This is a quick-starter with a 15-day window.
Bloodwraith is a stand-alone, self-contained fantasy setting for any roleplaying game system, specifically ones that focus on gritty or low-tech fantasy. This book is about the setting and style of the war-torn world of Bloodwraith, with extensive time spent on plot, setting, and tone. Mechanics and dice rolls are informed by the systems used to play.
The adventure challenges focus on survival and dealing with the world in front of the characters, rather than dungeon-delving and super-heroics.
Sometimes the setting draws upon D&D, as this is a game everyone knows. The equivalencies of bonuses and powers should be obvious. Gamemasters can easily adjust these numbers to others similar systems.
Another version of the setting includes OSR style rules, based on the Coin and Blood system by Gallant Knight Games, thoroughly edited and adapted to Bloodwraith.
Sixty years ago, the sky erupted with blood. Not rain. Blood. Sacramental blood, born of the heavens and all the dead gods. This blood rain was known as the purge. And from this purge, faith died. Humankind knew the gods were dead. They sensed it. Felt it. The world was coated in the viscera and blood of the supreme beings who once created them.
And from this blood was born all manner of horrors. Dwarves, elves, goblins, orcs. Just to name a few. Humankind went from being a tranquil race to living at the edge of a knife. Entire nations were wiped out and replaced with the despotic dwarves, powerful elves, chittering goblins, and warlike orcs. Humankind scattered to the world’s edges, leaving the Bloodmarshes to the mongrel races that fell from the sky.
Humans who once stood together, became divided, forming into small enclaves. Each disconnected from the other. Each afraid to unite together again. For who could be trusted?
Which is exactly what the bloodwraiths wanted.
Gyrr is a flat, disc-like world with the bloodmarshes at the center. No one knows what lay there before, but now it is the place from whence all horrors grow. The blood of dozens of gods now fuels a near endless parade of evil creatures, led by thirteen bloodwraiths, each horrible and vile.
Humans have been unable to rebuild since the purge. Hamlets, thorpes, and villages dot the landscape, but towns are destroyed as quickly as they are planned. In order to stay alive, humans must keep to the fringes, and in small numbers. This means hastily made hovels, huts, and tents. Nomadic “squads” are common.
The bloodmarshes are hot, humid, and smell of death. No one can prove it, but it is believed they are spreading. From the bloodmarshes all of the captured lands radiate. The non-human races and monsters serve the bloodwraiths, who in turn serve their own selfish desires, fueled by the blood of the gods themselves.
I love diverse magic systems. This game world is complicated and the magic reflects the strange way in which humans have developed survival techniques. The systemless version of the game includes advice on how to use magic. The Coin and Blood rules system includes a new magical spell system of my own design.
This third book provides extensive lists of spells for the various magic types, including magic only available to the enemy.
The first book is a setting book. It has no rules, but can be easily adapted to most OSR systems.
The second book is the rule book. It has minimal setting. It is my take on a quick and dirty OSR system.
The third book is the magic book. It has spells for use with this system, but that can be easily adapted.
You know how this works. It if does well, I give you more free stuff or I make the book bigger.
At $2000, each backer receives a small stack of fantasy-related PDFs — charts, advice, etc.
At $3500, each backer receives a short (roughly four-page) adventure set in the world of bloodwraith.
At $5000, book backers receive a unique cover only available to kickstarter backers.
At $6500, each backer receives another short (roughly four-page) adventure set in the world of bloodwraith.
At $8000, that small stack of fantasy-related PDFs turns into a big stack. Roughly a dozen PDFs of 1d100 charts, advice, and a new system for characters dying.
At $10K, the hardcover edition unlocks, offering all three books in one location. All backers will also receive a 3rd four-page adventure AND a custom character sheet, though the game is simple enough it can fit on an index card.
If I break $10k, I will look into ordering more art and adding more material to each PDF. But we'll cross that bridge later.
At $15k, I add a fourth book: the gazetteer. I don't know if this is reachable, but I will create one anyway. Not sure how many pages, but it would be done in the points-of-light style I did for King for a Day. Encyclopedic and everything.
Bloodwraith is a new way to approach world building. Not only does the setting have a unique take on the role of humans and non-humans, it also has built in adventure concepts that pull away from traditional models. Characters do not dungeon-crawl, but rather fight to keep their communities alive. Nearly all of the playable characters are human, which means things players are used to seeing in game worlds is not there.
Dwarves and elves are the enemy, as well as a host of other nasties.
The real curveball is the bloodwraiths themselves, ethereal beings beyond imagining. Gamemasters are given all the tools they need to make this campaign unique in the face of hundreds of game world options out there.
Bloodwraith includes a worksheet to help gamemasters built their unique vision of the world.
Advice and rules in the second book will address character death in this environment, as well as community and how it operates.
Each book is roughly 80 pages long, though stretch goals could increase this size.
I usually write alone. On this project, I enlisted the aid of Alan Bahr, Don Corcoran, James Hargrove, and Darren Pearce.
Alan owns Gallant Knight Games, who provided the system. Alan also enjoys long walks on the beach and the color red. Don is a freelancer who always seems to be online when I am, so I tapped him to write a few bits and some monsters. James' TV was recently stolen so he needed the work. Also, he seems to like this setting. Darren and I have been trying for years to work on a project together. He loves writing fluff and bits and bobs, so this was a no-brainer. Seriously. He has no brain.
This project was created in record time as an experiment on world-building and collaboration. The entire thing started after reading a particularly bad $5 PDF that looked like it was made in two days. So, I set a goal for myself to create something in a week, using stock art I already had on my hard-drive. I built all the interior pages myself and brought in two other writers for fresh ideas. The project, collectively, took closer to two weeks. But the end result in 100 pages of material that I'm rather proud of that.
Risks and challenges
Kickstarter asks this every time. This is my 20th project on kickstarter. Seriously. The game world is done. There's no risk. As always, there's the risk of the printer taking a little longer because of hiccups, but people always get their books. For PDF backers, why are you reading this?Learn about accountability on Kickstarter
- (15 days)