous, perhaps? A man bedecked head to toe in armor and weapons that are all sigurtakn is a man to be kept at arm’s length. Such people are called dýrð-óðir, or “glory-mad,” (behind their backs) and given the same sort of respect you give a scorpion, venomous snake, or feral dog – admiration for their deadliness, but not someone you turn your back on. Ever.
I am making slow but steady process on The Citadel at Nordvorn, my first of three upcoming supplements for the Dungeon Fantasy RPG. It’s set in the same world as Hall of Judgment, but will easily be portable to any other game world with the right tweakage. I can see Nordvorn as it takes shape, and each area of the Lower Town, and the interesting places the PCs can visit, is plunking down on the map with ever-increasing certainty.
Citadel is not an adventure, as such. It is a web of locations and interactions, in which the players can find adventure. So it’s more of a mini-setting.
But it is, by far, the most detailed and specific thing I’ve done. Not “detailed rules,” because it’s not that sort of supplement. But the GM and players will know/can find out where to find all sorts of stuff. I was impressed when Rob Conley had all the rich descriptions of what shops and trades we were walking by in his Harn-inspired city that we played in way back when.
I think Nordvorn will be like that. I’m really looking forward to the maps.
In a few days, I’ll launch the Kickstarter for Lost Hall of Tyr (2nd Edition).
This is a somewhat unusual crowdfunding effort, in that there are really only two or three things I’m trying to do here. The order of the funding goals for the campaign changed while I was thinking about it, in order to maximize success and deliver the best product folks want.
Upgrade the digital/stock asset combat maps with Glynn Seal’s stylistically great pen-and-ink drawings
Upgrade from POD to high-quality digital printing
A large-scale, softcover print run from an offset printer
If possible, a large-scale hardcover print run so the books match the Dragon Heresy core book
In short, the purpose of the campaign is to make a spectacular print run, worthy of the Dragon Heresy Introductory Set‘s production values. And provide a companion module to sit on the shelf on stores next to the Dragon Heresy core book.
Why a Second Edition
Quite simply, the expansion of Lost Hall 1e into the Dungeon Fantasy RPG version “Hall of Judgment” made the book better in every way. Art. Maps. Setting details. The publication and distribution of Dragon Heresy meant that I had a great core book out there with no support. Lost Hall 1e made for a great convention scenario but not a great long-term campaign.
So I’m reformatting the new content for the 8.5×11″ form factor of Dragon Heresy, and revising it for the Dragon Heresy rules.
Got the Lost Hall PDF already?
If you have already purchased the Lost Hall of Tyr 1st Edition PDF, you’ll be getting a copy of the new edition for free. If you got it on DriveThru, you’ll likely get a link on DriveThru. If you bought it from my website, you’ll get a link from there, or an email.
This crowdfunding effort is only for the print copy. It’s going to be a great looking book, especially in hardcover. I’ve selected 105#/157gsm matte-coated art paper for the interior, and 2.5mm boards. The overall 112-page book will likely thus be about a half-inch thick, and will in all cases have either a lay-flat and smyth-sewn binding.
The book will also have a new cover – and a first-pass of it can be seen to the right. Juan wasn’t entirely happy with it, though, so it’ll be revised during the Kickstarter to make it even better.
I’m allowing lots of time in case we actually hit the stretch goals to do the maps and hit the offset print run. That’s really it. I hope to have it sooner than June, but Dragon Heresy took a long time to get done. The results were worth it, but they were time consuming.
This is the intended schedule.
December 2018: Kickstarter campaign
January 2019: Funds settle, Backerkit phase; prelim PDF distribution for error proofing; new maps worked
Feb 2019: PDF finalization and print order submission; final PDF distribution
March-May 2019: Print overseas; transit to warehouse; fulfillment
June 2019: Delivery of hardcopy product to backers
Retail and Bulk Order
The top tier is four copies each of Dragon Heresy and the new Lost Hall of Tyr. This is designed for stores, but thinking about it . . . if you want lots of them, you can have lots of them. I’m not closing this off from personal purchases: if you’re a store? Great. Please let me know! If you’re a person and you want to buy a bunch of them for whatever reason? Awesome.
