UPDATE: We are now including an all-new, original novella set in the Demonwars world as part of the base package if this project funds!
Southern Honce-the-Bear is in turmoil, its lords and ladies vying for power after the end of the Demon Wars. DEMONWARS: ALLHEART is the second product in the DemonWars Role-playing Game line, an old-school tabletop roleplaying game, this time putting you into the role of an Allheart Knight – an armored warrior, a noble of the Kingdom of Honce-the-Bear, sworn protector of the realm.
DEMONWARS: ALLHEART includes:
A new character class, the Knight, which can function on its own or operate alongside the Abellican Monk and Rogue classes from DemonWars: Reformation.
New game systems including Jousting and Fiefdoms, two mini-games which can be played as standalone games or integrated into a DemonWars campaign; expanded Blacksmithing rules; new monsters and magic items; and a random adventure generator for solo games (or GM-free games).
Expanded setting information covering Southern Honce, the war-torn land of rival nobles and roaming bandits.
A starting area including detailed information on the lands, nobles, and threats surrounding the barony of Auvon-Lea, in Southern Honce. As a stretch goal, a full adventure may be included set in Auvon-Lea!
An all-new novella from R.A. Salvatore, introducing players to the world of Corona as it is at the start of the story arc.
Note: For DemonWars: Reformation, R.A. Salvatore wrote "The Education of Brother Thaddius". An audiobook version of that novella can be found here, read by Wil Wheaton! Also includes two additional stories set in the world of Corona -- "Mather's Blood" read by Wil Wheaton, and "A Song for Sadye" read by Felicia Day!
The DemonWars Role-playing Game is a throwback tabletop roleplaying game. Unlike many of the most recent entries in the tabletop RPG market, combat encounters are easy for a Game Master (GM) to prepare and adjudicate. Rules are open-ended and designed to encourage creativity.
The game mechanics are simple and easy to learn, allowing novice players and GMs to pick up the game quickly and easily. The consistent nature of the mechanics also allows lots of room for improvisation, from both the players' and the GM's perspectives.
The game system is deep and diverse, with many advancement paths for characters to pursue. Veteran RPG players will find no lack of skill combinations and customization options; veteran GMs will have many tools for crafting epic adventures.
DEMONWARS: ALLHEART is set in Corona, a world of magic and monsters, heroism and intrigue.
Corona is the setting for 11 classic novels by R.A. Salvatore—including The Demon Awakens, Mortalis, and The Highwayman. Humans have carved out four major realms—Alpinador, Behren, Honce-the-Bear, and To-gai—but these civilized lands are surrounded by largely unexplored wilderness. Danger and adventure abound, from the Mountains of Fire in the far south, to the blasted wasteland of the Barbacan in the north; from the endless Wilderlands in the west to the Weathered Isles and the Mirianic Ocean to the east.
DEMONWARS: ALLHEART focuses on the kingdom of Honce-the-Bear, a temperate land of rolling hills and deep forests. This product focuses specifically on the southern reaches of the kingdom. Once a fertile breadbasket, the recent wars have torn the land and divided the nobility. Now, the nobles struggle to rebuild their lands, to stave off the many bandits and monsters roaming the region, and to protect their fiefdoms from upstart neighbors.
Corona is a world of heroes. The monks of the Abellican Church, the elf-trained Rangers, the Allheart Knights encased in their finely crafted steel platemail, the desert blademasters of the Chezhou-Lei. This abundance of powerful characters makes the setting ideally suited to a tabletop RPG, as the players take on the role of truly heroic characters.
DEMONWARS: ALLHEART is an expansion to an existing game, the DemonWars Role-playing Game. The first product in the DemonWars RPG line was DemonWars: Reformation, the result of our successful Kickstarter campaign launched and funded in August, 2013.
We’ve been working on DEMONWARS: ALLHEART since we finished production on Reformation. With Bryan, the lead designer on Reformation, taking on a full-time job elsewhere, most of the design work on this product was done by Geno, with Bryan consulting. This new product uses the same base rules as Reformation, and though the Knight class functions quite differently from the Abellican Monks (and the Rogues) of Reformation, the classes are well-balanced and designed to co-exist.
When we first started creating the DemonWars RPG, we intended to include nearly every group of heroic characters from the world of Corona - the Rangers, Jhesta Tu, Chezhou-Lei, Allheart Knights, Abellicans, and Alpinadoran Barbarians, to name a few. We decided to narrow our approach down to one class – and the setting and history around it – at a time. We want to give each group the focus it deserves, without the constraints of fitting them into a short class entry in a larger book. In the DemonWars: Reformation Kickstarter campaign, we told you we planned to expand beyond the monks and the Abellican Church – and this campaign is us making good on our promise.
