$3,309
pledged of $6,000pledged of $6,000 goal
28
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Tue, September 18 2018 4:13 PM UTC +00:00
Elrik BuzanBy Elrik Buzan
First created
Elrik BuzanBy Elrik Buzan
First created
$3,309
pledged of $6,000pledged of $6,000 goal
28
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Tue, September 18 2018 4:13 PM UTC +00:00

About

"Good evening. 

Who am I? I've been called many things in my long life. 

But you may simply call me your chronicler, your raconteur, your taller of tales. 

Your Curator.

You are entering a place that stalks and bloodies itself with the haggard remains of hope.  A place that dwells under the light of a cursed moon each night: a moon that brings only corruption and madness to those that ruminate on it's existence

A moon that was born of a prophecy only bequeathed to those that glimpsed it's gibbous glory in the sanity bending realm of their nightmares. Madmen and doomsayers all, their raving warnings went unheeded by those in power.  

And now the realm is suffering the consequences of their malaise. 

I wonder though, will you stand against the evils of this place? Of the monstrous things that hunt those that find a shred of hope here, of the insane and the cruel mortals that delight in the suffering the moon brings, of the very elements themselves driven mad by the light of that cursed thing? 

Or will you fall to ruin, your body broken and your mind shattered against the horrible things that lurk

Under the witch moon. "

"You are entering a place of woe and pain. I do hope you've steeled yourselves, for in this place will be the crucible in which you mind and body will either be forged into a powerful weapon, or melt away into slag." 

Under The Witch Moon is an independent tabletop roleplaying game created by myself, Elrik Buzan. Within this game, the players will create characters within an oppressive world and will attempt to fight back the darkness that surrounds them. This game is bleak and cloying, but also full of hope: the shadows that close in around the world must be stood against by the players. The players must be beacons for the realm, the points in which the common man rallies: they must become the lights that blaze within a sea of darkness.

What separates the player characters from the common man within the game is the concept of Hope: the incredibly powerful well of strength that lurks within all mortal life, just waiting to be unleashed. The world has fallen too deeply into shadow, and almost every mortal man, woman, and child has lost Hope in the world. Too common are the predations of bandits and monstrous creatures for the average man to hold onto any semblance of light, and many have fallen to corruption and complacency in the face of such constant terror. The players cannot, will not, be among the cattle that bend the knee rather than face the oncoming dark. Hope blazes bright within the player characters, and they have the strength to rise above the bleakness that threatens to consume them and, in so doing, inspire those around them to stand themselves. 

This game uses a d100 system as it's core mechanic, with every skill listed as a percentage chance for success. Pivotal to the game mechanics of Under The Witch Moon is the idea of stress, which mounts as a character enters stressful situations and witnesses horrible things, as well as Courage, which aids the player in standing firm against the horrors of this darkened world. 

Should a player character fall in the fight against the dark: either their body or mind has finally given out in the long war they've been embroiled in, then the player can make a new character and continue their Legacy. Characters will be broken in this fight, as there is only so much that any one mortal being can withstand in this world, but their will lives on in the continuation of a legacy. The story does not end with death or madness, but continues as a new man or woman rises and takes up the mantle of the fight: one more mortal that refuses to bow to the darkness.

Under The Witch Moon is a game that aims to make a point: that the fight is never over. No matter how dark the night gets around you, no matter how battered and bruised you are, there is always hope.

 "This place is my home, such as it is. Rolling hills, deep woods, frigid winters, and secrets around every corner."

In Under The Witch Moon, the game focuses on one realm within the wider world: a place of dark forests and towering mountaintops known as the Valdenrealm. This haunted place was once the center of trade and prosperity throughout the land, but has fallen into ruin under the light of that cursed moon. The capitol city Vald, once a gleaming center of academia and innovation, has shut it's gates; no one has gotten into or out of the city in the nearly thirty years since that horrid moon rose in the night sky.  

The countryside is littered with isolated farmsteads and villages: the roads are not commonly safe for travel, and even the weather is hard, with torrential rain and howling winds being commonplace. These small communities do what they can to survive, with the locals setting themselves to the tasks of farming, animal husbandry, and practical crafts such as fletching and blacksmithing. Though perhaps more poignantly than this fact, is that nearly every man, woman, and child within the realm has some experience with conflict. 

Whether against the bandit troupes that ply their deadly craft on the lonely roads of the realm, or against horrid half man creatures that crawl forth from the wilderness, almost every mortal within the Valdenrealm bears the scars of combat, both physical and psychological. It is not a place for the unwary, and the horrors in the dark care not how sick, old, or infirm one may be: they will set upon and devour man, woman, and child without remorse, and often with sadistic revelry. 

