Hail Hero! Welcome to the Round Table of Camelyn! In this place you can pull up a chair, and listen to the Heroes of the Veil share their news or share some of your own! Here at the House of Triskelion we do not ask you respect one another, we simply assume you are responsible enough to treat others respectfully of your own accord and if it is proven otherwise ye shall be thrice cursed! Remember; we are all friends here.

It is actually intended as a discussion group about the game, and the development of it going forward. We welcome all topics for discussion and we'll join in as we may, and hopefully we can continue our bonds well into the future, through the mists of time.
Ours backers have been so passionate and so willing to help us succeed and it has been wonderful to get to know you all. We hope we can continue that here with you all. Do get yourself a membership, set up a profile pic, and join us at the table!
Much love & Blessed Be!
There is a forthcoming development to the site, as we'll be adding a section on Red Mist shortly. This is a 1 to 10 player narrative skirmish game set in Inis Fael. Link is here: https://gamefound.com/en/projects/triskelion-games/the-thinning-veil---red-mist
I've finished the rulebook for the game, but have not started the campaign book yet, though many ideas for it are in note form. Playtesting has begun, all the card decks are written save for the full extent of Twilight cards and some tables. Sculpts for Red Mist are coming along well, I've been showing some painted examples as I work through some painting commission commitments I agreed to in order to secure some prototypes! Cormac is going well, and the printing for the Printed Pledges is in full swing. I will move on to the painted pledges as soon as I have honoured my commitment to the UK firm.
I've almost finished the card decks for Denizens of Midnight, and am on the final drafts for Cormac scenarios. 'A Reiver's Tale' will form the lion's share of the work in terms of game development going forward. We'll have some news on that front soon.
I hope you're all well, and looking forward to the project development as the world of the Thinning Veil begins to open up for you to explore!
Red Mist will now launch with full production in China, including miniature content. We're going to go for it and see what happens!
Been a busy few weeks since the close of the campaign. As we are readying for the opening of the late pledges on Tuesday, I find myself in the midst of the mist. It is red and there is an air of menace. I suspect violence could break out tonight at any moment. Which means I am working with InDesign again... Venerable Knight has set up the 75 mm Collectible range on Only Games division of My Mini Factory for print on demand collectible miniatures in grand scales! This includes a display piece of the Murder Crow from the original Kickstarter. Hopefully we'll get back to that game with a chance of funding it one day, but that day doesn't seem any closer from this vantage point (in the mists). I've completed the final draft of 'Raised by Wolves', 'The King in the Crypt' and 'Reaper's Hollow' since end of the campaign, and am half way through 'The Shadow Within' which concludes the Young Cormac adventures for the Cormac game. Given we want to have a prototype of Red Mist we can show off at Tabletop Scotland, I've been working on that too, and have written the bulk of the rulebook, or at least 50% of it. Paul and I have worked hard on the art for the game, to include a battle arena or two based on Henning's tiles, and utilising the Crypt. We've designed icons for the Warbands and I've created card backs for all the decks for the game. As far as the Warbands are concerned, the game contains Headhunters and Berserkers - two very aggressive warbands, guaranteeing optimum carnage. The bands each contain 1 Chief, 1 Spiritual Advisor, and 3 Warriors. Additionally the game will include six Crypt Ghouls (as seen in Reiver during our Cormac campaign). We hope to unlock some additional miniature content to surprise you with enemies interrupting even the best laid of plans.
I've written the rules and attributes for the Warbands and each character, and written the warband skill decks, the traits and talents decks and am now working on Items and Spells. Paul's created a few spells for the deck too! Our problem is that in a world where there are many skirmish games, Red Mist has a lot of competition and people will inevitably ask ' what makes this one different?' or 'why do I need this, what makes it special?' to which there is no actual good answer. The truth doesn't sell. Red Mist is a skirmish game and you absolutely don't need it. If you consider the basic needs for survival, board games are not among them. If I had to answer and I inevitably will have to answer this question or one like it. I'd say Red Mist is unique as it is the only skirmish game set in Inis Fael, and it has a narrative which evolves as the game does, around what you are doing. You might even find in the end, that your goal in the final round is quite a departure from when you set out. What you end up wanting to do may be poles apart from what you thought you were about when the battle began. I don't know another skirmish game that does that. Maybe there is one. There are so many and I've only played about 20 of them over my lifetime. Red Mist introduces enemies into the fray which can really mess you up and we're working on an A.I app you can use instead of rolling dice and drawing cards. Some of them are malicious entities, unseen beings, others are demons manifest. Now this latter happens only if we get unlocks.
Also Red Mist can be played solo. Your warband gains skills, traits, talents, items and spells. You increase your level as you gain souls and renown, becoming more and more feared. A Known Man. Even Crysanthe of the Ways can be a Known Man. There can be power in her name, much as there can that of MacAoghan Flesheater. In the world of the Red Mist it's deeds set you apart and put weight to your name, not what's between your legs.
As always, I hope we can bring you more warbands for Red Mist in time, to include the Harbingers, an all female warrior caste of the War Goddess. There is a Harbinger Hero type in Crypt of the Charnel Court. That's another game we've completed development on, with only a few scenarios to write. But we want that game to include miniatures and we don't attract the support needed to fund a game that will be as expensive as Court or Veil yet...
So back to Red Mist and miniatures. We're thinking about exploring UK production, to print on demand, adding our own 3d printed miniatures if we can get good packaging from our manufacturers. Then we'll order in dice from China, print up the minis, travel to the factory and add the dice and minis to each game individually.
If we hit a decent level of funding we will switch to China and PVC production with ABS parts using steel moulds. Do you think people will be cool with that if we state this upfront? Because I don't think we'll fund if we need to cover $20,000+ of mould costs before we get out of the gate on production of units. Or we will, but all the money will go on steel moulds and we'll make no profit at all. We are looking at maybe getting 75 backers at this point, based on Cormac conversion rates, where we went in with 2,570 followers and got 292 backers. Obviously we'll hope to improve that picture before launch. But you have to be realistic about these things. However much it hurts.
The above model would mean we could do as we have done, but with no printed pledges, the printing would be included until we hit that stretch goal which would open up Chinese production on miniatures.
Stretch Goals will be additional warband skills and combats cards, additional trap cards, shrine powers, and talents, items and so on.
What does Camelyn say to this?
Thank you for the Rulebook Paul. I've already started modifying the new content in the French version while translating to Spanish.
