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Made in us
Fresh-Faced New User





KICKSTARTER LINK:

https://www.kickstarter.com/projects/1095811188/welcome-to-the-olde-world


Olde World Miniatures will soon be launching a new kickstarter for their upcoming game Carpathia. It will feature minis from their miniature line as well as new sculpts.

For those of you who don’t know us yet, we are Olde World Miniatures and we have been working on Carpathia for the better part of 4 years now while building our line of miniatures. So far the response to our figures has been tremendous so we can only hope that everyone likes the game as much as the characters we have made to support it. So here is a little info about the game.


Carpathia is a table top skirmish game for two or more players set in a dark fantasy world with steam-punk elements. Players take control of a party of heroes and adventurers on a common quest. The core game is designed to be played in around an hour depending on how large of a party you choose to hire. Before the start of the game, players agree on the amount of gold they will each spend on hiring and equipping their party.

You must first choose a hero to lead your party. Heroes are persons of great renown throughout Carpathia and the rest of the world. They are natural born leaders and usually excel at fighting, magic, or even crafting. Once you have hired your hero you can then recruit the rest of your party, purchase additional equipment for your adventurers, magic spells, or other items. The hero you choose will determine the alignment of your party. There are three alignments in Carpathia, good, neutral and evil. You may have guessed that if you hire a hero of the good alignment, you will not be able to hire adventurers that are evil. Neutral heroes can hire either good, neutral, or evil adventurers; although you cannot have both good and evil in the same party. Each of the 14 available factions in Carpathia is of one of the three alignments. Hiring your party entirely from the same faction gives you small stat bonuses. However, each faction also has a specific style of play.

Some factions excel at magic, while others are expert warriors. Some are masters of deceit, while others are master tacticians and strategists. The ability to hire your party from multiple factions gives you the option to customize your play style. Each character in Carpathia comes with his or her own stats, equipment, spells, and other items. All of this information will be found in the rulebook, as well as all the additional equipment you can purchase. Supplied with the rulebook, you will also receive a blank character sheet. This is what you will use to record your heroes and adventurer’s statistics, equipment, spells, items and abilities. Not only will it make it easier to quickly look up character attributes during a game, but will also make it easier to change them, as they can often change during a game, or especially if you are playing a Quest.

Quests in Carpathia are a series of games. During each game your adventurers gain experience, acquire loot, and gatherer resources. However you must be careful because heroes and adventurers can also be hurt or even killed. In between games you will be able to apply gained experience towards new abilities, skills or to increase statistics. You will also be able to attempt to heal any hurt or wounded characters as long as your party possesses the necessary spells or potions required to do so. The loot, whether in the form of gold or items, can be used amongst your party, sold, or even traded to other players. Finally the resources found can also be sold or used to craft weapons, armor, or items if your adventurers possess the required skill sets.
We have 14 factions that will be available but Carpathia the starter box will come with 2 factions, The Imperial Dwarves and the Black Rock Clans Goblins here is just a brief summary of the them.


The Imperial Dwarves – A hearty, tough folk, the Imperial Dwarves make their home deep within the Mithril Mountains. The mithril ore they mine allows them to produce some of the most durable and prized weapons and armor in the world. Dwarven weapon and armor smiths are masters at their craft. Possessing no magical abilities, the dwarves rely on their masterful weaponry, fighting prowess, and tactical organization on the battlefield. Their legions function like well-oiled machines and their fighters are some of the toughest in the Olde World. An Imperial Dwarf Legion in action is a sight to see, their armor gleaming in the light, tight maneuvers, and the shear tenaciousness of the individual soldiers.


The Black Rock Clans – Cousins to their more refined Free Trade Company goblins, the goblins of The Black Rock Clans are devious and mischievous creatures. Living in and around the Black Rock Gorge, south east of the Shiverpeak Mountains, they prize two things above all else, coal and spiders. They worship the dark spider goddess Arachnia, and as a result all spiders are seen as the children of Arachnia. Black Rock priests are masters at breeding spiders and harvesting their venom. Meanwhile Black Rock Engineers create multitudes of various weapons and contraptions to employ in combat. This makes the Black Rock Clans deadly, and somewhat unpredictable in combat. What they lack in discipline, they more than make up for with ferocity and their deadly mechanical contraptions coupled with their poisonous venoms.

Feel free to check out our website and facebook pages for more info on the game and the kickstarter.

See you April 14!!!!

This message was edited 1 time. Last update was at 2016/05/18 17:10:44


 
   
Made in us
Fresh-Faced New User





Every couple of days we will be posting small updates to give you all more information about Carpathia, and how it’s played.

As gamers of both table top war games and RPGs, something we always hoped for was a table top game with deep RPG elements. With very limited options available on the market we decided to try and develop our own.

The core rules of Carpathia will be easy to pick up by those familiar with war gaming, and should be simple to learn by those new to it. The game is meant to be played on a table top decorated with terrain. Movement and range are calculated in inches, while most everything else is based on a simple D6 system.

What makes Carpathia stand out is the option of character building and progression. A single game of Carpathia is meant to be played within an hour or so. During the game your characters can find resources and treasure, as well as gain experience or die. In between each game, you can use the resources found to craft items, learn new abilities, or apply experience to make your characters more powerful. A series of games of Carpathia is called a Quest. We will provide you with a few Quests in the rule book but also encourage you to develop and play your own.

The world we have developed for Carpathia is one inhabited by a multitude of different races and factions. From humans, elves, goblins, and orcs; to the undead and demonic. The world itself is filled with huge amounts of content, which we will be sharing over the next few days leading up to the Kickstarter. It is a fantasy world on the dawn of an industrial revolution. With ancient relics and lore waiting to be unearthed and uncharted lands to be discovered.



   
Made in us
Fresh-Faced New User





Update, We finally have the finished map of Arasas otherwise known as The Old World. This is the world in which Carpathia resides and the game is played. We have a really good back story of the 5 Ages leading up to the time in which the game is taking place. Suffice to say we have TONS of room for expansions and new discoveries as the game progresses.

Here is a little bit on the ages themselves... The full story is MUCH longer will be available in the rule book.