Please Support Gaming Ballistic
I’ve got big plans for 2019, and Lost Hall 2e is the first of four products I hope to release supporting the Dragon Heresy line. Three of those four are being written right now, and two of them are from “not me,” which means other authors are stepping up to the plate. Support for the Dungeon Fantasy RPG will continue as well, with each adventure being available in two versions (not dual-statted), with an appropriate form factor for each line: 8×10 softcover for the Dungeon Fantasy RPG, and (ideally, with your support), 8.5×11 hardcover for Dragon Heresy.
Please help spread the word, let your local gaming stores know about Dragon Heresy and this Kickstarter, and with your help, 2019 is only the beginning.
This morning I dropped off about 40 books into the mail, which means that all but one order – and that one is an international order – is complete. I’ll take care of that one with TheDiceLatte in Korea over the next day or so.
Including today, this means that the usual 10 days of media mail will bring us to Halloween. October 31 . . . meaning that I can chalk Dragon Heresy as my fourth “on time or early” Kickstarter, preserving my 100% hit rate.
Thanks to everyone for supporting this project.
I’ve been getting some nice emails or quick Tweets about the book, which of course, I appreciate greatly. Even better would be a fast review on a social media site or forum, even better attached to a play report. It’s a non-trivial ask, I grant, but the more folks curious about Dragon Heresy and who buy books, the more support I can give to the line! (More on that later.)
Favorite Local Heretical Gaming Store
As a result of breaking through to the last stretch goal, I’m in possession of about 1,300 copies of Dragon Heresy that I’d obviously love to move out and get into folks’ hands. So bring your own copy by your Favorite Local Gaming Store, and they can either order from me directly or the books will be available via Studio 2 come December. I think the books will have great shelf presence, and if your game store owner contacts me, we can work out an appropriate retail discount if you want to order from be before then.
Well, the very first thing will be to provide a bit of adventure support. Originally, Lost Hall of Tyrwas a convention module I ran for 5e at GENCON 50, and then published it as a 64-page supplement.
I approached Steve Jackson Games about converting it to The Dungeon Fantasy RPG (Powered by GURPS) and to my surprise and pleasure, they said yes, and we announced Hall of Judgment for the Dungeon Fantasy RPG in April. In doing the conversion, I also expanded it to be more of a micro-setting rather than a linear convention romp. It grew to 128 pages, with more detail around the city, three additional dungeons/locations, and tweaked-out new rules.
Well, I’m going to be converting the larger version of Hall of Judgment back into Lost Hall of Tyr, 2nd Edition (for Dragon Heresy). I’ve already got a preliminary layout, and the new edition will support play at Level 1-5 for Dragon Heresy. Any who already have the PDF will get a free upgrade; I can’t upgrade the print copies, as I’m sure you understand.
I’ve also been asked about mid-tier play. Well, there’s good news and a challenge there. The good news is that I’ve got another two races (elves and gnomes), several classes that didn’t make it into the Introductory Set (Ranger, Paladin, Warlock, Monk, Sorcerer), 16 more backgrounds, and of course the spells lists that go along with them. Those need to be edited and laid out, but they already exist.
The challenge is art. I’ve used and re-used quite a bit of the original art I’d had commissioned for my first four products, and I’ve had quite enough of that. So there will need to be new art to go into this expansion. I’d also like the product to sit next to the Introductory Set on retail shelves, which means an offset print run!
Those would require money. I’ll rough out what it would need, and see if we can fit a crowdfunding campaign into what is shaping up to be a very exciting and busy 2019.
Fit in? Yeah. I’m not ready to announce yet, but expect even more support for the world of Dragon Heresy in 2019, and not just written by my hand. I can’t wait for the announcement, but a few things are pending that need to happen first.
So stay tuned . . . and I hope that I can continue to make things happen over the next 14 – 18 months for you.