Manastorm - A Pathfinder-Compatible Campaign Setting
Manastorm - A Pathfinder-Compatible Campaign Setting
Manastorm is a new campaign setting set on a planet located in the Milky Way galaxy. Shin'ar is a world of high magic and epic fantasy!
Manastorm is a new campaign setting set on a planet located in the Milky Way galaxy. Shin'ar is a world of high magic and epic fantasy! Read more
What is Manastorm?
Manastorm is the inaugural product offering from Terran Empire Publishing. It is a new Pathfinder Compatible campaign setting featuring 16 new playable races - each with their own hybrid class - and 6 new prestige classes.
The planet of Shin'ar boasts 10 expansive regions to explore, from dust- choked ruins to far off enclaves guarded by logic driven automatons.
Manastorm introduces players to the Manasphere, a bubble of radiation that surrounds the planet, given off by mana crystals found deep within the planet's interior. The Manasphere allows those who can tap into it's unlimited power to fuel fantastic feats of magic and wonder. Players will be able to create new magical items from mana crystals that allow the user to cast stored spells on themselves or others, as well as allow spellcasters to renew spent spell slots. Players must be warned though, the overuse of mana crystals can result in Mana Poisoning, and eventual death and rising as a Mana Zombie.
The planet suffers from events known as Lunar Quickenings. The Dri-jen moon, the smallest of the planet's two moons, has an erratic orbit. When it moves close enough to the planet, the moon causes all mana crystal deposits within the planet to react wildly. Bursts of raw mana saturate the Manasphere and cause fluctuations in its behavior. During these times, portals to unknown planets and planes of existence spontaneously open all over the world, depositing countless people and creatures on Shin'ar.
The vast majority of the peoples encountered on Shin'ar are not native to the planet. Many races have migrated to the world during Lunar Quickenings and found themselves stranded when the event ended. Portals to others dimensions or planets can only function during Lunar Quickenings. The Manasphere does not allow the opening of gates or portals outside of Lunar Quickenings, and it has a way to punish those who try to circumvent this. These events last for an indeterminate amount of time. Some have come and gone in the span of a few years, while some can last over a millennium.
Lunar Quickenings allow GMs and players to include all kinds of "homebrew" races and monsters. While Manastorm will offer more than enough to begin to play wonderful and exciting adventures and campaigns, the Lunar Quickenings make it so anything and everything can be encountered on Shin'ar. Terran Empire will also be hosting competitions to include new races and monsters from fans into future products.
History has been disrupted multiple times by these Lunar Quickenings, often with the release of demonic entities and other fearsome creatures, some of which could not find their way back home before their portals of origin were closed. Here is where our story begins: a Lunar Quickening has raged on for the past 38 years, only recently ending and leaving the world to recover once more.
Here are a sampling of the 16 new playable races available in Manastorm: World of Shin'ar.
Zula - Humans of Zula ancestry have been on the planet of Shin'ar for over eight thousand years. They made their home deep within the Great Jungle on the southern continent and often warred with the primitive goblins and malevolent fey who also claimed the dark interior. After centuries of battle, dozens of tribes moved downriver to a fertile basin and sometime later formed the Empire of Urk. The Urk no longer considered themselves Zula and subsequently began to make war on their cousins in the Jungle and enslave them. Skirmishes and raids went on for a while until the Urk had enslaved one in every ten Zula on the southern continent. The slaves, or Baka, as they called themselves, still clung to their Zula culture and deities, some of which the Urk began to worship as their own. When the Urk Empire fractured and collapsed many of the Baka fled north into the grasslands and finally to the coast where they settled in old Vergal villages and towns. The original Zulas, the Ondonga, still live a primitive life in the Great Jungles interior. A third distinct tribe has risen in the last few centuries. The Ver'wija live mostly on the northern and eastern edge of the Great Jungle and on the small island chain in the Aquaris Straight near eastern Verigal.
Calvoid - The Calvoid are a near-ancient race who have lived on Shin'ar for millennia; they are the only race who can claim to have a complete understanding of the Manasphere and mana crystals. A deeply magical race, Calvoid society revolves around learning and experimentation, creating new spells and wondrous mechanical devices powered by mana. Numerous clockwork automatons can be seen walking the streets of Calvoid enclaves and defending merchant caravans which bring their exotic wares to new markets near and far.
Kalarin - The feline Kalarin have a long history of conflict and warfare. Thousands of years ago, they lived in harmony with the ethereal Lluruth, and peaceful Kalarin villages dotted the countryside where the Lluruth raised their crystal enclaves. During the civil war and subsequent schism that split the Lluruth into the Illumnarus and Drazil, the Kalarin were unwittingly drawn into that centuries long conflict. The Illumnarus eventually abandoned their holdings to the Kalarin and retreated west to more defensible territory. The Kalarins continued the fight and through courage and guile, managed to repel the Drazil and force them from the Kala Valley. No longer a peaceful society of farmers and herders, the Kalarins became a military dictatorship, ruled by The Lord High General.