Carpathia is located on the eastern borders of The Western Empire. It is a huge expanse of land covered by dark forests, rolling hills and The Shiverpeak Mountains; filled with superstition, legend and darkness. It is controlled by the ancient and secretive Mortui family. Over thousands of years the Mortui have been very successful at repelling would be conquerors, including the elves, dwarfs, goblins, and most recently a large invasion by The Western Empire. They have also been very successful, for the most part, at keeping outside influences out of Carpathia resulting in little progress or change. Carpathia is a land sparsely populated, with only the town of New Haven and capital of Starykrayna being of any significant size. The majority of the people are farmers living in small villages or homesteads. The Dark Forest which covers most of the land that has not already been claimed by The Shiverpeak Mountains is home to a few huntsmen and woodsmen, but mainly plays host to the dark horrors that are said to inhabit this land.

Long ago, during the time that is known as The Age of Legend, or more commonly the First Age, the long lost civilization of The Ancients built a number of settlements in Carpathia; including their capital, the lake city of Zhakar located high in the Shiverpeak Mountains on the shores of the Eye of the World. During the Second Age, or Age of Darkness, human barons and lords built their castles and homes throughout the region. The Mortui came to power during this time and eventually achieved total control of the land. Even during the Third Age, or Age of Enlightenment when the elves conquered much of what we now refer to as The Olde World, bringing with them their knowledge, Carpathia remained untouched, almost forgotten by time. Only in the first century of the Fourth Age or Age of Mithril did Carpathia see new comers in the shape of the Dwarven Legions expanding their mountainous empire into the Shiverpeak Mountains. The Dwarves were able to build two strongholds in Carpathia. The first was deep in the mountains, a mining city named Karud Nim, built over the ruins of Zhakar. The second, Karud Ish, a farming community in the foothills, its sole purpose was to provide Karud Nim with food, supplies and goods. Most Dwarven chronicles will argue that the dwarves were able to secure this land from the Mortui through shear military power, but it is widely believed that a trade agreement was reached between the dwarves and Mortui. They were allowed to remain in exchange for a share of the precious mithril that they mined out of Karud Nim.

Legend has it, some 600 years ago, as the sun was setting on the Fourth Age, and the Dwarven Empire in the west began declining, the miners at Karud Nim unearthed an ancient evil. It is said that this evil consumed all of Karud Nim. Those less inclined to believe such stories will tell you that the dwarves simply exhausted all of the resources of Karud Nim and abandoned the settlements. Another theory is that the Goblin Wars that the dwarves were fighting in the west were taking such a toll that the settlers left to reinforce their kin. Whatever really happened, Karud Nim and Karud Ish were abandoned and soon became part of little more than the superstitions and folklore of those who call Carpathia home.

The Fifth Age, our present, also called the Age of Steel, might as well have never come to be as far as those in Carpathia are concerned. The peasants keep to their land and struggle to survive as they have done for thousands of years and as they will continue to do so long as the Mortui maintain their suffocating grasp over the land. Beside the Free Trade Company controlled trading post of New Haven on Carpathias’ south east border, the land remains sparsely inhabited, undeveloped and backward. It is filled with superstition, legend and lore. The Elves of the Isles of Dawn write that the winds of magic are unnaturally strong within Carpathia, for reasons they cannot explain. This added to the ancient history, seclusion and dark superstition of the land attracts adventurers from all over the world. Some come seeking knowledge, others treasure, yet others do it for the thrill of the unknown. Oddly enough, many of these adventurers never make it out alive. The few that do seldom speak of their experiences; when they do, they tell of horrible encounters with creatures few would conceive even in their most terrifying nightmares.

   
Made in us
[DCM]
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This looks really nice - looking forward to the 14th!

   
Made in us
Fresh-Faced New User





Kickstarter is done!! It has been reviewed and approved and is ready to launch Thursday at 3pm sharp!

Anyone curious what comes in the box??

   
Made in us
[DCM]
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This looks great - any early word on pricing/pledge levels?

   
Made in us
Fresh-Faced New User





Sure!

We will have the following:

$25 Rule book Pledge
$100 Carpathia Pledge
and a special Owners pledge where we give you the box set and an additional set of the two starter factions fully painted by the other owner Maciej and yes he is good at painting! this pledge will be $600
There will also be an early bird special! for $90

Also since we have over 40 different add on figures we have the $1 thank you pledge that can be used for those who are only interested in pledging for our figures.

We tried to keep our pledge levels very clean and simple to follow. Most of our figures range between $10 - $15 with a few up between $20 - $25 but those are larger figures and busts.
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Very nice, please do keep us informed

I dig the Roman style Dwarfs immensely.

This message was edited 2 times. Last update was at 2016/04/12 15:03:29


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
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Thursday at 3pm EST... Set your clocks by it! i will have links in the forums the second we are live!
I dig the Imperial Dwarves too they are my fav. Here is a nice painted one we did.



This message was edited 1 time. Last update was at 2016/04/12 15:22:25


 
   
Made in us
[DCM]
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You mention a total of 14 factions - with 2 being in the starter box.

I'm thinking all 14 won't be unrelieved in this campaign - but how many will be?

And any chance you can preview what those factions are here?

   
Made in us
Fresh-Faced New User





We are hoping to release all 14 factions however hitting our goal will only allow us to release these first 2 factions. As you will see when we launch the more stretch goals we unlock through out the campaign the more factions we will release.

If you would like to see what the 14 factions are feel free to click the link to our factions page: http://www.oldeworldminis.com/carpathia-the-factions/

   
Made in us
[DCM]
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I'll check out your site - thanks for the link!

Some stuff from Facebook:

Just a quick spotlight on some of the Add-Ons that will be available on our Kickstarter next week:
Oleg the Ruthless from the Mountain Tribes
Mika the Cleric
Eva the Necromancer ... And last but not least
Cassandra of Galgadur!

Tell us what you guys think!






Ooohh....

http://www.oldeworldminis.com/carpathia-the-factions/

The Imperial Dwarves


The Black Rock Clans


The Free Trade Company


The Mortui


The Kingdom of the Elves


The Sha’ar


The Western Empire


The Mountain Tribes


Realms of the Koutei


The Empire of Ashai


The Order of the Light


The Shadow


The Orcs of the Steppe


The Pirates of the Shattered Isles


Will all miniatures in this upcoming campaign be "cast out of high quality resin"?


   
Made in us
Fresh-Faced New User





Yes! we plan on continuing to cast all of our miniatures out of the same high quality resin we have been using.
   
Made in us
Stealthy Warhound Titan Princeps







That is a kind of eclectic group of themes. I was hoping for more of an original take on the Carpathia/strahd/gypsies, etc. not a fantasy world. It contains some original takes (East India company goblins? Didn't see that coming.) and some interesting figures though.
   