As for the comics, I should have been more specific but I was short of time: I was giving you two examples of what in my opinion are absolute works of art made without modern technologies. My point is more, for comic, that using a computer, you still need to know drawing techniques. On the contrary, using more than 50% AI is something different, that I wouldn't appreciate personnaly as art. As for your argument about the author feeling free to develop the story because they would not need to draw the same background again and again, well, I suppose that is why most authors work in pairs: it is a synergy between a scenarist and a graphics artist. Few do both, but anyway in my opinion it is their job and what they love, no matter the time it takes. I will not enter in the commercial debate since I do not have enough knowledge about that, and it is not something new, just reinforced by AI I think.
As any new technology, the issue is how you use it, not the tech itself. What bothers me most, in the case of ChatGPT, is thinking about WHO created it, with all the cultural and economical bias it implies. And ot still does a lot of basic mistakes: you certainly have noticed that a few weeks ago Gamefound started offering other languages than English in their platform. I already have detected several big "horrors" in French and Spanish, and I told them. They said "thank you, we use an AI and the help of native backers". Well, no comment... So I can guarantee you my translations are 100% "nuts free".
Anyway, it is a great debate (in the end we are in and it is my fault!) and a very necessary one, because it is the first time a tool is ment to be a substitute not for our workforce (machines), nor our memory (internet, and that is proving to be a big issue in my job), but our very imagination and creativity. Yes, I say "replacing", because Homo Sapiens is lazy, and he always goes the esiaest way. My biggest fear is that AI will create a big "chasm" between the few that will still know how to do things, and a mass of people hipnotized by screens and virtual friends. Yes, I know, to much Orwell, to much Black mirror, but sometimes I am glad I do not have any children!
Going back to work, have a great day!
I have to say I really admire you trying and discover how AI works in your "sector", especially considering we are the same age (Too old to Rock'n'Roll, too young to die, as Ian Anderson said long time ago!). As a teacher, this year has been particularly interesting, confusing, puzzling and self-questioning: I have discovered I could ask ChatGPT to prepare my classes, structure the exams and correct them, translate any proof so I can "steal" activities from my English, German, Italian and Spanish (as a foreign language) colleagues... Anything! For short, I could be payed to do almost nothing. Is this how I see my job? Definitely not. Am I in any way saying you or John Howe (I don't know about Alan Lee) are wrong? Not at all. As anybody, I'm trying to adapt to a world going faster and faster.
But still, for comics, I stick to my opinion, because of this https://www.bedetheque.com/serie-4-BD-Peter-Pan-Loisel.html or that https://www.bedetheque.com/serie-42820-BD-Wika.html (or Miyazaki, as you wrote about Disney). No AI, not even computer, no way! Artists don't need to rush. As for TTRPG, well, a friend of mine started to use ChatGPT to prepare his adventures. Result? Boring and unpersonal, and he is on of the best Game Masters I've ever known.
No more philosophy for today, let's just say that Humanity is facing one of its biggest challenge ever and I'm not sure what's going to happen in the next years. The choice is ours.
And yes, yes, "marsterrrrr" (whipping noises), I go back to my translations!
Thank you, Paul, for your transparency about A.I. You are absolutely right it has been a tool used for a long time in graphic design. As for me, without opening any debate, I am "old school" and I won't accept it for a comic or any kind of illustration book, since an artist selling this kind of work should be 100% behind it. On the other hand, even if I always will prefer 100% natural (no pun intended), I understand it helps game designers a lot. I think the most important is being honest about it, as you are, and try to always give a nice personal touch, because it really could make the difference in crowdfunding: a different visual is always more attractive than a "meh, already seen the same kind of pictures a thousand times...".
As for schooling you on your English, please, don't make me blush, I have nothing to schooling you on. In any case, I was just pointing out some sentence that my French brain found hard to process, and that clearly is not a very valid argument!😂😉
The question of whether we delay or not is probably moot now, as we were late getting some files in and so the prototypes lacked a few vital components. Our immense gratitude to the printers concerned as they pulled some hours for us during the Christmas period and we'll have the missing bits probably tomorrow or day after. Everything we have recieved is so good it is literally production quality in my view.
So with that being the case, we may be on track for end of Jan / Middle of Feb. It's all good, it doesn't matter really. We simply want the prototypes we have which are being sent out to reach the content creators concerned and for them to cover the game. That's what matters.
We are using the time to develop the idea of standees whether they be cardboard or acrylic. I actually prefer the round tokens to either, as I like the top down view it creates. Given the choice, as you all know, I'd rather do a miniatures game - but we are a first time creator and must establish ourselves, both with trade partners for retail and otherwise, to prove we can deliver on a product to backers. When we can assure numbers to justify paying the cost of steel moulds, then happy days. Until then, my objective, and ours as a company, is to get this game out. We have invested a great deal into the game, and we know it will only improve over time. Did anyone here play D&D in 1978 or earlier? It got better. Then it got worse again (4th). Then it got better again (5th). But the point is anything like this benefits with playtests, feedback and development. Going through this process is excellent as you learn so much. I am learning all the time and loving that.
So all this means I still need to write 2 scenarios to complete the game. I have them structured, and it should be a lot of fun putting them together and then finishing the Scenario Book. In the meantime I hope to be collaborating with and assisting where necessary those who feature the game on their respective YouTube channels. The difference this makes for us is going to be huge, obviously, and more influential for the project than any amount of conventions we might visit.
That said, we are going to be at some of those in 2024. Mostly Paul and I, though we'll have a few more with us (we are thinking Paul, Paul, Demon, Trine and myself) for UKGE. We are very unlikely to have anything to sell of any sort for that, so it will be demo games of Cormac only, but we are looking forward to it. It would be better if we were able to show off something more, but there is only so much time between now and then. I have a plan, but even an optimist would wonder if it can be implemented. I'll for sure try.
We are working with Ser Gregoire on translations. He and his wife have been astonishing and we will find a means to reward that. He has even been schooling me on my English at times, and bless his patience for that much, it is definitely improving the product. I know 100% full well how much the rulebook alone has improved and is about to continue to, resultant of his work and feedback. Not to say our playtesters and proofreaders have not likewise given us valuable feedback.
Wow, this is getting rather long again. We are preparing a few extra bits on the site: one is a section dedicated to the Cormac series and one is a section on A.I art, hybrid art, and the future as we see it. As I stated in the early days of the Thinning Veil, our artbook was not just to be an artbook. It was to be what I considered a portfolio, of design and the journey to realising a board game. Challenges, pitfalls, things to be prepare for, things that may seem obvious to some but were not to me, and so on. I think, given what I know it was to contain, that it would have been quite prophetic, though at the time I had no idea quite how quickly it would transpire to be so!
