Knights Magus

The Knight Magus is an order of knights that stand at the ready for the Wizards Council of the College of Magic. They are typically scholars, researchers, teachers and advisors in their normal functions.  However do not take them for anything less then knights.  Each is combat trained to use magic and steel with deadly accuracy.

Secondly and most importantly the Knights Magus enforce the magical law. They are the arm of the wizards council designed to be weilded like a  scalpel to defend mages even from themselves. The Knights train more then a typical wizard as they are skilled in both the arcane and armements of typical knights. One thing that seperates them from other knights is that they tend to favor study in one weapon. This allows them to split their focus and master the martial as much as the arcane. Each knight chooses a weapon upon induction to the knights and spends the next year mastering that weapon before they see active duty. This is usually in a Wizards 3rd year at university.

Knights Magus in keeping with their wizardly personalities tend to be calclating, logical as well as having a strong independent nature and curiosity. Most oporate alone or in pairs and have the freedom to interpret orders as they see fit except in case of War.

If you have any questions or comments about the Knights Magus or Erinbour please feel free and share them.

Kickstarter Backers get an upgrade

Visit the Kickstarter Here

I am currently working on a Mini-Campaign/Stand alone adventure set in the Wilds of Erinbour. This adventure “Th Villiage of the Damned” was written by David Hill and is a good example of the strangeness that can be found in Erinbour. This will be sent out to all current and future backers. It is fully playable for Pathfinder. I need to rework stats to work in Bare Bones Fantasy, that is the hold up at the moment. It should be available by Wednesday this week and will be a DRM free PDF pre production adventure. We have it on the table for a post production version and all backers will receive the post production version once we have the art finished and final layout done.

A bit about the Adventure…


“I’ve had this ale before. I had it last night. I had it the night before. I don’t know how many times I’ve had this same damned mug of ale, but I know it’s been the same stale mug for years. I know that every night, I’ve told all the patrons here. I know that every night, they laugh. I know that every night, they worry for my sanity. I know that I can’t leave. So tonight, I’m just going to drink. I’m going to drink to lost loves, to lost lives and to lost futures. I also know that you’re new. You weren’t here yesterday. Would you care to join me?”

-Dane, Proprietor of The Mayfly’s Arms

Erinbour: Magic (preview)

As we prepare for a successful Kickstarter I’ve been roughing out ideas for how magic will be handled in this product. Since we want to make character actions influence the setting directly I will be exploring ways to play off of the existing kingdom building rules in Ultimate Campaign, as well as devising new and interesting meta magic that harnesses the power of the land and the bloodlines it is tied to.
The magic system will include support for all character types through the use of new feats, traits, and archetypes as well as new “classless” arcane and divine items. Prestige classes will be crafted for those who wish to focus on the new forms of magic presented, and new monsters utilizing these rules will be unleashed from our menagerie.
While I am inspired by the old TSR setting Birthright, I think our final product will be solidly different. The Pathfinder rules allow for a much greater level of customization which will allow us to make this magic truly permeate the land!
This was written by George “Loki” Williams

Erinbour: Sirens

Written by Chris Perrin this is planned as a Playable Race in Erinbour

 The Sirens of Erinbour

One of the things we wanted to do with Erinbour was step outside the established fantasy races. Sure, we wanted to include humans, elves, dwarves, halflings and so on, but we also wanted a new playable race for our game. So, while I was standing in a mall in Omaha, Nebraska, we came up with the idea for sirens.

(Of course, why the mall is important or what got the idea rolling is a secret that I probably won’t be sharing anytime soon…)

What is a siren?

Sirens are a water-loving race that primarily reside along the southeastern coast of Erinbour. Though the sirens of (Earth) myth are often given fish tales (or made merfolk outright), the sirens of Erinbour mostly arose from their oceanic origins around the time of the otherkin invasion and quickly gained sentience, language, and culture. They were largely neutral at first, though many were quick to fight for Mai.

What does a siren look like?

For the most part, sirens stand anywhere from about four-and-a-half feet to a little over five feet tall. Their skin has, for the most part, lost the scales it shared with their watery ancestors. However, they have not lost the bright colors of blue, gold, and red for which many water creatures are known.