Made in us
Fresh-Faced New User





This is a completely original fantasy work with steam punk elements. We have built and entire history for the world in which Carpathia is played. How all the races came to be and how their particular alignments came to be. I have a fairly short write up on the factions if anyone is interested in reading about them i will post here below. The rule book will contain a much longer description as well as the entire history of the world. Keep in mind, Yes, the Carpathia region is based on the regions of our world covered by the Carpathian Mountains and the cultures associated with it, but Carpathia itself is a small portion of the entire world which is inhabited by a multitude of various cultures and races.



The Imperial Dwarves – A hearty, tough folk, the Imperial Dwarves make their home deep within the Mithril Mountains. The mithril ore they mine allows them to produce some of the most durable and prized weapons and armor in the world. Dwarven weapon and armor smiths are masters at their craft. Possessing no magical abilities, the dwarves rely on their masterful weaponry, fighting prowess, and tactical organization on the battlefield. Their legions function like well-oiled machines and their fighters are some of the toughest in the Olde World. An Imperial Dwarf Legion in action is a sight to see, their armor gleaming in the light, tight maneuvers, and the shear tenaciousness of the individual soldiers.

The Black Rock Clans – Cousins to their more refined Free Trade Company goblins, the goblins of The Black Rock Clans are devious and mischievous creatures. Living in and around the Black Rock Gorge, south east of the Shiverpeak Mountains, they prize two things above all else, coal and spiders. They worship the dark spider goddess Arachnia, and as a result all spiders are seen as the children of Arachnia. Black Rock priests are masters at breeding spiders and harvesting their venom. Meanwhile Black Rock Engineers create multitudes of various weapons and contraptions to employ in combat. This makes the Black Rock Clans deadly, and somewhat unpredictable in combat. What they lack in discipline, they more than make up for with ferocity and their deadly mechanical contraptions coupled with their poisonous venoms.

The Free Trade Company – Masters of trade and responsible for the rapid industrialization of the world, the goblins of the Free Trade Company have had a tremendous impact on the Olde World in their short history. The invention of steel, industrialization, banking, and worldwide trade networks, are only a few things the Free Trade goblins are responsible for. Their armies and navies are equipped with the most advanced weaponry of our time, while their generals and tacticians are masters in the latest tactics and strategies. Fragile by nature, in combat the goblins rely on range and massed firepower, quick maneuver and organization. Their armies have developed a system of support and maneuver. They have done away with separate commands of infantry, cavalry, and artillery. Instead Free Trade commanders are responsible for combat units called corps, which includes infantry, artillery and cavalry. A Free Trade Company army puts on an impressive spectacle in combat. Lines of finely dressed infantry in their now iconic red coats, formations of dazzling cavalry and batteries of howling artillery, all working and maneuvering in support of each other, and putting down a tremendous amount of firepower on the enemy. Perhaps the most amazing sight to behold however, are the Free Trade airships. Ocean fairing vessels fitted with huge canvas balloons instead of sails. The balloons are filled with what has become known as the laughing gas, allowing them to soar high through the air.

The Mortui – The dark, mysterious family that has ruled and oppressed the land of Carpathia for thousands of years, the Mortui are known around the world for their evil. Rumor has it that the Mortui are more than just evil. It is said that they have the power to control monsters and horrors out of our worst nightmares, that they have the ability to raise the dead. Some go further and claim the Mortui to be the undead themselves, vampires. Little else is known about this secretive family. They hold a tight grip over the information that goes into and comes out of Carpathia. Many would be adventurers and fortune seekers venture into the dark lands of the Mortui, few ever come back, those that do are never the same.

The Kingdom of the Elves – The elves are a proud and honorable race. They have made their home on the Islands of Dawn for thousands of year. A recent civil war nearly destroyed all of Dawn, to this day some places still lay in ruin. Masters of the magical arts, the elves are responsible for the knowledge the humans possess on harnessing the winds of magic. Although fewer in number than most of the other races that inhabit the world, the elves have a very long lifespan. This in-part enables them to master magical, combat, craft, and other arts. The elves value discipline of mind and body above all else. In combat, an elven warrior is unmatched in his or her ability and weapon of choice. Elves dedicate themselves completely to the study and mastery of the path they choose in life.

The Sha’ar – Masters of the Under World, the Sha’ar are descendants of the Elves of the Isles of Dawn. Responsible for the outbreak of the civil war that devastated Dawn for nearly 1000 years, the Sha’ar fled to the Olde World after their defeat and made their home deep underground. Today it is said there are entire cities and complex tunnel networks under the earth. The Sha’ar worship The Dark Gods, and practice Shadow Magic. This form of magic is dependent on coming into physical contact with your target and channeling using their energy, whether to destroy them or to manipulate their own powers. In combat the Sha’ar are cunning masters of the shadow. Preferring speed above all else. Their assassins and rouges are particularly deadly. They also employ the many beasts and denizens that live in the Under World, such as wyrms, shadow hounds, trolls, and even cave dragons. It is very rare for the Sha’ar to venture out of their cavernous home, although recently their expeditions have been growing more and more frequent. Few of the foolhardy adventurers and explorers that have gone looking for the Sha’ar have ever returned those that do tell tales of wondrous underground cities and horrors.

The Western Empire – The Western Empire in the outcome of the unification of the 4 independent human kingdoms in the west at The Congress of Unity during The Fourth Age. The four distinct regions of Altara, Laros, Ver, and Sylva are administered by counts and countesses who are also responsible for the appointment of the Emperor who oversees the entire empire. At the heart of the empire is the city of Telagon in the approximate center of the empire. The second largest city in the world; first being Freeport governed by the Free Trade Company, Telagon is home to all of the imperial schools, academies and colleges. It is the center of learning, trade, and administration in The Western Empire. Each of the four regions are responsible for defending their own land, but in times of need the emperor will assemble a unified army. The army is as varied as the four regions the soldiers come from. The Altarans favor the pike and crossbow, the Larosians prefer heavy armor for both their infantry and cavalry, while the soldiers from Ver are bowmen and field exquisite shock cavalry known as the Leopard Legion. Finally the Sylvan forces have begun to arm and train their forces in Free Trade Company tactics, deploying their infantry in line armed with musket, supported by cannon and light cavalry. A very balanced military approach means that the Western Empire can respond well to most threats, but the fact that a majority of their soldiers are conscripts with little prior training means they are prone to break under stress and are sometime hesitant to put their lives on the line for the little pay they receive.