I'm well aware it is a divisive topic, and our focus was on the game itself during the second campaign as we pushed to get the project realised. Some people, I think on BGG, wondered if we did not mention the A.I art we used during that run because of a perceived negative backlash from anti - A.I art people. It is actually down to the fact that by then it was not a new subject and we were posting every day about the new unlocks. It didn't even occur to us to drive that conversation forward and talk about the art specifically. We are, in house, all aligned in our thoughts regarding it, and that's by the by. We have artists we have employed who have strong feelings about A.I and would rather it never be used, and we have artists who are excited about it, and those who are indifferent. Whatever the perspective of each individual, we think it best to include on our site our journey and experience with it, and how we see it developing.
The Thinning Veil, at this time, is really three games with a shared setting and unique tales. TTV, Crypt of the Charnel Court, and Cormac. Each of them has some A.I use and each of them has also artists used. So if a person absolutely will not purchase or support a product with A.I art, then we feel it important to let people know. Like a warning label 'may contain nuts' is important to those who have a nut allergy.
The reality is that A.I has been used for many years in the production of media and you'd be hard pressed to find something that categorically uses none. There are A.I tools used in graphic design software, for example, and I would imagine every graphic designer uses them. Ultimately how we define art and artists is very subjective also, and not a field I want to get involved in debating or arguing. That said I'm happy to discuss my journey with it and ours, and then if people choose not to support us, that is of course, their absolute right.
🤤
So we did it. We got the Scenario Book done in time for the deadline. It contains Tutorial 1,2 & 3! It also has Scenario 1 & 2 of the adventure game included. I'll be writing 3 & 4 soon as we need to get the Scenario Book finished for proofing and translation.
Have heard Conan launches the 16th, campaign called Red Nails. So the question is, do we carry on or delay until Feb to avoid clashing? We can't come forward as we need the prototypes to reach content creators with time enough for them to do something with them.
The Scenario Overview, Tutorial 1 and Tutorial 2 are written and we're putting them in InDesign now.
We are now going through final formatting of the rulebook based on proofreading and feedback from several sources, in house and out. We are in the process of prototyping, and have secured coverage from our favourite YouTube personalities. We are working hard on our Scenario Book and the first Tutorial is in and formatted. I am mid way through the next two in a series of those and the first two scenarios for influencers are finished in design and need to get all this final and formatted in Indesign! Then we can go to print while work on the artbook with a special feature or two.
The rulebook is now complete, save for the Index section which I will compile once I have attended to a few other matters, hopefully with some progress or to completion, today. Scenarios are in playtests.
With the invaluable assistance of Ser Gregoire, we are catching some card corrections and our proof readers are getting back to us in regards to the rulebook. In the meantime we are 5 pages of graphical elements from a finished rulebook, then we compile the Index and that's a wrap for now on that. In the meantime, I am developing the Scenario Book and that's going at pace. The Scenario Overview is finished as are the more detailed instructions. In fact it is at present time ready for the Tutorial to go in and the Scenarios which follow. So then when the design work is done and all the scenarios finished, we move it all to InDesign and move on to the Artbook and, hopefully, the French & Spanish translations! And perhaps also a Chinese translation! We shall see.
To let you all know, I have written the rulebook for Cormac. It is a significant re-write and overhaul of the previous fledgling effort. We hope it meets industry standard!
Ser Gregoire, you shall see it first for translation purposes. The original rulebook was 36 pages. We are on page 14 transferring the rulebook I have written to InDesign, and we are moving as fast as we can.
Good evening! I've been wanting to ask that a few days ago and just remembered: is there a way to improve the sound of the video in the project? The voice is absolutely great, so it's a pity it doesn't sound more like the classic Conan movie beginning! Yes, I know you have already a lot to do!😉
Hi Paul!
I've just seen the "Come back next week..." sentence in the project page. It's a good traditional cliffhanger indeed, but... you're aware you can do pre-campaign updates in GF, are you? Well, you most probably are, but you also have a lot to think about, so just in case! People usually like this GF functionality (me included!), and in a few days "next week" could be confusing. Have a nice saturday night fever! (and sorry if I'm a bit too "present" everywere, I'm probably too hyped!)
Good morning, Wizard!
I've just seen you updated the project page with price and content, and I think offering print & play is great. As for STL, I've already a lot of files in my computer from other games but I'm still missing the 3D printer, hahaha! Anyway, I just wanted to be sure if the mini(s) for this small game will be physically available as an add-on (I may have read something about this in the comments but I'm not completely sure). Otherwise, I'll go to a shop offering 3D printing service or ask a friend in France, but STL files aren't still very attractive to me. That doens't mean of course I find it a bad idea, on the contrary. We just don't have room for another device (to many games!!!). Thank you and keep up with the updating, we already are past half-way for the first 1,000 followers!
So what's going on?
The Thinning Veil (TTV) is relaunching next year but we're not pinning down a date, a preview page will go up soon.
Crypt of the Charnel Court(Crypt) is benched for now, but complete all but for 2 STLs and 1 piece of art. Then there's the 10 scenarios to write up, transforming outlines into glorious adventures!
Cormac is at the preview page stage on Gamefound and the social media campaign is gearing up. We are aiming for mid Jan, but it might be late Jan by the time it's all in place. I'm relaxed about that.
What have I been up to since completing the Maimed King? What's Paul been doing? What's the other Paul been doing? Well, the other Paul is largely concerned with manufacturing and logistics as he is for all our projects. He looks after me, and us, financially. Makes sure we have our facts and figures sorted. As for Paul, of Venerable Knight fame, he has been very busy! He's responsible for all the lovely token sheets and the print & play pack assembly, for Cormac. He's also been learning more photoshop, InDesign & Illustrator, among other things. He's been 3dprinting a lot of minis too lately!
What have I been doing? Well, I have been working on the logistics too, and with manufacturers also, and with our sculptor for the miniatures for Cormac. I am looking to getting a few more pieces of art from Ludolpho, who is our artist for Cormac. Maybe a few more enemies and a token or two. He's largely done, and we have used concept art he made for his own personal projects and entertainment too. It is always good to get to know new artists.
I wrote all the new card content for Cormac, which contains 120 cards. 24 of those are new skill cards, for Cormac & Grainne (the latter in case we break that Stretch Goal). There is an all new themed Twilight deck for Cormac also. I have written all the Enemy Scrolls. Not just written, but I have created the InDesign files for all these. Which helped Paul...