Death is no reprieve under the light of the foul moon, for many of those that die in sorrow, anguish, or remorse rise again as shambling sacks of flesh with only the basest desire: to consume. Walking dead shuffle forth from graveyards to feast on the living, and it has become common practice to burn your dead, rather then bury them in the earth. In some cases this is not enough, though, as ghosts and specters haunt the places of their death, obsessed with the warmth of the living, and wanting only to find more souls to reap and add to their soul-lit lanterns.

Communities are often erected around a beneficial location or resource, but more often they are formed around the whims of the church. The primary faith of the realm worships a pantheon of "gods of light", divine beings tied to aspects of everyday life. The church demands obedience from its followers in trade for the protection of their blessings and the words of their gods. Though many detractors exist within the realm: those that posit that the gods are no longer here, one simply has to look around to see their absence, or worse, their apathy towards the plight of mortals. 

And then there are the wildmen tribes: tribes of mortal men and women that gave in to the whims of the witch moon when it was first seen in the sky. These mortals have cast away the bonds of society, and rove the wild places in loose tribes. It is said that they have dark pacts with the ancient things that have awoken since the moon's first night, and that these pacts have been sealed in unholy rites, and consecrated with the blood of innocents. The tribesmen raid and pillage the countryside, always seeking out more sacrifices for their demonic patrons. 

To the south, a sprawling marsh blocks all travel. This swampland is filled with unnatural sounds and lights, and it is said that it is a haven for witches and mutants. Those brave or foolish mortals that dwell near the bogs keep to themselves, and many believe that the lack of churches and chapels in the region has found the locals dabbling in heretical excesses. It is said that evil seeps from those wetlands like a plague: a writhing tendril that weaves north into the realm like the spread of gangrene. 

And to the west can be seen the great wall: once a shining beacon of home and hearth for the realm, and a great symbol of safety, now it is a crumbling ruined thing. Long abandoned and decrepit, it's moldering cobbles and silent gatehouses have become home for all manner of terrible creature. What once served to protect the realm, now only exists to keep those trapped within from leaving. 

Such is the realm that you must reclaim. Fight back against the dark, the battle may yet be won!

 "You wish to know more about where the coin flows? Fret not: the coin enters this realm, and it will stay within this realm."

The money that is raised through kickstarter will be put into the game in it's entirety. Every cent that is raised will go into creating new content, new art, and most importantly: new source books to use in your game. Everything from a book devoted to the threats and ghost stories of the realm to a Narrator's guide to the world under the witch moon is planned, and the road map for this kickstarter looks like this:

After Under The Witch Moon is successfully funded, three stretch goals in the form of supplement books will be unlocked with excess funding. 

Into The Woods will be a book that revolves around the Darkened Woods and the smaller, denser forests found throughout the realm. This book will contain unique traits, flaws, equipment, and backgrounds for characters that have to do with the ancient paths within the forests, and the primordial things that have awakened under in the bleakest groves near the heart of the forest. Massive things the size of a church have begun to stir, and the ground will quake with the coming of giants.

What The Mountain Holds will be a book that delves (quite literally) in the background of the dwarves that once ruled over a might empire within the Ironkin Mountains. This book will described the unnamed abominations that have bubbled up from the heart of the world, screaming for the light of the witch moon, and will contain unique traits, flaws, equipment, and backgrounds for the area. The unspeakable monstrous hordes that nearly eradicated the dwarven race still linger within those haunted halls, and soon they will spill out into the surface world, and may the gods help us when that happens. 

Finally, The Black Bog will go into the unpleasant details that lurk within the southern wetlands of the Valdenrealm. The rumors are true, it seems, and yet even those whispered stories do not begin to describe the horrors that lurk in the marshes. This book will bore into witch's covens and the ways they convert mortal men and women to their causes, the mysterious swampfolk, and the various families of mortals that have come to rule over various parts of the wetlands. Also included will be unique traits, flaws, equipment, and backgrounds for those that hail from, or would journey into, the wetlands themselves. 

In addition to these three source books, we are also planning a Narrator's Guide that will extrapolate more on advanced game mechanics and a Monster Hunter's Guide that will go into horrible detail on the various unique and brutal monstrous threats that lay within the Valdenrealm. 

The collector's edition will include the following physical items:

I want to thank  you all for taking the time to look at Under The Witch Moon, a fantasy horror roleplaying game. 

Risks and challenges

The greatest challenge with this project is that this is very much a work in progress: the content is all there, but there is still some work with formatting and art that needs doing. The funding that Under The Witch Moon receives from this project will directly go into polishing every part of the experience of the game to the level in which I, as a gamer myself, expect from any new product.

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    Moon Slayer

    You can design a monster for the game. This monster will be a powerful, unique creature that stalks a specific place within the Valdenrealm, and will have a story either designed or inspired by you, your choice, as well as all previous rewards.

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Funding period

- (30 days)