The Mountain Tribes - Today we know them as vicious raiders known for pillaging and burning coastal towns and villages of The Olde World. This enables The Mountain Tribes to sustain themselves and hone their fighting abilities. Since early into The Age of Shadow, the people of The Mountain Tribes have lived in scattered groups, located along the coasts of The Northern Waste, north of The Western Kingdom across The Narrow Straight. Early in their history they developed primitive naval technology and since have been implementing it as a means of terrorizing the coastal settlements of The Olde World. Their entire society is dependent on violent raids. The individual tribes are led by powerful warlords and chieftains. Each warlord’s power is dependent on their skill in battle as well as how much prosperity they can bring to their tribe. During the winter season, when the sea passage known as The Narrow Straight between The Olde World and Northern Waste is too treacherous, the tribes hone their military prowess against each other; vying for control of the few resources available to them. Although it began as a survival instinct, the art and craft of war has become engrained in their society and is used as a matter of pride and dominance.

Realms of the Koutei – Ruled by the immortal Koutei god-emperor, his realm stretches east of the Great Steppe to the shores of the Far Coast in the east, to the borders of Ashai in the south. The people are ruled by individual warlords who swear loyalty to the Koutei. However it is not uncommon for warlords to go to war against each other. In battle they are fearless warriors. They spend their entire lives mastering the arts of war. Each warrior is a master with the bow, katana, and yari. Some choose to fight on horseback while others on foot. The Koutei warriors wear heavy armor of a unique design that is nimble and light enough to allow them maneuverability during battle but affords good protection. The weapons and armor take years to create by master craftsmen, who imbue their works of art with magical runes and artifacts to further strengthen them. Master warriors at individual combat, perhaps their only weakness is on the tactical side. Battlefield tactics of the Koutei are far more traditional and somewhat outdated compared to western ones or those of their Ashai neighbors to the south. That said, few other warriors can match the skill and combat prowess of a Koutei warrior one on one.

The Empire of Ashai – Located on the south eastern edge of the Olde World, the Empire of Ashai is the most ancient human realm in the world, founded in the opening centuries of the Second Age. Ruled by the Council of Ten, the Empire of Ashai stretches from the Great Steppe in the north, to the Golden Shores in the south. The geography of the land is as varied as the people who inhabit it; from the desert known as the Sea of Sand in the north to the luscious rainforests of the south, with fertile farmlands, and plains in between. The city of Ashai which serves as the capital of the empire is a center of culture and learning. Scholars from all over the world travel to Ashai for a chance to study in its libraries and archives. Magically the Ashai are only second best to the Elves. Their knowledge and ability to harness the winds of magic surpasses anything believed to be possible by humans. Their alchemists are world renown for the potions they produce, their doctors highly sought after for their skill. Militarily the Ashai excel at marksmanship and magical ability. Their armies will often include the exotic creatures that are found within their borders such as the elephant.

The Order of the Light – Founded during the Fourth Age to assist the dwarven and human lords against the dark armies of The Mortui during the Mortui Wars, the Order of the Light is a monastic order of warriors dedicated to The Lord of the Light. The Brothers of Light as they are known are fanatical in their devotion to the Lord of the Light and consider everyone who does not accept their beliefs to be a heretic. Their main efforts are focused in and around Carpathia to cleanse the land of the evil that inhabits it. However their inquisitors and missionaries journey around the world spreading their beliefs and fighting against what they perceive to be evil and heresy, as well as hunting and destroying The Shadow. Today, the order is feared and disliked by commoners for their fanatical ways and tendency to find heresy where there is none. Fierce warriors, The Order of the Light makes up what they lack in numbers with skill and dedication to their God of the Light.

The Shadow – The embodiment and manifestation of evil in the world is known as The Shadow. It is believed that when the Arch Demon Galgadur was destroyed at The Battle of Creation, some of the portals through which his armies crossed over from the nether realms into our world, remained open. To this day, every so often a lesser demon takes possession of a vulnerable soul, or a greater demon ravages a part of the world. Demons are believed to be the physical manifestations and presence of The Dark Gods. Powerful beings, they can manifest as hideous creatures of the dark, monsters, animals, or even humans. There are countless types and forms of demons, suffice it to say most are impervious to non-magical weapons. To sustain itself in our world, a demon must feed off of living energy. Every time it kills, it drains its victim’s life force. It is said that the souls of those killed by demons cannot move on to the afterlife, and forever become trapped in this world. A more recent phenomenon has been the discovery of the existence of The Order of Galgadur. Until recently it was rumored to exist but never confirmed. It is a large group of people, occupying the island of Old Angelcynn devoted to the worship of Galgadur.

The Orcs of the Steppe – A vicious and barbaric race, the orcs occupy The Great Steppe, east of the Shiverpeak Mountains. Their domains border those of the Koutei to the east, and Ashai in the south. Many wars have been fought between the orcs and their human neighbors, often ending in stalemate. Most recently a small orc force managed to cross through the southern Shiverpeak Mountains, in The Western Empire province of Altara. After two embarrassing defeats, the Altarans finally mobilized a large enough force to stop the orcs, with the aid of a small detachment of The Leopard Legion from Ver. On the steppe, the orcs live in tribes that are almost constantly migrating, following the grazing patterns of the various steppe beasts that provide them with food, hide for clothing, bone for tools and weapons, as well as mounts and beasts of burden. In battle the orcs rely on their savage fighting prowess and brute strength. Their shamans have basic knowledge of the Winds of Magic and employ it efficiently against their opponents.

The Pirates of the Shattered Isles – Inhabiting the Shattered Isles south of The Western Empire, The Pirates of the Shattered Isles, or Free Peoples as they call themselves, are a group of sea raiders and outlaws. Inhabiting a large settlement called Port Liberty; it is a haven for outlaws, thugs, thieves, or simply those who wish not to be found. The pirates have amassed an impressive sea and air fleet in the 100 years of their existence. Their main targets are Free Trade Company trade vessels returning to Freeport from either the east or the New World. Massive sea battles have become common place between the two factions, and even a couple air battles between airships have occurred. A new entity in the world, the pirates have done a marvelous job in asserting themselves as a force to be reckoned with in their thus far short existence.

This message was edited 3 times. Last update was at 2016/04/12 18:48:23


 
   
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Thanks for the faction descriptions - very interesting indeed!

