This project will only be funded if it reaches its goal by .
Die Vergessenen Chroniken - Nothing Stays Forgotten
Die Vergessenen Chroniken - Nothing Stays Forgotten
Die Vergessenen Chroniken - Nothing Stays Forgotten is a Tabletop RPG with fantasy elements beyond elves, dwarves and dragons.
Die Vergessenen Chroniken - Nothing Stays Forgotten is a Tabletop RPG with fantasy elements beyond elves, dwarves and dragons. Read more
This project will only be funded if it reaches its goal by .
Die Vergessenen Chroniken – Nothing Stays Forgotten is a fantasy-adventure pen and paper roleplaying game that we've kept developing over the past seven years.
We were tired of playing fantasy games that used elves, dwarves, magicians, and dragons the same old story over and over again. So, we decided to develop a game that breaks free from these standards. At the same time, however, we wanted to create a set of rules that would allow both game masters and players to have as much freedom as possible for their creativity. Game masters should not only get their hands on the game, but they should also be encouraged to provide useful hints for the style of play as well as their own content. And so Die Vergessenen Chroniken was born, with its 12 races, 24 sub-races, over 260 magical talents, skills, guilds, craft recipes, and much more, but find out more below.
We wanted to create a simple but complete set of rules. Combat systems in particular can become very extravagant and overwhelm beginners. However, we came up with a solution that was easy to learn yet hard to master, with the possibility for experienced players to think outside of the box.
The world of Verej'ka was dominated by narcissistic and vindictive gods, who retained control of every form of magic and only provided it to their followers when it was in their interests. From the depth of mankind's servitude arose courage. This courage made Verej'ka's heavens tremble and brought forth a war that brought them rains of blood first - and then freedom. Ether, the substance of all life and death, of every being and spirit, was now unbound and passed through the world anew and thus lifted Verej'ka out of the ashes. Four hundred years later, people were dealing with their new freedom and rediscovering the world. The free Ether allowed them not only to use magic freely, but also to created new life. It was at this time, that seven new races arose while humans developed further into the era of industrial revolution. Between tribes of feudalistic nature, urban industrialists, scholars and templars, Verej'ka offers many different cultural facets to choose from.
We chose 12 breeds that do not source from the usual fantasy settings but from the flora, fauna and imagination. From tiger people to plant creatures to those from the realm of the dead, players are free to unfold. Each breed comes with a backstory and two sub-races, each has special abilities that underlines their uniqueness. That makes a total of 24 selectable races. For a brief description of each breed, feel free to visit our website.
Since we did not want to confuse newcomers with many types of dice, we decided to simply use six-sided dice most of the time, as they appear in almost all board games. However the amount of dice you have varies. A skill like crafting trained to level 5 will allow the player to throw 5 dice. All dice that show a 4,5 and 6 are considered successful throws. A 6 can then be thrown again as an exploding dice. Thus, hypothetical infinite chains are possible and true miracles can be accomplished. The game master determines how many successful throws are necessary or throws dice himself and tries to get more successful dice than the player. In combat, the number of dice is determined by your own attributes, equipped weapons, and potential magical reinforcements. Likewise, the amount of dice can be determined for magic attacks. An attack is therefore a regular throw of all available dice and will be blocked by the target in the same way. The amount of dice available for blocking is given by attributes, armor and again, magic. Does the attacker have more successful rolls than the target, the attacker not only hits his target, but the difference in successful rolls also determines how many hit points the target loses. Since the combat is so easy and can be handled simultaneously, it becomes very fluent and incredibly rapid if one wants it to be that way. Same goes for ranged and melee weapons. But magic can turn the tables real quick.
The magic in this world is accessible to everyone and is chosen by the player as a preference. Heroes can select one or two different talent list from overall 13 available. Opt for White Magic, Black Magic, Melee or Ranged Combat, Artistry, Shadow Arts, Life Breathing, Witchcraft, and more. Each list contains 20 learnable magical abilities, allowing them to choose from a total of 260 magical talents. Even if the player has opted for only one of them and thus learns them much easier, the player is not limited to his preference and with some effort is able to draw from skills beyond his innate gift. This allows a player to create a fighter who understands white magic or even masters manipulative talents. Or you play an artist who spits fire, plays music and works as an assassin at night. Or a black mage who knows about ranged combat, or whatever you like to play.