Sytash - The rodent-like Sytash roam the Great Desert of Urk in large tribes, protecting the limited resources found in one of the harshest environments on Shin'ar. Thousands of years ago, the Sytash were humans of Urk, the first and greatest human civilization on the planet. When the empire fractured and collapsed, in a catastrophic magical storm that turned the fertile Urk river basin into a parched desert, the Sytash were transformed by the god Shytan into their present form. A form that allowed them to survive in the new desert terrain, and protect it from further harm.
Meek'ah - The Meek'ah are the only sentient race on Shin'ar to evolve on the planet. Short of stature but not on intelligence and cunning, the diminutive Meek'ah are often underestimated and enslaved. They can be found in great numbers in any temperate climate, island chain, or swamp. Thought to originate in the Southwest Archipelago, they swiftly moved throughout both continents establishing small communities. Because of their size, they often came under the heel of larger races. Many Meek'ah communities have been conquered, freed, and re-conquered numerous times throughout history.
Rusk - The Rusk have roamed the northern tundra for countless centuries, thriving in the frozen hills of the Northern Tip where other races would be doomed to die. Nobody knows how long the Rusk have been on Shin'ar, as they do not keep written records. Myths from various tribes have them wandering through a portal chasing a large herd of Arctic Buffalo and settling in a new land. Large, fierce, and intimidating, the Rusk dominate the tundra and northern shore. Strength and honor are prized, weakness and mercy is not tolerated.
Aravork - Once members of the Urk, an ancient civilization which imploded- brought down by its own hubris- the Aravork were refugees, fleeing the destruction of the southern continent with many other survivors. The newly colonized area the refugees claimed became a feudal monarchy known as Eltra. For a time, there was peace, and the citizens were secure in the monotony of their lives. However, King Alcor, the ruler of the kingdom, became infected by the whispers of the Arch-devil Garloch and sacrificed the life essence of his people to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise. However, those who worshiped Parlam were saved- the god of the harvest and trade sacrificed himself for his followers, transforming them into the bird-like Aravork and, shortly thereafter, experiencing his own rebirth into Phoenix.
Arryn - The mysterious and beautiful Arryn first arrived on Shin'ar through portals that opened deep underground on the Zevrish's home world. Little more than cave dwelling primitives, the Arryn soon found themselves thrust into an alien world they were very unprepared for. For many decades they were hunted for sport by the Zevrish, hounded all around the Zava Hills. Their entire existence became defined by their status as prey, unable to do anything but run. Any time they tried to parley with their tormentors, they were attacked. Any time they thought they were safe, the Zevrish attacked. Finally, a large group fled north to the Arryas Mountains and discovered an extensive cavern system that was remote and easily defendable. Word spread, and scattered pockets of Arryn began to make the trek to the mountains and the great cavern they named Pursa.
Zevrish - The Zevrish are a territorial, war-like race that immigrated to the world of Shin’ar thousands of years ago, when a series of portals opened on their home world in the midst of a terrible civil war. The Zevrish refugees who made the crossing quickly dominated the surrounding hills and subjugated the goblin population that had inhabited the area as well as the small roaming ogre clans. In the following centuries, the small number of fortified towns became walled cities, often warring with themselves as much as any outsiders they deemed to be encroaching on their territory. Savage and brutal, but not without a certain prowess and cunning, the Zevrish were the undisputed masters of the Zava Hills until the coming of Atlantis.
Frode - The Frode are a short, amphibious people, who resemble large bipedal frogs. Thousands of years ago they were a primitive hunter-gatherer society whose ice and snow igloos dotted the northern shore, in what would come to be known as The Bleek. A chance encounter with a lost Eltra sorcerer would change their fate forever. After saving the nobleman's life and helping him return to Eltra, he betrayed that kindness and returned to the village with an army of men. The Frode were rounded up and brought back to Eltra in chains. Sold as slaves among the increasingly sadistic and cruel noble families of Eltra, they were subjected to magical experiments to make them more docile and resistant to the frequent beatings and tortures their masters devised. Soon, their language was forbidden, they were given new names, and all aspects of their culture was outlawed. Centuries passed, and the Frode's lives as slaves became the only one the race could remember. Now free from their former masters, the Frode have formed a new, deeply religious culture, one that emphasizes martial training and pious beliefs.