This:

Carpathia is a table top skirmish game for two or more players set in a dark fantasy world with steam-punk elements. Players take control of a party of heroes and adventurers on a common quest. The core game is designed to be played in around an hour depending on how large of a party you choose to hire. Before the start of the game, players agree on the amount of gold they will each spend on hiring and equipping their party.

You must first choose a hero to lead your party. Heroes are persons of great renown throughout Carpathia and the rest of the world. They are natural born leaders and usually excel at fighting, magic, or even crafting. Once you have hired your hero you can then recruit the rest of your party, purchase additional equipment for your adventurers, magic spells, or other items. The hero you choose will determine the alignment of your party. There are three alignments in Carpathia, good, neutral and evil. You may have guessed that if you hire a hero of the good alignment, you will not be able to hire adventurers that are evil. Neutral heroes can hire either good, neutral, or evil adventurers; although you cannot have both good and evil in the same party. Each of the 14 available factions in Carpathia is of one of the three alignments. Hiring your party entirely from the same faction gives you small stat bonuses. However, each faction also has a specific style of play. Some factions excel at magic, while others are expert warriors. Some are masters of deceit, while others are master tacticians and strategists. The ability to hire your party from multiple factions gives you the option to customize your play style.



Each character in Carpathia comes with his or her own stats, equipment, spells, and other items. All of this information will be found in the rulebook, as well as all the additional equipment you can purchase. Supplied with the rulebook, you will also receive a blank character sheet. This is what you will use to record your heroes and adventurer’s statistics, equipment, spells, items and abilities. Not only will it make it easier to quickly look up character attributes during a game, but will also make it easier to change them, as they can often change during a game, or especially if you are playing a Quest.

Quests in Carpathia are a series of games. During each game your adventurers gain experience, acquire loot, and gatherer resources. However you must be careful because heroes and adventurers can also be hurt or even killed. In between games you will be able to apply gained experience towards new abilities, skills or to increase statistics. You will also be able to attempt to heal any hurt or wounded characters as long as your party possesses the necessary spells or potions required to do so. The loot, whether in the form of gold or items, can be used amongst your party, sold, or even traded to other players. Finally the resources found can also be sold or used to craft weapons, armor, or items if your adventurers possess the required skill sets. Our hope is that these features will add a level of emersion into the world of Carpathia and make the games more rewarding and fun. The Carpathia rulebook will have a number of Quests, but we also encourage players to develop their own.

Those who have played table top war games before will find the core rules of Carpathia familiar, while those new to war gaming should have no problem quickly picking them up. Each player will take their turn, in which he or she can move his or her adventurers, use items, cast spells, engage in combat, or hunt for treasure and resources. The game turn is divided into four Phases. First is The Action Phase, followed by The Movement Phase, then The Combat Phase, and finally The Magic Phase.

During The Action Phase you can activate certain items such as food or magic weapons, attempt to claim resources, or attempt to recover adventurers who have been knocked down or unconscious. During The Movement Phase you may move your adventurers, attempt to climb, jump, swim, or take cover. The Combat Phase is when both shooting and hand-to-hand combat is resolved. Finally The Magic Phase is where characters with any ability in manipulating the winds of magic can attempt to cast their spells. During phases in which you come in direct contact with your opponent, he or she will have the opportunity to retaliate if not otherwise incapacitated. For instance after you charge an enemy adventurer during your combat phase, but fail to either knock down, out, or kill him or her, your opponent will have an opportunity to retaliate with an attack of their own.

Our goal is to make individual games of Carpathia fast paced but also fun and engaging. The Quests are meant to provide further emersion and give players the ability to play out epic stories as they journey across Carpathia in search of honor, glory, treasure, knowledge, power, or the dark energies that inhabit it.

The Carpathia rules are based on a D6 system, and we recommend playing on a 4 foot by 4 foot playing surface. The main rulebook will include the complete rules, 6 quests, full rosters of heroes and adventurers for each of the 14 factions, lots of additional spells, items, weapons and equipment; resource counters, as well as blank character stat sheets. Also in the rulebook will be the full history of the world, as well as the background and history of each faction. Carpathia itself is only a portion of the greater game world. So far we have planned three expansions providing the success of Carpathia, which will explore other portions of the world, offer additional quests, characters, items, and content.

Our goal is to continuously release new miniatures to represent various heroes and adventurers, as well as introduce a guide for building your own characters in one of the planned expansions. Until then it is our sincere hope at Olde World Miniatures that the game we have been designing over the last four years is as enjoyable and epic to you as the entire process has been for us when it is made available on April 14th 2016 through Kickstarter.



is making me even MORE excited for this one!

   
Made in us
Fresh-Faced New User





Thank You, we are pretty excited about launching it too! For years we have wanted to create a Table-Top Wargame that allows you to build up you stats and experiance just like an RPG. personally i think we nailed it, but you guys will be the judges.


Automatically Appended Next Post:
Just a little reminder for everyone!!

This message was edited 1 time. Last update was at 2016/04/13 18:59:49


 
   
Made in us
[DCM]
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Nice!

Launching tomorrow!

From The Facebook:


Dean Spencer shared Dean Spencer Art's post.
Yesterday at 4:02pm ·

I really want to share with you some of the artwork that I have been working on for Olde World Miniatures tabletop game 'Carpathia', if you like ‪#‎tabletopRPG‬ and/or ‪#‎DungeonsAndDragons‬ then you really need to check out their kickstarter which goes live Thursday 14th April. I know they have put their heart and soul into creating something very special and I feel blessed to be part of it, they really have been fantastic to work with.






   
Made in us
[DCM]
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Any update on when today this launches?

EDIT:

Looks like 3PM...EST?

This message was edited 1 time. Last update was at 2016/04/14 15:35:04


   
Made in us
Fresh-Faced New User





We are live!!!! 28 days and counting!!!

[url]
https://www.kickstarter.com/projects/1095811188/carpathia[/url]



   
Made in us
[DCM]
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And...backed!

Here we go!

   
Made in us
Fresh-Faced New User





You were the 2nd one but since the first guy back out you got the number one spot lol
   
Made in us
[DCM]
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Work stuff got in the way of jumping on exactly at 3PM!

Happy to be on board though, and I hope there are many hundreds of additional backers to follow!