Because another thing Paul's done is print up all the card decks I've created, and as of this past evening we have a full prototype at the House of Triskelion. So after a round of socials and planning, I'll be writing everything for the scenarios from the outlines and using all this stuff to realise the game in my head! It will be truly epic! I am also involved in a terrific secret project, which I am very excited about! More about that another time!
Blessed Be
The Citadel of Sin, being the concluding part of the Maimed King, is now finished as of this evening! 100% complete! Took a little longer than I expected but it grew from 1 scenario to 4 scenarios with a forked central path. I think it now provides Nightmare Mode players with a very cool and epic challenge. I'll give you more details in time, but who can say when the Nightmare Mode will be relevant. I only know it one day will be, and this was a planned Unlock which is now realised in complete detail.
Obviously when we settle on the format for scenarios and Book of Revelations, all the finished written material will have to be put into InDesign and that will itself take a long while. That's what will be happening post-funding I think. It largely depends on time. If I get the time I'll be using it.
For now Cormac Mac Airt and a few other projects are going to keep me more than occupied. I can draw a line under the Maimed King though, and know I have not risked any of the ideas for it escaping me. Also we can give Nightmare Mode some epic and rewarding playtests, and have some fun with this game! So far Nightmare Mode is brutal but fair, and can be won. It can also be lost quite tragically and comedically...
Hey Paul! Just followed Cormac Mac Airt on GF! I've got one tiny suggestion (comparing with other campaign. Maybe the "catch text" should be shorter since tis is the same text as below. I don't know, but maybe something shorter in text but wider in content could be more attractive for new potential backers: what is the "Thinning Veil world"? This game is complete but at the same time is kind of a teaser for future campaigns. Let's see what other friends think about that! Soooooo happy to see it on Gamefound!
Back from Iceland, and back to work, the Cage in the Crypt is now 100% written up, and the revised Hawklon Reach is also updated and the narrative re-writes to accommodate the changes have all been made. So the Maimed King campaign for Nightmare Mode is 75% complete. The Citadel of Sin remains!
There's a lot to catch up on and there'll be more updates soon. I hope you are all well and looking forward to future developments! We'll have some announcements soon.
In the meantime I can say that we've not had an update on samples, quotes or production of the prototypes while I was away so I must chase all that stuff up a.s.a.p in addition to a few other things in the pipeline!
Aleksandra rebuilt our box from scratch! We are indebted to her and her brilliance!
Hawklon Reach and The Gardens of Midnight are now complete for more playtesting, this time with all narrative elements in place. Not expecting to change much and won't playtest further until Cage in the Crypt and the Citadel of Sin are finished. The Citadel of Sin is the final part of the Maimed King. Cage is tomorrow's work. I'm gonna give myself the evening off.
We have just finished the box art for the Crypt of the Charnel Court and we're excited about that! The last six months have been a lot of work but now the printers have everything they need and we can get cooking on the next project! Gamefound page!
The box art is remade and the base of the box created, and sent to the printers. We are working now on the box for Crypt of the Charnel Court. In the meantime I can reveal to you I was hired by Scoundrel Game Labs to design a mission for Endure the Stars, an IP of Grimlord Games which they acquired. They in fact acquired all of Grimlord's IPs as it goes, being Village Attacks and Everrain also. I had a mission published in Endure the Stars, and wrote some community stuff years back. I also have an uncredited 4 part campaign in the 1.5 book which was significantly re-written to conform to the 1.5 rules (which were unknown at the time of writing). The company have now announced this and linked it up for download in the Facebook group for Endure the Stars, for those interested. I called it 'In Flux' since the game and Grimlord's properties certainly are that!
Wow this week has been a blur since Syko went back south! I hope you are all well and ready for some more quick news: We played the first part of the Maimed King, which is called Hawklon Reach. Other than one or two loose ends and oversights on my behalf, it was a flowing game and works really well. I am looking forward to writing it up. Syko and I actually managed to beat the Gardens of Midnight, but we perished when attempting the Cage in the Catacombs. Cage needs the most narrative work but the game play is there. That means I can now get down the design work on the final part of the Maimed King after a hectic week. Then when that is proven to work in concept, I'll flesh all out these parts, put some meat on the bones of the Parts 2 and the finale, tidy up Part 1 and then move on to the play pack which is now a campaign called 'The Darkness Within.' In the meantime what have we been doing? Paul's been working hard on token sheets for printing purposes and they all made it in by deadline day ( at about 3 a.m that morning but he got there!) and we breathed a sigh of relief. Then we had a lot to do with other secret plans and shenanigans of an undisclosable nature! After that we created the back of the box, which isof course the base section. Aleksandra has returned from travels and has one or two loose ends to tie up elsewhere. Then she will recreate the original box (the a.i file went mysteriously missing, we blame the Pucas but who can say?). That may well be done by tomorrow so then the printers have everything for The Thinning Veil while we design the box for Crypt of the Charnel Court. Onc they have that, we are all good to go on that score but we won't just be waiting around when there's a rulebook to shape up taking into account valued advice. We have a lot of exciting news to share with you soon and we can't wait to see what the future holds in store for us! It is awfully tempting to examine the crystal ball...
So I fibbed. I didn't mean to. I inadvertently wrote Gardens of Midnight, one of the second parts to Maimed King. We might have accidentally also playtested it last night. The three Pauls of Triskelion, together in one room for the first time in ages. Good times.
The Venerable Knight suffered perma death but we had skipped playing part one as I had this out on the table mid-design. That said, it is Nightmare Mode and where we left it, Syko and myself are probably going to become gory decorations of standing stones... More about that later.
Turns out with a few tweaks, and this one should be ready. More playtests will happen later of course! I got up bright and breezy with a few fixes in mind and wrote those down, then the beautiful and bizarre occured and I am looking at The Cage in the Catacombs, the other part 2 scenario. I've got it designed and ready for a playtest! Wonders never cease, it seems my brain is loving being back to designing the game.
I wonder what part 3 has in store? The Maimed King will be super hard to win! That is the point of Nightmare Mode. We'll fudge the perma-death tonight and let Deadpaul, see what I did there? back in to the campaign, come what may! Or should we make him watch in penance for his sins?
A personal note of triumph in a busy week: The Maimed King, as the only dedicated Adventure Game set in Nightmare Mode, has evolved into a 3 part campaign. The first part is now finished for playtesting and then I expect it only need a few tweaks. I am moving on to both Part 2 scenarios after the weekend, which is a forked path (before they unite for the finale). We are still making progress on the tokens with two A4 sheets approved now and Paul is working on another. We've got a bit of an issue with the box, you could say, and next week, all being well, Aleksandra is going to help us out of a bind with that! I'll wish you all a good weekend now, as its going to be a hectic one for me at the House of Triskelion!