Those who use teamwork and skillfully combine their own magical talents with those of companions, are clearly superior to loners. Not all magical talents are designed for combat alone but empower the user for otherwise impossible actions. For example, players can fly, run up walls, or teleport. Experienced players soon learn that every form of magic can be used ideally inside and outside the fight, which creates new strategic opportunities. And real masters will see how great it is to combine magical talents with those from companions, to set a chain of magic power, that reduces a monster, born from nightmares, to nothing but crumbles. There will come a time you begin to think out of the box. Did you ever think about to not teleport yourself but your enemy over a bridge?
Currently we have the following 13 talent lists in the main rulebook:
- White Magic - Healing abilities, revival and manipulation of the life of one's companions
- Witchcraft - Enemies are poisoned, blinded and otherwise manipulated in their states
- Melee Combat - Supporting the sword, the ax, the hammer, these talents can literally crush opponents
- Black Magic - Elemental magic and direct death can be the only consequence
- Time Magic - Manipulation of time, companions can be accelerated, or opponents forced to slow down
- Range Combat - Using a bow and arrow or revolver and bullets, ranged foes can hit hard-to-reach targets and severely wound them
- Artistry - An artist can play motivational music or even change the environment with the help of drawings
- Lie And Deceit - Sometimes you have to cheat your own companions to get to your destination
- Life Breathing - A puppeteer who shares his breath with his doll has more than one weapon at his side
- Shadow Arts - Whether you use the shadow for yourself, wander up the walls or otherwise surprise opponents
- Tradition - The original art of magic, the taming of elements that transforms into any object one could wish is strong but also dangerous
- Nature Magic - The magic of taking advantage of the immediate environment to aid companions and crush enemies
- Ritualist – Stealing enemy’s magic is one way to crush them, another one is preparing an apocalyptic calamity
An adventurer not only needs magic, but also weapons, essences and the like. He can buy these or join a guild. He can become a blacksmith, tailor, hunter or alchemist, and work his way up to the best of his kind with the help of learnable skills such as crafting, alchemy, and many others, or simply self-service as well as possible. Teamwork is also in demand here since one can only join one of the mentioned guilds at a time. The recipes of these guilds build on each other, and when a hunter gathers wood, animal fat, and herbs, a blacksmith can make weapons and the alchemist can make essences. Experience grows over time and a clever group will soon be able to provide for itself with the help of the wilderness and be less dependent on the contents of merchant shops. Experienced guildmates are even able to combine their weapons and armor with magical abilities to create very rare items.
There are only a few objects that the player cannot make himself but with artifacts you have found absolute rarities. Weapons, armor and magical objects that are second to none. From bottomless pouches to swords that cut through cracks in time to objects of invulnerability, ultimately everything is conceivable.
The set of rules is already available as PDF and a hardcover print version in German with more than 300 pages and will be translated into English. A book of this size is extremely expensive to translate. That’s why we need your help! Therefore, if the project is successful, we will be able to print and deliver the books as soon as possible. You can already get free content such as character sheets and maps for the game on www.verejka.de/en/!
Risks and challenges
Are there risks?
Yes, but it will be worth it! Since we have already published a german version, we have also gained experience and solved all issues beforehand.
What if someone fails to work for you?
Of course, it can happen that someone for various reasons fails. However, the majority is already done and with the experience of the first edition, we have prepared and organized the work so far that a flying change of employees would be as easy as possible.
And even then, we have always more than one option to finish the work. We have more than one translator in our portfolio and a big team supporting us.
Do people still buy books?
Yes absolutely! So far there existed a PDF, an eBook and a hardcover print version. Despite the low price of the PDF and the eBook, the print version was the most popular. Not only that! We received regular requests for Add-ons in hardcover. This was also the reason to fulfill the wish and offer a revised version as such.
Will you get rid of all the books?
Of course, we can not guarantee that we will sit on specimens ourselves. Similarly, we can not assess whether our edition will be sufficient. Our previous edition, however, gives us a pretty good statistic of how many purchases we can expect. In addition, there is no time limit for us in which we must have sold the amount of copies.
Do you underestimate the costs?
Sometimes there are unforeseen costs. They can appear in any work process. For these cases we have more than one backup plan. This has worked smoothly so far in our previous projects. Furthermore, we are supported by two experienced business administrators who keep track of our costs.
Want to know more?
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