This message was edited 1 time. Last update was at 2016/04/14 20:36:11


   
Made in us
Fixture of Dakka






Very ambitious! $100k funding goal and SG out to $1.5m. Best of luck with the project!

"The Omnissiah is my Moderati" 
   
Made in us
Fresh-Faced New User





Thanks for the best wishes. Our goals are certainly ambitious. We are trying to launch something so much bigger than just another board game. What we are hoping to accomplish is to produce the worlds next big Wargame. Something we can continue to support and expand one. We are essentially trying to compete with all of the big boys in gaming. We have pumped a lot of time and money into making this a reality and we are hoping everyone is in love with this game as we are!
   
Made in us
[DCM]
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Update time!

Update #1

Apr 15 2016
The Factions of Carpathia

Good Morning All,

Throughout the month we will attempt to give you as much information about the Game, as well as the world in which Carpathia is played. As you may have already read in the kickstarter, our world is inhabited by 14 distinctly different factions. In this update we will attempt to give you just a little information on each of those factions and where they came from. We have much longer descriptions of each faction within the rule book. I will be happy to post some of them as individual updates if there are any that are of particular interest.

For now, i present to you The Factions of Carpathia:

The Imperial Dwarves – A hearty, tough folk, the Imperial Dwarves make their home deep within the Mithril Mountains. The mithril ore they mine allows them to produce some of the most durable and prized weapons and armor in the world. Dwarven weapon and armor smiths are masters at their craft. Possessing no magical abilities, the dwarves rely on their masterful weaponry, fighting prowess, and tactical organization on the battlefield. Their legions function like well-oiled machines and their fighters are some of the toughest in the Olde World. An Imperial Dwarf Legion in action is a sight to see, their armor gleaming in the light, tight maneuvers, and the shear tenaciousness of the individual soldiers.


Imperial Dwarves


Imperial Dwaves Stone Golem

The Black Rock Clans – Cousins to their more refined Free Trade Company goblins, the goblins of The Black Rock Clans are devious and mischievous creatures. Living in and around the Black Rock Gorge, south east of the Shiverpeak Mountains, they prize two things above all else, coal and spiders. They worship the dark spider goddess Arachnia, and as a result all spiders are seen as the children of Arachnia. Black Rock priests are masters at breeding spiders and harvesting their venom. Meanwhile Black Rock Engineers create multitudes of various weapons and contraptions to employ in combat. This makes the Black Rock Clans deadly, and somewhat unpredictable in combat. What they lack in discipline, they more than make up for with ferocity and their deadly mechanical contraptions coupled with their poisonous venoms.


Black Rock Clans


Black Rock Clans

The Free Trade Company – Masters of trade and responsible for the rapid industrialization of the world, the goblins of the Free Trade Company have had a tremendous impact on the Olde World in their short history. The invention of steel, industrialization, banking, and worldwide trade networks, are only a few things the Free Trade goblins are responsible for. Their armies and navies are equipped with the most advanced weaponry of our time, while their generals and tacticians are masters in the latest tactics and strategies. Fragile by nature, in combat the goblins rely on range and massed firepower, quick maneuver and organization. Their armies have developed a system of support and maneuver. They have done away with separate commands of infantry, cavalry, and artillery. Instead Free Trade commanders are responsible for combat units called corps, which includes infantry, artillery and cavalry. A Free Trade Company army puts on an impressive spectacle in combat. Lines of finely dressed infantry in their now iconic red coats, formations of dazzling cavalry and batteries of howling artillery, all working and maneuvering in support of each other, and putting down a tremendous amount of firepower on the enemy. Perhaps the most amazing sight to behold however, are the Free Trade airships. Ocean fairing vessels fitted with huge canvas balloons instead of sails. The balloons are filled with what has become known as the laughing gas, allowing them to soar high through the air.


The Free Trade Company


The Free Trade Company Sharp Shooter

The Mortui – The dark, mysterious family that has ruled and oppressed the land of Carpathia for thousands of years, the Mortui are known around the world for their evil. Rumor has it that the Mortui are more than just evil. It is said that they have the power to control monsters and horrors out of our worst nightmares, that they have the ability to raise the dead. Some go further and claim the Mortui to be the undead themselves, vampires. Little else is known about this secretive family. They hold a tight grip over the information that goes into and comes out of Carpathia. Many would be adventurers and fortune seekers venture into the dark lands of the Mortui, few ever come back, those that do are never the same.


The Mortui


Eva the necromancer (Mortui)

The Kingdom of the Elves – The elves are a proud and honorable race. They have made their home on the Islands of Dawn for thousands of year. A recent civil war nearly destroyed all of Dawn, to this day some places still lay in ruin. Masters of the magical arts, the elves are responsible for the knowledge the humans possess on harnessing the winds of magic. Although fewer in number than most of the other races that inhabit the world, the elves have a very long lifespan. This in-part enables them to master magical, combat, craft, and other arts. The elves value discipline of mind and body above all else. In combat, an elven warrior is unmatched in his or her ability and weapon of choice. Elves dedicate themselves completely to the study and mastery of the path they choose in life.


The Kingdom of the Elves


The Kingdom of the Elves

The Sha’ar – Masters of the Under World, the Sha’ar are descendants of the Elves of the Isles of Dawn. Responsible for the outbreak of the civil war that devastated Dawn for nearly 1000 years, the Sha’ar fled to the Olde World after their defeat and made their home deep underground. Today it is said there are entire cities and complex tunnel networks under the earth. The Sha’ar worship The Dark Gods, and practice Shadow Magic. This form of magic is dependent on coming into physical contact with your target and channeling using their energy, whether to destroy them or to manipulate their own powers. In combat the Sha’ar are cunning masters of the shadow. Preferring speed above all else. Their assassins and rouges are particularly deadly. They also employ the many beasts and denizens that live in the Under World, such as wyrms, shadow hounds, trolls, and even cave dragons. It is very rare for the Sha’ar to venture out of their cavernous home, although recently their expeditions have been growing more and more frequent. Few of the foolhardy adventurers and explorers that have gone looking for the Sha’ar have ever returned those that do tell tales of wondrous underground cities and horrors


The Sha'ar (Dark Elves)


The Sha'ar (Dark Elves)

The Western Empire – The Western Empire in the outcome of the unification of the 4 independent human kingdoms in the west at The Congress of Unity during The Fourth Age. The four distinct regions of Altara, Laros, Ver, and Sylva are administered by counts and countesses who are also responsible for the appointment of the Emperor who oversees the entire empire. At the heart of the empire is the city of Telagon in the approximate center of the empire. The second largest city in the world; first being Freeport governed by the Free Trade Company, Telagon is home to all of the imperial schools, academies and colleges. It is the center of learning, trade, and administration in The Western Empire. Each of the four regions are responsible for defending their own land, but in times of need the emperor will assemble a unified army. The army is as varied as the four regions the soldiers come from. The Altarans favor the pike and crossbow, the Larosians prefer heavy armor for both their infantry and cavalry, while the soldiers from Ver are bowmen and field exquisite shock cavalry known as the Leopard Legion. Finally the Sylvan forces have begun to arm and train their forces in Free Trade Company tactics, deploying their infantry in line armed with musket, supported by cannon and light cavalry. A very balanced military approach means that the Western Empire can respond well to most threats, but the fact that a majority of their soldiers are conscripts with little prior training means they are prone to break under stress and are sometime hesitant to put their lives on the line for the little pay they receive.