Blessed Be and much love to you!
Credit where its due, the Venerable Knight made headway and has got us a token board approved, so now we know what we're doing with that going forward.
That means 28 of 36 files are approved, and we have to rejig the box due to a missing a.i folder. That's Adobe Illustrator btw.
So yeah not much more to report, still writing the Maimed King, which is now a 3 part epic for Nightmare Mode because that is what my brain turned it into! Part 1 is called Hawklon Reach and it is almost ready to be blooded in a playtest! Much love all!
So a quick update: Ghost was right, I am not sure about the upper limit, and the charge per transaction is nominal. We are going to stagger it into 3 payments though using Stretch Pay, when we relaunch on Gamefound. We will begin constructing the campaign page in a few weeks, we have a lot to get sorted before we can do that.
Its been a week so here is an update: Progress was staggered with the Maimed King because manufacturers (for mass manufacturing and prototyping) began to get back to us! Some of them were awesomely attentive and very responsive. We like that! Others were not...
At the point where an option seemed expensive but doable, and I realised it was within reach, Paul and I also completed creation of the assets for Veil & Crypt. Now bear in mind we need to revisit the rulebook, and we need to create the scenario book, these are big jobs - but to prototype we only need a few scenarios written up. I talked you through the outline.
Now we did look to China of course, but we did find the best option for us going forward was here in England (though there are some very expensive 'options' out there also and China was actually competitive, if you are ever thinking about it I can recommend a few manufacturers who may yet handle mass manufacturing for us). We are now passing over files to a UK printers. We made some rookie mistakes in this process and the last few days and next few will be spent correcting those, so we don't delay the progress now the wheels are turning. In fact of 26 of 36 files are now approved for printing and the rest will follow as we continue working through the errors. Live & learn.
In the meantime I have commissioned the new sculpts for Crypt and its Heroes, though not additional villains at this point. Though we do have some art for some villains I ain't sharin' it in 'ere! Some things are best left as surprises for the project of which they form part, in the future. So what of the Maimed King? I've got to the stage in the design where I am writing the events that take place in the structure laid out, and I have decided as it is the only Adventure Game specifically dedicated to Nightmare Mode, I better make it a good one. So its a three parter! I actually need to get back to this and get it done so its out of my head and I can start the outlined material for influencers, and the play pack we plan.
Essentially there is a lot to producing a board game and keeping the social media going, while attending to the needs of the company and sourcing everything we need, while creating and learning to do everything that needs doing. I have more wheels in my wheelhouse than ever, as does Paul.
Syko's been setting us up with Gamefound and we had a lovely meeting with an excellent representative of the company based here in the UK. I myself had opportunity to talk with the fellow and he was lovely, and easy going, it was a good talk. I feel confident that Gamefound is the right platform for us with the next launch of The Thinning Veil!
More about that when we're verified and have had chance to develop the project page.
Until next time Heroes!
Hail Heroes! We are still preparing files to be shared with manufacturers quoting us on prototypes which have a significant cost (who'd have thunk it, right?). With a Chinese holiday end of last month into start of October, and Essenspiel just out of the way, no one has been very responsive understandably. I took the time to go back over files like the Wilderness Trap deck and add in the game icons to all the cards needing them rather than presenting them without. I made some significant changes to Enemy Scrolls and we have added a lot of character art to these. We had some issues but we got through it and the deck is finished. Learning your way around InDesign is not without its teething period. I've recently commissioned some more art and some more sculpts for Charnel Court related character art and miniature sculpts. That's as intended now developed to be its own campaign with ever increasing content. We may return with it, or with The Thinning Veil as you have seen it. Production costs may be the deciding factor in this, as many potential backers seemed reticent to back us before due to the expense. We'll see though because we are set up on Gamefound and will be putting a project together on that platform. They have stretch pay and we'll definitely include that option to help people out with the issue of the game being costly. Steel mould costs among other aspects are always increasingly pricey. So we'll be working with manufacturing quotes to get details on optimisation in this process. As I stated, I have finally and at long last returned to writing for the game scenarios! I have turned my attention to the Nightmare Mode, it has only a few dedicated scenarios, with many others just requiring you to switch out Enemy Scroll content. The Monument of Skulls is, for example, a fully compatible Dungeon Crawl scenario which works really well in Nightmare Mode. It is suitably deadly but winnable! I think I'll mark the fully compatible scenarios with the Enemy symbol after the title when we make the Scenario book. It's a difficult mode of play and one slip can mean death, but its a lot of fun with the Nightmare Loot and that constant threat of being snuffed out! I'm about to begin work on 'The Maimed King', having completed 'Tomb of the Soulbound Knight' this week. It has been playtested enough to know that it is winnable, and unpredictable enough to stand up to multiple games even if you win. There's rather a bit more narrative as I penned a 'History' for it, meaning to present it in its own Nightmare Mode compilation or in its own section in the book. Both of these referenced scenarios were outlined as Unlocks during the last campaign, so the briefs are on the Relaunch Kickstarter, around update 9 or 10 I believe. Obviously it will need a little more playtesting, but I foresee no issues with it. In fact I am confident it will not need any tweaking now.
Hopefully I'll hear from the sculptor soon. Blessed Be, Wizard
All Hero Packs now have their own dedicated page detailing what has been revealed about them in the original campaign. So now if you ever want to refresh or take a look at those you and others won't need to dig through old updates on Kickstarter for the information. Once Essen and Chinese holidays no longer factor, we are hoping to make more progress in regards to prototyping. In the mean time we have polished up the site in the above fashion and carried out some other menial tasks. I'm back to writing.
The vigilant might have noticed that the Venerable Knight has added Grave & Shadows and Spirit & Skulls to the main index.
After all the good news (and the great stories), I hope there is a Second Owl coming soon, with ever better news!😀
Back in July before we even started the map design software and were working on the card decks and getting them to a print ready status, I said a bit about our objectives. I can now say all the Skill cards for six new Heroes are finished, all Skill cards for the twelve Heroes you have seen are finished, and all of Nightmare Mode and the Wilderness Trap deck are also finished. Every Enemy Scroll for the Thinning Veil is also finished. We've also finished every Hero Card Insert, front and back, for all eighteen Heroes. So that happened...