Hair, on the other hand, is pretty rare amongst the sirens who have only had the ability to grow it since the curse. For the most part, many sirens continue to be bald while a few now have full heads of luxuriant hair, normally colored red, blue, or dark brown.

What can a siren do?

Physically, sirens tend to be strong and have an innate sense of magic. This magic manifests itself in the fabled siren’s song which is normally used for calming siren youngers and for retelling siren history. However, the siren’s song can also have more nefarious purposes and has been known to enrapture weaker willed humans, dwarves, etc. Also, if sirens are angry, they can send out a sonic blast capable of breaking glass, ear drums, and occasionally, bones. In other words, it’s not good to get too close to a siren, nor is it a good idea to make them angry.

Types of sirens

There are several groups of sirens, all of which share a common genetic lineage. The most common sirens are those seen walking the lands of Erinbour. They tend to need to drink higher amounts of water than a human or dwarf, but other than that, they could pass as brightly painted young humans.

There is also a group of sirens that have not grown hair, nor have the shed their scales. These humans are still bipedal and capable of traveling the whole of Erinbour, however, they must immerse themselves in water at least once a day to prevent their scales from drying and eventually flaking away.

Lastly, a few sirens never managed to develop legs. These sirens are almost indistinguishable from merfolk except that they are completely covered with scales and must stay in water to breath. These type of sirens are much less common today than during the time of the otherkin’s arrival and given their low birthrates, may disappear from the lands of Erinbour forever.

Knights Mechanica

First I want to give credit to Wayne Hum fleet for the beginnings of this Order of Knights found within Erinbour. Just like the Knights of Luminescence the Knights Mechanics are an order devoted to the High Church however this is the order devoted to be the weapon of the church in battle.

This Order is devoted to the aspects of perfection of the Mother and Father of the trinity. So much so they train to be perfect in combat weapon use. The have gone above just training in that they have a tradition of replacing their bodies using clockwork and magic to be stronger and more efficient in combat.

This is the second of three orders of knights of the High Church.  Again thanks to Wayne for his great mind.

Erinbour: Evil for Evils sake

This is a topic that means a lot to me. As I have conceptualize Erinbour I wanted to have enemies antagonists and wandering monsters for players to deal with. What I’ve never wanted was “oh they are evil ..just because”

In Erinbour the Erinbour nation is at war with Orcs/Ogres. The Orcs are seen and presented as evil because they will generally attack Human and Elves etc on site. Not because they are evil but the Orcs are at war. They have a different culture but they are only evil from a certain point of view. From their perspective they are the good guys because the war is about their independence as a nation.

Erinbour Places of Power will include some of this but Erinbour Dynasty will explore this war and fallout much more in depth. Nothing in this setting is evil just because. The closest things are the Other in but it’s less about evil as they are so alien to the world it’s easy to classify it as evil.

I wanted to share this to help show my vision of this setting and plans of development.

Some Cool Kickstarters I’ve Found

I was approached by Wolf Scone Studio about cross promoting and I took a look at their Kickstarter and Like what I saw myself so I donated and providing a link here. Amanda Lynn’s book looks interesting and I am all for helping an author get published so take a look

Necronomicon: Prelude

    by Wolf Scone Studio

Chthonian Guardians Book One

        by Amanda Lynn


Erinbour Launch Party

We are launching our Erinbour Kickstarter Monday August 4th at 9 am. In celebration we will host a Google Hangout Launch Party Monday night at 7 pm. We will have a live update and discussion about Erinbour ask for feedback and maybe have a free giveaway or 2 of our other products. If you want to join us please leave a comment so we can add you or drop us an email at if you want to attend.

