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This Fantasy wargame takes place decades past the golden age that once settled across Solare. The God of Magic died, was killed. And in his death, the river of magic that winds its ways throughout the world exploded outward, killing every mage still attached, ruining cities, including the greatest nation the world had ever seen: Aurion, seat of the children of the God of Magic.
They thought their wards and barriers would protect them, only to see those very things kill them from within. Now, the miles-wide city once traversable in seconds through teleportation became a warzone of survivalists so deep into the city that there was no way for supplies to reach them.
Thirty years after the river exploded, trickles have begun to return, and every nation and city and interest who once made use of Modern Magics and spellmaths through the river has a vested interest in making sure its limited flow reaches their homes first.
They thought their wards and barriers would protect them, only to see those very things kill them from within. Now, the miles-wide city once traversable in seconds through teleportation became a warzone of survivalists so deep into the city that there was no way for supplies to reach them.
Thirty years after the river exploded, trickles have begun to return, and every nation and city and interest who once made use of Modern Magics and spellmaths through the river has a vested interest in making sure its limited flow reaches their homes first.
SOLARE: Rights to Magic
is a fantasy war game delving into the politics and warfare across the continent of Ranuwon and beyond. The core game opens with the local interests in obtaining rights to the magic, focusing on the two Factions that emerge from the ruined city of Aurion; the High Magi Cult and the Sigillite Union.
But the game is releasing with two additional Factions in the Oathborn Scalemasters with their undead warriors, and the Daemonikin, who seek to regain favor with their God father by enforcing daemonic control over the region.
Each faction comes with a Faction Tome with the army's rules and a Cardex, a deck of cards with quick reference rules for the faction's units and abilities. The factions also come with punchboards and bases for every unit featured in their Faction Tome, making it an easy one-time purchase to gain an entire new army.
As the game grows, adding in the Miranthborn Legions and the Atalan Swell Factions to round out the continent's interested parties, new units, Faction Tome addition pages and Cardex cards will come out for each pre-existing Faction, growing your options for each army in the game.
And beyond the continent of Ranuwon? There are still many interested parties through the world who would like a hand back in river of magic.
But the game is releasing with two additional Factions in the Oathborn Scalemasters with their undead warriors, and the Daemonikin, who seek to regain favor with their God father by enforcing daemonic control over the region.
Each faction comes with a Faction Tome with the army's rules and a Cardex, a deck of cards with quick reference rules for the faction's units and abilities. The factions also come with punchboards and bases for every unit featured in their Faction Tome, making it an easy one-time purchase to gain an entire new army.
As the game grows, adding in the Miranthborn Legions and the Atalan Swell Factions to round out the continent's interested parties, new units, Faction Tome addition pages and Cardex cards will come out for each pre-existing Faction, growing your options for each army in the game.
And beyond the continent of Ranuwon? There are still many interested parties through the world who would like a hand back in river of magic.
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