We have now completed the Relic deck for TTV and the one for Crypt is also finished. These are now all print ready files. We are looking to continue this process with Enemy Scrolls and Hero Skill cards, before we begin the Nightmare Mode stuff. We are going to be making new map editing software for the game for my ease of design with Crypt. So that's a lot more to get done but we've made a lot of progress. Also we have heard from our manufacturer in regards the custom dice for the prototypes and can show you a photo! We'll keep you updated as we continue to progress. Paul and I might entertain you with short stories and vignettes as he's been writing Veil related fiction when he's on breaks at work. I've enjoyed them and think it might be fun to have him post them on the forum.
The Treasure deck for the Crypt of the Charnel Court is finished in that it is print ready now. It includes 54 cards and on those cards in addition to their rules are 22 pieces of art for the card illustrations across the deck. This concludes our work in regards to that and I am satisfied with the art for them. We continue to work toward completing the Relics deck. I'll also be painting some more of the miniature range shortly for a bit of a break from the routine and to show a few new pieces on Instagram and my Facebook page and the Veil Group. We are hoping we can be finished on the Relic deck fairly soon - perhaps within two weeks. There's a lot of art needed and the final print ready file is still quite a way from complete.
The resting thing didn't really happen, but the concrud was not done with me! It came back with a vengeance and I can only say I am very grateful Lady Corpsefinger did not also get it or get it from me. I'd have felt terrible about that. My being sick didn't stop some remote collaboration with Paul. We are about a week or so from having the prototype dice sorted out and ready to be shipped to us. All other dice and acrylic cube components are ready for the prototypes. They were easy to sort. Well, the big D12 not as easy as you might think and we have a new solution for the future. For now the D12 round tracker remains in! The solution is a sort of round clock like the one used in Vampire Hunters, to track the passing hours of daylight. In the Thinning Veil it would be useable as that, but mostly it would be to track game round, with a Taranis Wheel counter on it. This would enable players to have once per game boons they can place on the tracker and spend activation cubes on, to build up its power rating when the round arrives. Game effects could move the position of the boon or even turn it into a liability! It is just an idea right now, and a response to a manufacturing problem we may have solved with the 34 mm D12. One supplier said ' why not use 2d6?' and Paul and I just looked at the guy and then each other, and then back and forth. I was thinking well there is no number 1, then realised I was being incredibly stupid! In any case the idea of the big D12 is that it is one dice, and easy for all players to see the round number. I have this massive foam squishy stressball of a D12 and it is wonderful for this. But turns out China doesn't believe in them. Well. The board game companies don't! Anyway this is one example of how minds shut down on busy exhausting days at conventions, and how big squishy dice are not always a good thing... I digress... I am sure I had a point to this post and now it is so far down my rambling no one will ever read it. Let me think - ah yes! Cards! The Venerable Knight and myself also have worked together and remotely in collaboration on the cards. We've got a lot of the decks print ready and finished with artwork on all of them, which I thought we'd not achieve without having been funded - but we have. That is what 9 months does though, lots of experience and if you just don't stop, you cover a lot of ground. We now have the Spawn deck, the Twilight deck, the Potions deck, the Scrolls deck and the entire Equipment Deck finished for both the Thinning Veil and the Crypt of the Charnel Court. We are putting the finishing touches to the Treasure deck and the Relic deck which is also in progress. Before we went to kickstarter we had about 16 card art illustrations finished and a set of Potions. We now have work completed on so many cards I've lost count. When we get done I'll be sure to let you know. It is a lot! With the Treasure deck we are a couple of cards from finished on the Thinning Veil deck and about 20 to do for Crypt still. With the Relics deck we are now finished on the Thinning Veil deck complete with artwork as I was almost ready with final versions before our second kickstarter. With the Crypt deck, again, we are about 20 - 30 cards from complete and I'm working on the art for those when I can. All the cards have been written though of course playtesting with prototypes may reveal language tweaks and so on needed for the final print run - or maybe reveal any balance issues that need addressing. Either way we've made so much progress. Obviously a lot of projects of this scale have been shown - even among the most established, popular and dependable companies - to be very incomplete when going to crowdfunding. Every step we take despite having not funded is one we'd have taken had we funded. These updates I am bringing to you are like progress reports at Kickstarter. With the difference being I'm the only full timer on it nd that we didn't fund. Each step finished will shave time off the project completion date when we eventually do fund. Once we have a wrap on these card decks, which we'll be producing to print quality for the prototyping (they'll need to be done over in some cases for Chinese mass manufacturing as they'll be the wrong file types), TechSupport Paul will be creating a Crypt map tool for my use to help with the development of the scenarios, and so they can be accurate for the scenario book to the current project. I will continue to work on the prototype preparation and Skill cards for the new Hero types, their backgrounds and so on. All the while I am trying to get some money in to finance the work needed to make all the new Hero card inserts. Once Paul is done with the map tool I'll be doing the scenarios and re-working some existing ones and writing all the new stuff! Paul and I will return to write up the final Enemy Scrolls before we then move on to focus on Nightmare Mode which is probably going to be a game expansion in the upcoming crowdfund. I reckon that's everyone up to date! I hope you are doing well!
I managed to get concrud after an exciting drive home from UKGE being recovered from the motorway after experiencing turbine failure and trouble with the flux capacitor. Lady Corpsefinger and myself arrived home safely albeit many hours after we thought we would and less a motor vehicle contraption. Fun times! We have a blast at UKGE and caught up with the entire team and there's even photographic evidence going about somewhere! A few people even recognised us! It was more like 1 person actually but that's exciting! We have connections now to solve a few problems going forward and assurances that some things we thought we didn't have covered in production of the prototypes are actually covered and quite easy to solve. Paul and I talked about many things and had our annual thumb war for control of Triskelion. I won and Paul celebrated with a cigar. Since getting back I've been getting sick, and then stabilising, and now getting better. I worked a little with TechSupport Paul the Venerable Knight - making a few tweaks around here you'd do well to notice (but they are there!). We also sent the first owl and you should have that landing soon! We're back to working on the card decks in due course, but I'm going to get some rest for a few days probably, maybe, perhaps. We are told the progress on the Charnel dice is underway and we look forward to getting those finished. There's no rush as we have many aspects of this to get up to speed before we are sending anything out to anyone. Taking stock, we've managed a lot since last summer. We hope you are all faring well and look forward to catching up with you. Hopefully a few other subscribers will pop in and say hi. I'll keep on updating you regardless, you can count on that!
