Hunt for the Questing Beast
Par Monomyth Games
Statut actuel
Fonds récoltés : 43 559 €
Hunt for the Questing Beast is an independent production by Monomyth Games and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Monomyth is no stranger to MÖRK BORG and has successfully created multiple MÖRK BORG compatible games in unique variations such as Castaway and Bug Borg. With lots of experience toying with the system you can expect some pretty cool things in Hunt for the Questing Beast. We love what MÖRK BORG brought to the TTRPG community, that self-starter punk and supportive attitude is something we're aligned with and we hope you find that again in this project.
Quick Start
Feel like diving in? Download the Quick Start and have a look. Keep in mind many things may change as we continue to finalize the game.
The Quest
With the first Harbinger's coming; the prophecy's legitimacy is undeniable. The doom clock is ticking, The Beast has begun it's prowl toward the Crown's Keep and must be stopped before the final Harbinger is revealed and The Realms' fate sealed.
The Oath
Dubbed a Knight of Pellinore, and inducted into one of the five orders, you take the oath to defend The Realms and Hunt for the Questing Beast.
The five orders serve as new classes for MÖRK BORG with a unique progression and ability system based on your Honor. Maintaining your honor provides access to your Oaths or class abilities. As you gain or lose honor, you gain or lose the ability to use your Oaths.
Order of the Tower
The classic paladin or fighter archetype. The Order of the Tower stands to protect the people of The Realms and guard them from villainy and savage monsters. They are the frontline warriors and keepers of the peace.
Order of Oaks
Keepers of the Old Crown Wood, the sacred hunting grounds that surround the capital, they are skilled in the ways of nature and hunting. A nod to the classic ranger or druid classes.
Order of the Stars
Studied in the ways of magic, they keep this powerful art secret, using it in sanctioned ways to counter those that would us dark arts to further the machinations of The Harbingers. The wizards of The Realms.
Order of Shadows
The silent strings that pull on the shadow puppets of The Crown. Agents of unseen influence, they work nameless to put down rebellions before swords are drawn, to sway public opinion, and extend the reach of The Crown's eyes, ears, and fists...
Order of Blood
Cleric knights concerned with the physical and spiritual health of The Realms. They are skilled in medicine and prayer alike. Evoking divine power to spare suffering and expel evil, and practicing medicine where it does not.
Questing
At the heart of Hunt for the Questing Beast is the Quest Board and the inexorable creeping threat of The Harbingers and The Beast.
The Quest Board always presents the Knightly Troupe with means to gain honor, mystical weapons, and bolster their ability to take on the formidable Questing Beast. At any time they may attempt to hunt down The Questing Beast where it prowls and slay it. The Troupe will need to balance their time questing, and judge when they believe it is time to strike at The Beast. Should they fall, new knights will be dubbed and sent to replace them, while lost honor can never be recovered - collected loot and powerful Tokens of Favor may lay where they were dropped.
Every failed quest carries a consequence however, and every call for aid means another is ignored. These hard choices will define the world that evolves from the Troupe's efforts. Worse yet, as time passes and failed or abandoned quests pile despair upon the people of The Realms, the Harbingers of Doom advance, as does The Beast.
On their travels the Troupe will meet other challenges, some more obvious than others. Distractions and Errant Quests will ply their duties and sworn oaths to tempt them away from their path. They must always be warry of the dangers that lurk off the road. Though not is all as it appears. They will be tested in heart as much in their vows, finding the truth behind their quest may be the greatest test of all...
The Realms
The Castle City
The City of Listeneise, seat of The Crown Uniter, stands at the center of The Seven Realms. Surround by The Old Crown Wood, it is a bastion of idealism and a symbol of all that's bright in the world.
Beyond, a day's ride through the wood in all directions, are The Realms. The world you are charged, to protect, from the coming doom - should the questing beast succeed.
The 7 Realms
Stray off the path in The Old Crown Wood and you may not get out before being lost in hidden fey realm; The Garden of Glamour. Should you stay true, you'll pass over the rolling farm lands of Bendkee the Humbled Hills, its idyllic hedgerows hiding decenters of the old vassal kingdom. From there, follow caravans of grain to the valleys of Ruddermark the River's Maw, a land of damp loam and aquatic monsters once nearly claimed flooding of the sea. The beaches turn to mirror pools as your approach the Silver Shoals Citadel; a city built around a massive gleaming tower holding deserted knowledge and history. To the north, the snows ever fall in the Woods of Winter a land stocked by wolves, wights, and mythical dragons said to control the weather. Beyond, over the mountains, above the sea of clouds, towers peek from the Reaches of High Nepholia where gryphons soar and mines are fraught with lurking Redcaps and Ogres. Further still, at the far edge of The Crown's reach, churn the arid dunes around the mysterious colossal stone monuments of The Seat of Sovereigns; a desert filled with relics of old wars.