The Western Empire


The Western Empire

The Mountain Tribes - Today we know them as vicious raiders known for pillaging and burning coastal towns and villages of The Olde World. This enables The Mountain Tribes to sustain themselves and hone their fighting abilities. Since early into The Age of Shadow, the people of The Mountain Tribes have lived in scattered groups, located along the coasts of The Northern Waste, north of The Western Kingdom across The Narrow Straight. Early in their history they developed primitive naval technology and since have been implementing it as a means of terrorizing the coastal settlements of The Olde World. Their entire society is dependent on violent raids. The individual tribes are led by powerful warlords and chieftains. Each warlord’s power is dependent on their skill in battle as well as how much prosperity they can bring to their tribe. During the winter season, when the sea passage known as The Narrow Straight between The Olde World and Northern Waste is too treacherous, the tribes hone their military prowess against each other; vying for control of the few resources available to them. Although it began as a survival instinct, the art and craft of war has become engrained in their society and is used as a matter of pride and dominance.


The Mountain Tribes


The Mountain Tribes

Realms of the Koutei – Ruled by the immortal Koutei god-emperor, his realm stretches east of the Great Steppe to the shores of the Far Coast in the east, to the borders of Ashai in the south. The people are ruled by individual warlords who swear loyalty to the Koutei. However it is not uncommon for warlords to go to war against each other. In battle they are fearless warriors. They spend their entire lives mastering the arts of war. Each warrior is a master with the bow, katana, and yari. Some choose to fight on horseback while others on foot. The Koutei warriors wear heavy armor of a unique design that is nimble and light enough to allow them maneuverability during battle but affords good protection. The weapons and armor take years to create by master craftsmen, who imbue their works of art with magical runes and artifacts to further strengthen them. Master warriors at individual combat, perhaps their only weakness is on the tactical side. Battlefield tactics of the Koutei are far more traditional and somewhat outdated compared to western ones or those of their Ashai neighbors to the south. That said, few other warriors can match the skill and combat prowess of a Koutei warrior one on one.


The Realms of Koutei

The Empire of Ashai – Located on the south eastern edge of the Olde World, the Empire of Ashai is the most ancient human realm in the world, founded in the opening centuries of the Second Age. Ruled by the Council of Ten, the Empire of Ashai stretches from the Great Steppe in the north, to the Golden Shores in the south. The geography of the land is as varied as the people who inhabit it; from the desert known as the Sea of Sand in the north to the luscious rainforests of the south, with fertile farmlands, and plains in between. The city of Ashai which serves as the capital of the empire is a center of culture and learning. Scholars from all over the world travel to Ashai for a chance to study in its libraries and archives. Magically the Ashai are only second best to the Elves. Their knowledge and ability to harness the winds of magic surpasses anything believed to be possible by humans. Their alchemists are world renown for the potions they produce, their doctors highly sought after for their skill. Militarily the Ashai excel at marksmanship and magical ability. Their armies will often include the exotic creatures that are found within their borders such as the elephant.


The Empire of Ashai

The Order of the Light – Founded during the Fourth Age to assist the dwarven and human lords against the dark armies of The Mortui during the Mortui Wars, the Order of the Light is a monastic order of warriors dedicated to The Lord of the Light. The Brothers of Light as they are known are fanatical in their devotion to the Lord of the Light and consider everyone who does not accept their beliefs to be a heretic. Their main efforts are focused in and around Carpathia to cleanse the land of the evil that inhabits it. However their inquisitors and missionaries journey around the world spreading their beliefs and fighting against what they perceive to be evil and heresy, as well as hunting and destroying The Shadow. Today, the order is feared and disliked by commoners for their fanatical ways and tendency to find heresy where there is none. Fierce warriors, The Order of the Light makes up what they lack in numbers with skill and dedication to their God of the Light.


The Order of Light

The Shadow – The embodiment and manifestation of evil in the world is known as The Shadow. It is believed that when the Arch Demon Galgadur was destroyed at The Battle of Creation, some of the portals through which his armies crossed over from the nether realms into our world, remained open. To this day, every so often a lesser demon takes possession of a vulnerable soul, or a greater demon ravages a part of the world. Demons are believed to be the physical manifestations and presence of The Dark Gods. Powerful beings, they can manifest as hideous creatures of the dark, monsters, animals, or even humans. There are countless types and forms of demons, suffice it to say most are impervious to non-magical weapons. To sustain itself in our world, a demon must feed off of living energy. Every time it kills, it drains its victim’s life force. It is said that the souls of those killed by demons cannot move on to the afterlife, and forever become trapped in this world. A more recent phenomenon has been the discovery of the existence of The Order of Galgadur. Until recently it was rumored to exist but never confirmed. It is a large group of people, occupying the island of Old Angelcynn devoted to the worship of Galgadur.


The Shadow


The Shadow

The Orcs of the Steppe – A vicious and barbaric race, the orcs occupy The Great Steppe, east of the Shiverpeak Mountains. Their domains border those of the Koutei to the east, and Ashai in the south. Many wars have been fought between the orcs and their human neighbors, often ending in stalemate. Most recently a small orc force managed to cross through the southern Shiverpeak Mountains, in The Western Empire province of Altara. After two embarrassing defeats, the Altarans finally mobilized a large enough force to stop the orcs, with the aid of a small detachment of The Leopard Legion from Ver. On the steppe, the orcs live in tribes that are almost constantly migrating, following the grazing patterns of the various steppe beasts that provide them with food, hide for clothing, bone for tools and weapons, as well as mounts and beasts of burden. In battle the orcs rely on their savage fighting prowess and brute strength. Their shamans have basic knowledge of the Winds of Magic and employ it efficiently against their opponents.