A Place of Power

I wanted to share one of the Places of Power to showcase the kind of things that are hidden within the Wilds and lost to the Curse. This “Adventure” Found within the Erinbour: Places of Power campaign is deisgned to be a small campaign within itself. Each Place of Power will be designed to be fairly sandboxy within their own right to allow for players and GM to have a say in what goes on within Erinbour. So without much more I present…

The Shifting Tower

heroic journey 1a

Background: The Shifting Tower is a magical building created by Lon the Long, a good-hearted mage of considerable power. Lon wanted to use the tower to travel to different dimensions, but things went horribly wrong.
As an accomplished mage, Lon developed spells that could bend space and exploit pocket dimensions, but his theories about other alternate dimensions were never proven conclusively. After years of study, he built the Shifting Tower and prepared to test it. In order to travel dimensionally, the Shifting Tower had to momentarily touch all dimensions.
Unfortunatly for Lon  the Wild Magic elements of Erinbour caused his first shift to that of a Hellish Dimension.  Lon’s tower appeared in the middle of the Ninth Layer of Hell in the fortress of a demon known as Baron Fleshrender. Furious, the demon and his minions laid siege to the tower, capturing the mage and torturing him for days. During this time, Baron Fleshrender was supposed to be in battle fighting for his master, the Dark Prince. When the prince found about the delay, he punished Baron Fleshrender and cursed Lon by turning him into a lich and binding him to the tower, forever shifting through the various planes.

The Shifting Tower: The actual structure itself is not particularly unique, although thanks to that visit to Hell, its exterior has been singed black. The tower is six stories, and each floor is ten feet high, fifty feet in diameter and contains trap doors to separate every floor. The doors are made of 1’ thick wood reinforced with steel bands. The ground floor door is made of bone and is enchanted with the strength of steel. It can also open, lock and unlock at Lon’s command and is Wizard Locked at his level when locked.

Meeting Lon the Lich: (Read this description once the PC’s enter Lon’s room. The tower is already traveling, and by the time Lon is done speaking the tower will be somewhere else.) In the center of the room is a strange contraption with interlocking square pieces slowly turning on its own. A skeletal figure sits at a table scribbling with interest on a piece of parchment. The skeletal figure finally looks up from his scroll. He seems surprised to see you. “Oh, hello. Visitors! How nice. My name is Lon. Lon the Long.” Lon puts out a skeletal hand in welcome. (If the PC’s shake hands, Lon’s paralyzing touch works on the first one. He’s forgotten that he does that. He’ll apologize profusely afterwards.) “Oh, my! Terribly sorry! That’s my fault, you see.   I’m dead. Have been for quite awhile, but sometimes I forget. Ha! Everyone meet someone that forgot he was dead? No, I suppose not. Well, anyway, I suppose you’re wondering what this tower’s all about, eh? Me too actually! Oh, not that I don’t know what it is, but I am wondering where we are. Where are we exactly?” (Let the PC’s answer.) “Oh, dear. That’s not where I want to be at all. You see, I’m cursed. I wasn’t always dead. My tower is called the Shifting Tower and it can travel to different worlds.” Suddenly, the machine in the room surges to life. “Whoops. Well it does that. Nothing to be alarmed about, I assure you. Now where was I? Ah, yes! The tower. Originally, I built the tower some centuries ago to travel the various dimensions, but something went wrong. My first trip sent me directly to Hell! I was quite surprised, not being a very bad person in my lifetime, to be in Hell. The demon there, Baron Fleshrender, he was most upset when I appeared in the center of his palace. Tortured me horribly. Well, it turns out his master was even worse! Turned me into a lich and cursed my tower to wander the planes! Now, there is one catch and that’s where you come in. If I can find 8 Soul Gems for the Dark Prince, he’ll remove the curse! They’re full of demon souls or something. Makes sense, right, being Hell? If you fine people would help me, my curse will lift and I’d be sure to reward you quite handsomely. What say ye? Will you help?” (Even if the PC’s say no, it’s too late, the tower has shifted. Lon is not trying to trick the PC’s, but he is absentminded. As a reward, Lon can offer the PC’s almost anything. He knows that certain worlds are rich in mineral deposits and he has several extra magic items to reward the PC’s. He may even let the PC’s use the items during the quest if they have left their own items behind by mistake.)

There is much more to this story filled with quests, new adventures and enough to keep your gaming group moving for a while. Hope you enjoyed this preview as  much as I do. This and many more places of power await your exploration in Erinbour. Remember the Kickstarter launches Monday AUgust 4th.