Beastiary
The Bestiary includes villainy and monsters of classic Isles folklore and Arthurian legend peppered with inspiration and reference to our modern interpretations of such mythos. There are no less than 18 Monsters, and we've been known to add a few as we go...
Harbingers have manifestations which can appear in tangible form as horrific creatures when circumstances allow. They are the mini-bosses of Hunt for The Questing Beast.
At the end of it all, The Beast –– an unknowable creature strange and shrouded in mystery. It's form, abilities, and stats are determined, when encountered, from myriad possibilities. This offers replay-ability and reason to seek out a probing bouts with The Beast if possible. There will be a battle like no other when the time comes; survive or perish, any whom face it will go down in legend.
Beyond the Beast
While Hunt for the Questing Beast is heavily rooted in the narrative, MÖRK BORG players will also find a whole new world of classic Arthurian inspired high-fantasy to fold into their other games. Mechanics are cleverly connected but 'hot swappable' and many aspects will work in other MÖRK BORG settings, from new weapon functions, to adventuring locations, random tables, to creatures, and systems like questing, or even our take on leveling mechanics, there's much more than just The Beast to battle.
Creators
Writer, Creative Director, and Game Designer of Monomyth. Matt's heart and soul is the core of Hunt for the Questing Beast. He has a really hard time writing about himself so lets go talk about his collaborators...
Freelance writer and creative mind running Arcane Endeavors, publishing and helping others create amazing TTRPG experience. Writer on Dark Symmetry, Runescape Kingdoms, and a host of content for various MÖRK BORG games such as Guns For Sale (published by Monomyth Studios). In addition to world building and adventure design of Hunt for the Questing Beast, his collaboration on game design has also let the game blossom into what it is and helped make it a real work of art.
Mastermind behind the Castaway design. Monomyth's ace in the hole. An accomplished graphic designer and art director. His approach to design is unique and inspired, attention to detail knows no other. He's left his mark on Hunt for the Questing Beast's cover design, branding, and set the tone for the interior art as well as designed our character sheets and GM screen.
Rewards
- Rules-light high-fantasy apocalyptic TTRPG, compatible with MÖRK BORG.
- Art-heavy, mood-driven design in a living subterranean world. Every page is meant to inspire dread, awe, and imagination.
- Hit-the-ground running adventure, and binding motivation to quick start play.
- 5 Classes built on a unique progression system... and maybe some secret ones...
- 8 Locations to explore with adventure hooks, characters, quests, and rewards ready to make play fast, emergent, and grounded.
- A Bestiary of classic Isles folk creatures and villains to menace questing adventurers; from scoundrels and witches, to brownies and barghests.
- Special rules for Questing, Progression, Enriched Combat and more; all useable in other MÖRK BORG compatible games.
- Content -Ready made adventure scenarios, mythical items, and magic cleverly prepared to support emergent play, inspire drama, and assist GM prep and improvisation.
- High-quality, hardcover rulebook. All game components are made with a high standard for quality, feel, and style.
We're working with illumination artist Eric Verkade to produce a gorgeous special edition cover inspired by fairytale classics and medieval manuscripts. A true showstopper and immersive relic to illuminate your bookshelf. Some things our printer can and we hope to include in the special edition:
- Green faux-leather cover.
- Debossed illumination designs in gold leaf.
- Raised Band Spine (If we hit the minimum thickness)
- Hand scribed calligraphy title.
- Inset illumination artwork.
- Gold gilded page edges.
- Special bookmark ribbon.
Due to our artist's busy schedule we'll be updating backers on the progress as we develop our special edition. It will be an exciting process to follow; learn about developing art and see the iterative process that goes into making these projects come to life!
A handy tearaway character sheet pad, 5.5in x 8.5in to quickly replace fallen knights in the field. Comes with 40 double-sided sheets. The reverse side tracks the Quest Board and Harbingers. This will be redesigned by Dalton Shaul our Castaway designer.
A beautiful hard cover GM Screen big enough to put a laptop behind, filled with enough information to run the game at a glance. This will be fully designed by Dalton Shaul the designer of our beautiful Castaway GM Screen.
Some items will be available as add-ons during the campaign. Don't miss out on content, get digital versions of higher tier rewards and save on your pledge. Want the GM Screen but don't need the character sheets? Need an extra copy for a friend?