The Orcs of the Steppe


The Orcs of the Steppe

The Pirates of the Shattered Isles – Inhabiting the Shattered Isles south of The Western Empire, The Pirates of the Shattered Isles, or Free Peoples as they call themselves, are a group of sea raiders and outlaws. Inhabiting a large settlement called Port Liberty; it is a haven for outlaws, thugs, thieves, or simply those who wish not to be found. The pirates have amassed an impressive sea and air fleet in the 100 years of their existence. Their main targets are Free Trade Company trade vessels returning to Freeport from either the east or the New World. Massive sea battles have become common place between the two factions, and even a couple air battles between airships have occurred. A new entity in the world, the pirates have done a marvelous job in asserting themselves as a force to be reckoned with in their thus far short existence.


The Pirates of the Shattered Isles


Some much awesome in there... I want...quite a bit of it!

   
Made in us
Fresh-Faced New User





Hey there everyone,

We are trying our very best to stir up a buzz about our Kickstarter. We just wanted to let those of you that are very enthusiastic about the project know that even if this kickstarter doesn't succeed we are not throwing in the towel! Please make sure you keep an eye on our website and our facebook page. we are going to continue to make our figures and work on bringing the game farther along on our own. We wont stop until we bring Carpathia to life!
   
Made in us
[DCM]
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That is good to hear - I really want to play this game!


   
Made in us
Fresh-Faced New User





Good Afternoon Everyone,
For all of you that are still in support of Olde World Miniatures and the eventual release of Carpathia, please take a few moments to read this. We as a company (really it’s just Maciej and Kevin (myself)) have believed from the beginning that the only way to succeed as a company is through complete transparency. Miniatures and Gaming in general is a tight knit community and without the support of fans and return customers we will never succeed.

We have decided at this point in our Kickstarter Campaign that we need to cancel the Carpathia Kickstarter, take what we have learned from it and move forward. You may notice that whenever we launch a Kickstarter we comment and update quite a bit. We also start most of our own forum threads and post on those a lot as well. That’s because we believe in community building. Yes our goal is to one day be a full-fledged company and both be able to do this full time as it is our passion, but we also believe that to be successful we will have to at all times stay in touch with the community and what it is that you would like to see and play. We have yet to hear a single negative comment about our figures or the game itself, however we have made some apparent mistakes in this Kickstarter Campaign and for that we think it’s time to re-plan and keep going.

So what did we learn:
After reading messages and forum posts we have set the funding goal too high. That being said we set the goal where it needed to be to ensure all products would be shipped on time had we succeeded. We have since learned that there is more than one way to reach a goal and maybe we should have taken smaller bites out of the apple instead of trying to swallow it whole. We also learned that unfortunately since we spent more time between Kickstarters trying to build and finish the game and less time building our community and a larger base of followers that we for sure didn’t reach enough people to create the kind of initial backer surge we would have needed to succeed. All of this along with a few other smaller issues has brought us to where we are now. However, we are not a one and done, and over the last week have developed a plan for both Olde World Miniatures and Carpathia. As of Saturday April 23, 2016 we will be cancelling the Carpathia Kickstarter so we can get back to work.

What is our new plan?
We will be launching a series of much smaller miniature kickstarters. These will be for a handful of figures at a time. We will use the proceeds from these Kickstarters to hopefully grow our line of miniatures at a much faster rate than we would be able to on our own. This will also allow us to spend a little more time fine tuning the game and the rules, as well as doing what is even more important to us, which is building our Olde World Miniature community. These Kickstarters will not be highly advertised as the goals will be much more attainable and spending a ton of money on advertising would just be counterproductive. We will however be announcing them on Facebook, Twitter, our website and forum, as well as other forums. These will also only be 15 day kickstarters. We have spoken with Valiant our casting house to ensure that they will have enough available capacity to handle these orders. Rest assured we have been creating and casting miniatures for 4 years now, these kickstarters, should they succeed will all deliver on time.


What about the rules?
We are going to try something that has never been done before to our knowledge. WE ARE GOING TO GIVE YOU THE RULES FOR FREE --- FOREVER! We need a little more time to finish up the last few sections of the rule book and ensure the rules have been properly balanced. Once we have finished this will be posting the rules on our website oldeworldminis.com as a free downloadable PDF compliments of us at Olde World Miniatures. The initial version will be our Beta Version and we plan to have it on our website by December of this year. This way all of you that really did want to back us will still have the rules in your hands by the December delivery date that was in this Kickstarter. We will be encouraging all of you to download a copy and give it a whirl, whether you purchase our miniatures or use your own with the stats we will provide. While we continue to tweak and perfect the rules even further we will also encourage you to reach out to us using our forum to let us know what you think about the game and what you think could be improved. Once the rules are finalized we will continue to leave the Carpathia Core Rule Book as a downloadable PDF on our website until the end of time, which we will update periodically. Yes, we still plan on producing a hard copy of this rule book and putting it up for sale along with the eventual release of the Carpathia Box Set and all 14 factions. However, we will leave the downloadable version to encourage people to try before you buy. We have put a lot of thought into this over the last week or so and we both feel that this will be the best way to 1: bring our game to market and 2: build the type of community we have always dreamed about.

So this is our plan and we really hope you are as excited about it as we are. Shutting this campaign down is not the end but actually the beginning of what we hope will be an incredibly fun and exciting process. We are planning to get started immediately. Look out for our first Miniature Campaign to be launched sometime in Mid-May (don’t worry we will give a little notice). In the meantime feel free to look at the add-ons as you can clearly tell which ones are pre-production. We have an idea of which ones we would like to launch first but in the spirit of listening to our friends and our fans if you have any you would like to see come out first please feel free to let us know. Here are a few ways to get in touch with us.

FaceBook
www.facebook.com/oldeworldminiatures
Email
info@oldeworldminis.com
Forum
prob shouldn't post our forum link here

Please feel free to give us your feedback. We have always been happy to hear how people think we are doing.

Thanks for your time and support. Hope to hear from you all very soon!!!
   
Made in us
[DCM]
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This is an interesting turn of events - and an exciting one too!

I am looking forward to what you come up with next, reading the rules and joining in your relaunched campaign(s)!

   
 
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