Much like the Abellican Monk, the Knights are not a “class” in the traditional RPG sense. A Knight character selects two of seven specializations, which will guide his advancement. These specializations range from two-handed weapons, to mounted combat, to inspiring leadership; by mixing and matching, a Knight can fill any of several different roles, as tank or striker or support character.
We have already wrapped up most of the game systems for this project, and are in the process of writing the book. If this project is funded, we anticipate one to three more months of playtesting and iteration before we finalize copy and begin production on the physical book.
+$35 Additional Game Book U.S. backers at the KNIGHT tier or above--anyone who is already receiving a physical game book--can add additional game books for $35 each. We can ship no more than 10 game books to you!
+$45 Additional DemonWars: Reformation Core Rule Book U.S. backers at the KNIGHT tier or above--anyone who is already receiving a physical game book--can add additional DemonWars: Reformation game books for $45 each. We can ship no more than 10 game books (total) to you!
Our funding goal is $50,000. If we successfully fund, we will produce a high-quality Character Class book, complete with rules for the Knight class, setting information, a starting area and hooks to begin your campaign, and the new Jousting and Fiefdom systems and the Random Adventure Generator, plus full-color new original art from a number of talented artists.
$65,000 – The Mines of Auvon-Lea – A detailed Adventure Module, including fully illustrated map, encounters, and hooks to lead into a larger campaign. This Adventure Module will be included in the DEMONWARS: ALLHEART book, and will be available to all backers at the SQUIRE level and higher, free!
$75,000 – Jousting App – We will create an app game based on the Jousting rules in DEMONWARS: ALLHEART. This app will be designed to stand alone as a solo game or to integrate with an existing DemonWars RPG game, just like the Jousting system itself.
$85,000 – Heraldry Each of the Jousters for the Jousting Tournament will receive a small flag or banner holding the character's heraldry. Purchased characters at those levels will be able to help design their own!
$100,000 – SECRET! – If we hit that magic number of $100,000 we will do something cool, but we won’t tell you what ‘til we get there.
$125,000 – Further products, chosen by YOU! – If we reach $125,000, we’ll be pretty sure there’s demand for additional DemonWars RPG products, so we will commit to doing more. And we’ll let you help decide which product we make next, via a poll in your Backer Level surveys after this Kickstarter ends. Everyone gets a vote, even the $1 backers!
R.A. Salvatore is one of the best-known fantasy authors working today, with over 50 novels published in a variety of settings and worlds. His works include The Legend of Drizzt series, Star Wars: Vector Prime, The Crimson Shadow trilogy, and, most importantly for this project, the DemonWars and Saga of the First King novels. He is the creator of Corona, the fantasy world setting for DEMONWARS: ALLHEART.
Bryan Salvatore is a professional game designer with computer game experience ranging from small, indie projects to AAA online game development. He designed the DemonWars Role-playing Game system, for which this product has been created.
Geno Salvatore is the co-author of The Stone of Tymora trilogy, a Young Adult fantasy series set in the Forgotten Realms®. He has also written, co-written, and contributed on several graphic novels, including The Legend of Drizzt: Neverwinter Tales, Dungeons and Dragons: Cutter, and Spooks. He has some game design experience, as well: he was a Narrative Designer at 38 Studios from 2010 to 2012.
Project Video: Mike Handverger has been making films and videos for 20 years and has been a gamer for even longer than that. He spends most of his time programming computer games for Tricky Fast Studios.
Original Score: Aubrey Hodges’s music and sound design is heard in video games and television all over the world with a combined total of over 220 games totaling over 128 million units shipped since he began his career. Hodges has been crafting music and audio for video games and television since 1985.
Logo: Brian Labore has been working as an artist for over twenty years. A gamer since childhood, Brian is also a writer and game designer with treasure type N (x5) and Q (x2).
Map (as seen in the Project Video): Also Aubrey Hodges. Composer, artist, cartographer--Aubrey is a man of many talents.
We would like to take this opportunity to thank our first wave of playtesters: Mike Handverger, Jim Kelly, Mike Mayhew, Stephanie Piantedosi-Salvatore, Ryan Salvatore, DJ Salvatore and Jim Underdown.
Risks and challenges
This is our second product, and we ironed out or production and supply lines pretty well in the first. We intend to use most of the same people for this product as for the last, so we anticipate few risks to our supply lines.
The game itself is already done and deep into playtesting. Things could change in the next few months, but we expect the changes to be minor and not time-consuming.
All in all, it is possible we may have to make minor changes in schedule or scope—but we think any changes at all are unlikely, and would be minimal. We fully anticipate being able to provide a high quality product in a timely manner, just like last time.
- (30 days)