Reward Tiers
Digital - $20
- Digital PDF of the Core Book
- Digital GM Screen
- Printable Character Sheets
Hardcover - $40
- Hardcover Core Book
- Digital Components
Special Edition - $60
- Special Edition Hardcover Core Book
- Digital Components
Roundtable Bundle - $70
- Hardcover
- GM Screen
- Character Sheet Pad
- Digital Components
Legendary Bundle - $90
- Roundtable Bundle with Special Edition Hardcover
Merlin's Souvenir Bundle - $160
- Legendary Bundle
- Castaway Bundle
- Castaway Hardcover & PDF
- Castaway Stranded GMless Guide
- Castaway Character Sheet Pad
- Merlin's Bermuda Adventure Zine
- In this Castaway cross-over adventure; travel with Merlin out of space and time to a deserted island and obtain a mystical artifact to aid in your quest.
Merlin's Bermuda Adventure is now available as an add-on in the pledge manager for $10 with included pdf, or as a digital only version for $5.
PLEAS NOTE!! A copy of Castaway is needed to play this adventure, as it will reference rules in Castaway. You can aquire Castaway as an Add-on in this campaign or right now from our website!
Stretch Goals
UNLOCKED! $20K - Using the well reviewed "Paths" method from our Stranded GMless module, we'll create a GMless zine module for Hunt for the Questing Beast. It will then become available as an Add-on in the Pledge Manager.
Knight-Errant is available as an add-on in the pledge manager for $10 with included pdf, or as a digital only version for $5.
UNLOCKED! $35k - New Unlockable Classes
Uncover new orders of knights across The Seven Realms. Complete quests to aid their realm and should your characters perish they will pledge to take up thine quest.
Knightly orders of each realm can be unlocked within any campaign included in the base game! All backer levels benefit from this stretch goal!
Order of The Silver Sea - Guardians of the Silver Shoal's Citadel, protectors of arcane wonders, and skilled in anti-magic.
Order of The Gardens - Fae folk who’ve come to the mortals' aid from the Gardens of Glamour able to use powerful enchantment magic.
Order of The Thorn Hedge - Farmers and field workers from Bendknee the Humbled Hills looking for higher purpose.
Order of Bridges - Of the Ruddermark of River's Maw, expert mariners, wise in folklore and monster hunting.
Order of Winter’s Hold - Rugged survivors of the Woods of Winter, stoic people able to tame the very wilds.
Order of The Cloud Mountain - Curious and far-seeking Goblins and Ogres form the Reaches of High Nepholia who’ve taken a fancy with the romance of knighthood.
The Sovereign Order - From the long lost realm Seat of The Sovereign across the sands, exceptionally skilled craftsman.
UNLOCKED! $45k - Mega-Dungeon Zine: The Silver Citadel
A mega-dungeon featuring The Silver Citadel, namesake of its realm: A massive silver tower built by unknown creators sits at the center of the city. Centuries of forbidden knowledge lay rotting and untouched as untold dangers walk the same corridors.
Written by Vincent Colantuoni this massive dungeon will bring to life one possible version of the mysterious tower to tempt players with treasures, secrets, and potential means to slay The Questing Beast. The challenge will be great, nigh impossible to reach the top floors, but if they can best the tower the rewards are well worth the terrible pains.
Available as an add-on for Backers at $10 with included pdf, or as a digital only version for $5.
Shipping
Shipping and tax will be charged after the campaign using Kickstarter's pledge manager. This give us the most accurate estimates to you. Estimating shipping costs is harder than ever, but we recommend anywhere from $10-$30 for US Domestic orders depending on size, to $15-$60 international depending on size.
While we will do our best to fulfill around the world, current events are making that less certain, if for some reason we can't fulfill your order we will attempt to return your pledge amount.
We are aiming to have all rewards print ready in January 2027, it can take another 3-6 months for items to arrive to us so our earliest estimates for ship dates would be May 2027.
Human Made
Absolutely no A.I. is used by Monomyth Games to make this product and every word and every image is hand crafted or collaged.
While we do use public-domain works in our collage style artwork we use our best diligence to make sure that the original works are human made as well. Most art used originates from easily traceable classical art history work dating pre-1800s.
Monomyth Games
You can learn more about our previous projects like Castaway the Shipwreck Survival Horror TTRPG and other projects at monomythgames.net where you can also contact us. We're always happy to answer questions there or thought the Kickstarter!
You can also follow us on Instagram, Facebook, and Reddit. (we're hoping to make a discord available as well)
Retailers
If you are a retailer we now have a pledge level for you. Please understand these are limited to meet Kickstarter's guidelines. You can also reach out via our email monomythpublishing@gmail.com to help with more specific customized pledges during the pledge manager.
Press
Random Worlds Interview
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