We've worked solidly over the last few days to compensate for the setback regarding the length of time it took to complete the token set. It has been good for me to get back to some creative work in rounding out some of the card decks, and creating some art - we did also replace the old coin tokens with some new ones. We are now looking at honing those in a sense, and since we have the time to do that we are going to. I was really happy with the new coins I made for the game and they are a level above what we had from last summer. At this time we have finished the admittedly minor changes needed to the Spawn deck, Twilight deck and Trap deck, between 'The Thinning Veil' as was and 'The Crypt of the Charnel Court.' We are working on Scrolls, Potions, and Equipment decks next. Finally we'll move on to the Treasure and Relic decks. Once the decks are complete, we move on again, this time to the Enemy Scrolls and finally Skill decks for the new Hero types, which I have been writing. I'll have to sound out Aleksandra as to her schedule also, because we'll want Hero card inserts, for the dashboards. These are double sided, with art and stats on one side and art and background on the flipside. We don't just need the ones for Court done, but we need to finish all the Hero cards beyond the 4 heroes from the original Veil set. Might as well get them all done at once, to a quality that can be printed and is good enough for mass production. This work will leave us with printable card decks and materials, though we'll have to go over the cards again and produce them all as a different file type for China and mass production (when the times comes after we have a funded project). In the meantime I've been producing the new Hero art for the Court and have the backgrounds to write up. When the team meets at UKGE I'll ask for some feedback on Skills as I have written a lot of them and it will be a case of wittling down the selections. It is always good to get the opinion of those familiar with the mechanics of the game in terms of balance, though I often follow my instincts in this regard. UKGE gives me an opportunity to sound out many of our playtesters at once. Oh and Andrew finished sculpting the Night Gaunt a while back and that creature now joins the rest of the Enemy types in the Crypt. I think he's outdone himself once more, and this is the level of detail beyond the art which he brings to the table. He's a real talent! We're going to move on to the Hero sculpts presently, and I may show you the art in due course, before we do so.
So last night/early this morning TechSupport Paul finished the token files in the format for printing and to the best of our ability for that. We are getting together later to talk about a few things because we want to improve the coin tokens, but for now and for these prototypes, they may remain as is. 100 dice showed up to go with the 1000 acrylic cubes. 300 more dice are on the way. We are working with the manufacturer on a sample of Charnel Court dice and some extras. I have finished writing the content for the Treasure Deck for Charnel Court, and am looking forward to being able to say some card decks are finished for it. Everything will eventually come together. I've been busy in a lot of areas, and progress is being made little at a time across the project. At UKGE we'll be looking to source some large D12s for the prototypes, among other things. Hard to believe that is next weekend. I am reminded how far we've come though, despite two failed Kickstarters behind us. Last year we took a few photos of playtest groups enjoying the game and there it is. White cards, proxy tiles from other games, proxy dungeon features and tokens from other games repurposed to ours, early design dashboards printed on paper, resin 3d printed custom dice and other sets were blank dice with coloured spot stickers on them, coded to our symbols. Oh and proxy miniatures from many other games. So if all the progress we have made to date can be done in a single year when you build from a solid foundation, then I am confident we'll reach our goal in the end and the Thinning Veil will have a good future. It is just going to take time! Have a great weekend!
So I was wrong. The tokens have several new additions, and we caught errors in the previous print run which were not too affecting but had to be addressed. Then we have had to sort other issues with them because for these sets we are not using China, as its not very cost effective in general for prototyping (though our manufacturer did an awesome job on the set we have). This meant that everything for Crypt of the Charnel Court needed sorting again, with some not requiring much work, but others requiring some work. It is highly repetitious, mind numbingly dull, but relatively easy. Thankfully Paul has been working his way through this process from the files and instructions I supplied. Unfortunately this has meant a few days of graft on them has turned into 9 or 10 days so far, because of a lack of time around his job and obviously he has a life too, and so on! That said we are now 70% of the way toward having the tokens ready for print, but we are obviously not going to have them ready in advance of UKGE enough to pick them up there. But they still need doing, and they are still the next task to get finished, so no time has been wasted. We just hoped we could collect tiles and tokens at UKGE and now that's not at all realistic. That's okay though. As I'll be working alongside Paul to complete the card decks I can't wait to get to that stage. Each finished deck will feel like a genuine achievement and real progress. I've completed a lot of the art content for this myself, having dedicated the last 6 months around the project to furthering my skills in this to save some money in the future for simple pieces. For Crypt, if that is what we take to Gamefound and it likely will be, we're going to need all new Heroes. I'm now well into the design stage on these. Illustrations are now complete, though one or two might need some tweaks when we can afford that. This has taken longer than I thought it would, and the next step will be Hero cards and sculpts. Both of those are going to take investment so obviously we lose no time by working on the card decks. It's going to be immensely satisfying to realise all the prototypes and have this new vision ready. We hope you are still popping in!
So here is what we've been doing for the last few days: Chased up the manufacturers for quote on the Crypt of the Charnel Court Adventure Game, and also on aspects of the prototyping, and sent out an inquiry to another manufacturer. No replies yet... The 24 tiles are double sided for Crypt and we have prepared 20 of the A sides to date at print quality. We've got the PSDs for all of the tile illustrations and will be carrying on in the hopes we can get a small print run of these done for collection at UKGE. So we need to step this up! We've not made progress on the tokens at this stage, but they need the least work, using mostly tokens universal to both designs ( the Thinning Veil adventure game, and the Crypt of the Charnel Court adventure game share mechanics and everything, they consist of different minis, some variances in the card decks and tiles and of course the narrative and scenarios are linked but entirely separate). Preparing them will still take a good full day or two of work when we get to them. Concept art for the new Heroes is complete, adjustments have been made, and this is a steady process in varying states of progress. The illustrations are (we think) finished, and soon we'll be able to get the miniatures sculpted - all being well. The Hero cards and skill cards will come first as we must gather funds, and we have UKGE on the horizon, where we'll be present but not as exhibitors. We're planning a few closed door playtests. We have finished 94 cards for the equipment deck complete with their art work. The remaining 20 cards are written as I have said, but the rules are not on the cards at the moment unlike the art which we added to the templates last night. We are strongly considering adding 6 new weapons to the deck to bring it to 120 cards total. Are they needed? No. Do I think they'll be fun additions? Yes! We'll see. The plan is to move onto prepping the decks we have to make fewers changes to, in order to get as much ready for print as we can in the shortest time frame. Paul is going to be working on the tile set next while I write the new content for the Treasure deck and then the Relics. As soon as I can work with Paul we'll tackle Scrolls and Potions together after finishing the final 20 cards from the equipment deck. All this could take most of next week. Spawn, Twilight, and Traps will be easiest to transition requiring the least alterations.
Hi! I just wanted to tell you I intend to do the same as brutal, but this month is a bit complicated economically. I was also checking the display/calendar in Gamefound: it's very interesting and useful to be able to see at se same time when each game is scheduled to launch. I know things are a bit difficult for you know, but I can't wait to see your game shining bright among others and catching eyes (ready to be stolen, mwahahahaha!). Take care!