Jute (Human) - Humans of Jute ancestry are a hardy and pragmatic lot. Centuries of bondage under dragon overlords and their subsequent rebellion have instilled a great sense of personal freedom and racial pride. Although some might find this in opposition to the feudal serfdom their society revolves around, the system works for now. Recent generations have bristled under the stern and occasionally brutal hand of the noble class, houses born of the rebellion from the dreaded Wyrms. However, this nobility has shaped the Kingdom of Jutan into a prosperous nation, the second largest human kingdom on the planet and the largest country on the Western Shore.
Estanyan (Human) - The Estanyan people have gone through a few cultural changes over the centuries. Thousands of years ago, they were coastal fishermen living in crude grass huts along the southern shore of what is now Verigal. Sometime later they were assimilated by the Vergal fleeing a disastrous war with the people of the Urk Empire on the southern continent. The Vergal interbred with the Estanyans and the two people lived peacefully. Over time, however, the simpler Estanyans bristled under the well-meaning yolk of the more civilized Vergal and waves of people began moving west to find a new homeland of their own. After fifty years of wandering west and crossing dangerous territory the Estanyans happened upon the wide and flat, fertile plains of the Cashan Peninsula. Cashan was populated by primitive humans of fair skin and countless centaurs, gnolls, goblins and ogres. The Estanyans quickly asserted themselves and began to carve out territory.
The world of Shin'ar is broken into ten regions, and any number of smaller sub-regions. Manastorm will include in-depth write ups and maps that will bring these areas to life for your campaign.
Also included are:
- New Feats and Skills governing the use and refining of mana crystals.
- New Items and Spells unique to the world of Shin'ar.
- Over 10 new monsters and creatures.
- In-depth descriptions of each racial Pantheon.
- 6 new Prestige Classes.
- Rules governing the Manasphere, Mana Poisoning, and Mana Psychosis.
Terran Empire Publishing is a small, family run company dedicated to the Fantasy and Science Fiction genres. We have over forty years of Roleplaying experience in both table-top and digital mediums. The World of Shin'ar has been a homebrew concept that has been growing for over ten years. We have numerous products and ideas ready to begin production in the world of Shin'ar and beyond!
Terran Empire Publishing is offering many different add-ons to our customers. Such things include:
- 1 Terran Empire Game Token (Random Images or Specify Race) - $1
- Full set of Terran Empire Game Tokens (All Races) - $10
- Poster Map of World of Shin'ar - $10
- One of a kind Comic "Graknak & Taknak's Miss-adventures" - $3 (written and illustrated by my 8 yr old daughter)
- Book of Maps (Softcover) - $10
- The Art of Shin'ar (Softcover) - $10
- Terran Empire Bookmark - $5 (With beaded tassel - $8)
- Terran Empire Coffee Mug - $25
- PDF (Full) of Manastorm: World of Shin'ar - $14
- PDF Maps of Shin'ar - $6
- Manastorm: World of Shin'ar (Full color softcover) - $30 (35.99 retail)
- Manastorm: World of Shin'ar (Full color Hardcover) - $45 (49.99 retail)
Manastorm: World of Shin'ar is a huge undertaking for us. The completed book will have hundreds of pages of content, maps, and artwork. We hope to include more with the completion of stretch goals.
- $3200 - More Art! We love the look our talented artists have cultivated for the world of Shin'ar and hope to include more in the finished product. This level will also unlock a NPC codex for backer level Novice and above!
- $3800 - Conversion to 5e and more Maps! The amount of work to bring the world of Shin'ar to life was only possible in a timely manner if we stuck to the wonderfully thorough Pathfinder system. Terran Empire is dedicated to bringing our new and unique worlds and stories to anyone. Conversion to 5e has been something we always planned on, but unfortunately, it will have to happen via Stretch Goals for now. This level will also unlock new Spells and Feats for backer level Novice and above!
- $3900 - EVEN MORE ART!
- $4200 - Free PDF of the Adventure Path "Shadow on the Sun", for levels 1-5, set in the Kingdom of Jutan for backer levels Early Bird PDF to Elder Sage!
- $5000 - Backer level Journeyman to Elder Sage will get a free copy of a short story anthology set in the world of Shin'ar as limited edition softcover novel (or PDF)!
Sorry for the long pitch, now here is a picture of a Unicypus.
Risks and challenges
Terran Empire Publishing is a young company. This is our first project and we are confident in it's completion and hope it will appeal to many. Our small staff has shouldered this impressive amount of work with 9 to 5 jobs in addition to family concerns.
Unfortunately, due to time and monetary constraints, acts of god(s), and or just plain bad luck, the look of the finished product is going to somewhat rely on the funding of this project. While we are committed to publishing this game regardless of the success, or lack there of, through this offering Kickstarter allows us to raise the bar of the finished look of the book.Learn about accountability on Kickstarter
- (30 days)