We'd been intending to release information about the shape of things to come. We had to wait for the renewed quote to do this. It took two weeks to get the quote. This is fairly normal but adjustments are typically quicker in response and you eventually arrive at a model / structure to work with. I have said in many places the new idea is not unambitious and is not the game you know and have seen so far with many things stripped out of it. Its an Inis Fael based Thinning Veil adventure set at the same time as the death-cults are rising all over the land, at the start of the big 30 scenario campaign we have tried twice to get kickstarted. It is called the Crypt of the Charnel Court and you saw a sneak look at it before. I will talk more about it if we can get to a stage where that's got purpose to it. At the moment I can say we are in receipt of a quotation that has given us great pause: a game with admittedly some more card content, but 9 less unique sculpts and 20 less miniatures is it seems going to cost exactly the same to produce as our previous project. Not only that but at 500 MOQ the cost is in fact increased by over $6 per unit. I don't even want to talk about the quotations on the add-ons as the quotes make most of them absolutely unviable. We are now awaiting a response in regards to our inquiry based on these figures but as it stands we will be looking for a new partner (again!) and last time that took two months and was extremely tedious. On the plus side we've been making progress towards prototypes and that aspect was looking very much more positive than at any stage in the past thanks to good contacts who wish us well and want to help us. However at the moment the announcement and reveal that we have been working so hard toward is now in serious danger of being postponed up to 2 months. The amount of work that goes into preparation and structuring of these projects prior to launching crowdfunding is massive. Be under no illusion. Triskelion Games has been pretty open about the various obstacles. I think at times to our detriment: You talk about these things and people seem to think you can't handle them. The reality is we can, but we don't have anything to conceal so we can talk about our experiences. To anyone who challenges that we are selling or have tried to sell our game purely on 'renders' or graphical content and pretty pictures, I can say ' there are two full playthroughs with a full physical product, there is a 30 minute special on miniatures, galleries of painted minis, a 15 minute video on tokens, physical proof of the add ons like the doors and swarms, and you can see all our card decks and a fully functional game.' We know our rulebook needs to be made to look pretty and we have been advised as to means of its betterment in layout and order. It is a WIP in how it is presented, because to have it laid out professional is a considerable expense, however all our rulebooks will be to a high standard, with art and examples and an index, and our scenario and book of revelations likewise. Our aim was to produce a version of the game for everyone with a lower buy-in that can fund on the backing levels we are experiencing, with 10 wizard's painted pledges on offer to help bolster the chances of funding. The quote we received meant the game was actually more expensive than the one we took to Kickstarter... We're hoping that our manufacturer can respond to our queries expediently and that mistakes were made, but if not, we'll be back to exploring options and quite exasperated to boot! So if you are wondering why there's not been the announcement we promised, you now know. Hopefully we can get resolution on this soon, even as we continue to make advancements in our attempts to realise prototypes.
Hail Heroes! I have now added tshirts, hoodies and mugs shipped from Germany! Again, we do not set the shipping price, however that should help loads with import taxes 💕
As you might well have seen AU ones are available too! I had to set the price higher than 19.99 and 39.99 or we would have had -117% profit, sorry!
So for the love of the Gods and all things holy PLEASE select the correct one! I have not added the full range for all, so if there is a specific one you have seen that isn't in your region, just let me know and I will add it 😀
We are strongly considering setting up a Patreon. Would you be interested in this? If yes, then what would you like to see in the prospective tiers? We are considering a hi res piece of art each month at the lower tier with some supporting description or narrative, this would be a small scene setter or explanation. We would then have second tier including a short piece of fiction in PDF format. We would then offer a highest tier with an STL per month. This would come with the biggest cost to ourselves, obviously. It is one of the reasons why it is not a 'no brainer' to begin this. We do have a few STLs we did not eventually use, which would get us started, but after that we'd be commissioning sculptors to provide the render. We could have an alternative upper tier. We could film videos with a private link on topics Patrons inquire about. We could include blog posts where you pick the subject. Or where I simply provide a monthly piece on whatever is on my mind that month. If this appeals to you, let us know. If the notion is not of interest to you, but you have some ideas we might use or consider, then please pitch in. I'm not expecting high response as we still have to encourage more backers and fans of the project to become members. So far we have nearly 200 subscribers but many less members. Later this week we should get a quote from our manufacturer which will guide us on our course for the future development of the Thinning Veil. I'll announce the new U.S additions to the store and 'donate' button along with enthusing backers to get involved here when we've got some other news to announce. In the meantime, let us know your thoughts regarding Patreon:
I was thinking that, like painted display pieces.
All awesome suggestions! But none of those can be done on Printify :(
Edit: For clarification, anything outside a place like Prinitify would have an upfront cost, as in we buy the items and hope they sell, where Printify has the products and only makes them to order
Some wonderful suggestions there! I'll let Trine research the many Celt oriented suggestions but I can say that a world map was always planned and I have a contact for this: so this is doable in time. The suggestion of an art book with lore ( though not the actual and eventual Portfolio ) is possible. I can work with Paul on that. We can also get thinking about how we might produce some miniatures in variant scales, and the possibility of painted ones which I could paint to order. That's an excellent idea!
Well met, friends!
I wanted to share some of the mad ideas I had about the on-line shop. I know Triskelion team has already thought about most of the usual objects we can reasonably expect for merchandising, and I know they have to be made in the UK, so I let them decide what is feasible and what is not. I will NOT be reasonable at all!
First of all, The Thinning Veil and Inis Fael world is about Celts, so let us be celtish:
- mugs are ok, but BEER mugs are better! And horns are even better, but we also accept simple wood goblets.
- the Celts loved jewels, so do we: rings, collars, bracelets, earrings... are welcome!
- purse and other leather objects would be great too!
- cards/tarot cards, divination bones...
This is general, but I have also been thinking that some game-related elements would be really interesting, especially if they are not intend to be in the game(s), at least not in that form:
- Triskelion dice (dice are cool, dice are always useful, my wife love dice, actually she started a collection)
- Miniatures. Please let me explain: I know it will probably not be possible since the objective is to reduce the cost, but having some of the main characters in the game, or some famous celtic monuments/relics as a miniature, but LARGER and in RESIN would absolutely wonderful!
- A map from the world.
- A chronological strip.
- A lore booklet and an art book.
I am done for now, but I am pretty sure Cernunnos will come to me in a dream and give me more crazy ideas!
Take care, companions!