Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Thursday, April 16, 2015

Mistfall: Sycra the Black Crusader

Today we continue the list of Mistfall biggest evildoers, introducing the one but last villainous boss enemy the players will face: Sycra, a fallen priestess.

Art by Enggar Adirasa
Sycra the Dawnbreaker 

Already at an early age Sycra would display the gifts bestowed by the Dawnmother upon those destined to serve her. Able to spontaneously call upon the Light of Dawn without any training from priests or Loremasters, Sycra became a bit of a problem for the clerics deciding her fate, as it seemed she displayed an aptitude for both healing, and striking down the servants of the Mists. Finally, taken in by the order of the Dawnbreakers she became a battlefield healer and a fierce foe of the nefarious Mists.

During the first few years she had spend in the Valskyrr, she also made some friends among the people of Frostvalley Keep, as she would eagerly accompany Shieldbearers into battle or on missions that would lead them deep into the territories of the undead. And although Frostvalley had an almost permanent Dawnbreaker resident, the Lord Commander would always welcome another bold warrior priestess, happily putting her unique abilities to work.

All changed during what seemed like yet another expedition against a band of brigands aided by a necromancer threatening a small fortified village in the northern Valskyrr. Ambushed in an already overrun settlement and surrounded by enemies, Sycra’s power failed her for the first time. Seeing Shieldbearers fall in battle around her, unable to properly protect or aid them, she reached further and more furiously than ever before. She called out - and something answered. But it was not the Dawnmother.

The Black Crusader 

The battle ended in a tragedy. Although Sycra suddenly gained the ability to smite her foes with a power she’d never seen before, she was still the only one to survive. Wounded and exhausted, unable to heal herself, and seemingly cut off from the Dawnmother, she wandered away further into the Mists, burned by fever and plagued by horrifying visions of great suffering, punishment and betrayal. 

Art by Enggar Adirasa
When she finally emerged from the Mists, her mind and heart were changed by the understanding of what the malicious power threatening the world truly was. And as she entered the first hold of the Blackwood lords, she already knew how to touch the hearts of the ruthless brigands, how to open their eyes to the truth she’d seen - and how to make those already touched by the Mists follow her. 

Although Sycra’s connection to the goddess Dawn seems forever severed, the priestess still exhibits the ability to heal her allies and smite her enemies, and a conviction as strong as before she was taken by the Mists. Seeking final retribution, she now leads a growing army of fanatics who had seen the same truth as she had, and if her Black Crusade is to be stopped, much more than the strength of arms will be needed. 

Sycra in the game 

In many ways, Sycra is a very different type of Special Enemy, as her power is partly a reflection of what the Dawnbreaker Cleric has at her disposal. When facing Sycra, players will have to make a few hard choices and adapt a clear approach to deal with her servants, remembering that simply eliminating them may not only prove more difficult, but also not the best course of action. 

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Tuesday, April 14, 2015

Mistfall: Maelgar the Abomination

The world of Mistfall is a perilous place, and the Mists can transform the both the righteous and the wicked. What happens when the ruinous might touches ones that were never pure? The story of Maelgar answers that question. 

Art by Enggar Adirasa
The Brigand Chief 

Nobody really knows where or when Maelgar was born, but most believe he spent his early years in the northern part of the Valskyrr, in a village long since wiped out by beastmen or brigands. Most probably sold into slavery as a child, he was one of the few youngsters who managed to survive long enough to win their freedom by spilling blood, or by proving too useful to a Blackwood lord or a crafty Ghoren warchief to simply be killed or sacrificed.

Maelgar most certainly did not belong to the latter category, as when he finally let himself be known to the Shieldbearers of Frostvalley Keep, it was not due to his intellect, but because of his cruelty and brutality rivalling those of the fierce beastmen blood hunters. And although some of the expeditions meant to bring Maelgar to justice where overseen by the Lord Commander himself, the brigand chief managed to fight his way out of every trap and finally either evade, or – more often – slay his pursuers.

The string of Maelgar’s victories made him a prominent figure with the Blackwood brigand lords, so prominent in fact, that more than one of them started scheming against him. However, it was none of them, but a young Frostvalley Loremaster by the name of Rahlfors, that finally managed to take him down. Leading a group of Shielbearers, Rahlfors found one of Maelgar’s treasure hoards, and knowing that the brigand chief would visit them only alone, he set a trap that finally ended Maelgar’s scourge.

Art by Enggar Adirasa
The Abomination 

The victory was short lived. A little over a year later reports came in of an abominable beast wreaking havoc on a territory Maelgar had used to consider his own before his demise. Shortly after, it turned out that it was Maelgar himself, brought back from the dead by the Mists and transformed into an abomination that seemed to have focused all his cruelty, his malice, and his insatiable hunger for blood.

Having murdered all his past subordinates and demonstrated a rage capable of destruction that would impress even the most Mist-crazed of the Ghoren warriors, Maelgar went on a further killing spree throughout the lands under the protection of Frostvalley Keep. Now, surrounded by a herd of undead – some of them his own comanions he’d killed, others merely his victims – he prepares to strike a mighty blow against Frostvalley Keep. 

From a handful of notes left by Rahlfors after his sudden departure, it seems that the former chief’s treasure hoards might contain powerful artefacts or at least answers that may help in defeating Maelgar once and for all. However, an ominous side note also mentions a strange ritual that may have not only been responsible for bringing Maelgar back, but might also imbue him with even more strength should he be opposed in battle. 

Maelgar in the game 

As many of the Special Enemies, Maelgar’s card is double-sided: with one side being his starting, already twisted form, and the other showing his further descent into becoming a raging minion of the Mists. Unlike other Enemies, Maelgar grows stronger when the card becomes flipped, and as Heroes come closer to their victory, they are also in greater peril of falling to his fury. So, with Malegar’s treasure hoards being spread across the land, and remembering his martial prowess and resilience, the right preparations are the key to surviving the battle against him. 

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Thursday, April 2, 2015

Mistfall: The Frost Mage

The time has come to introduce the story of the final character that joined the ranks of the Heroes of Mistfall. Originally, the story has been published as on of the Updates of the still ongoing Mistfall Kickstarter campaign

Frost Mage by Enggar Adirasa
Dawn of the Frost Mages 

The Frost Mages are a product of an age old alliance between the eight tribes of Ravencrag and Frostvalley Keep. Before the alliance was forged, the tribes would occasionally send small war parties to raid on the territories under the protection of Skard Windbane, the Lord Commander of the Shieldbearers. These groups would often be supported by shamans wielding the power to command ice and snow, using the magic of cold as a weapon against their enemies. 

Windbane had fought the Ravencrag Furies and the wielders of the frost magic on multiple occasions, knowing full well that the Ravencrag people mostly worshipped the Nightfather, but also being certain of them being enemies of the Mists, so when a Shieldbearer patrol came back to the keep bearing news of a Ravencrag raid against the beastmen ending in a slaughter, and a beastman horde preparing to deal a final blow to the eight tribes, he decided to act immediately. 

Leading his Shieldbearers he came to the aid of Ravencrag, turning an almost certain defeat into a costly victory, but createing grounds to forge a lasting alliance. The Lord Commander’s bet paid off, as the eight tribes’ new Jarl formed a blood pact with Skard Windbane, forging an alliance that would last for over a century, serving both the people of Ravencrag and Frostvalley Keep. 

However, Windbane had one condition. Advised by his Loremasters he made it clear that the alliance would go on only as long as the boys exhibiting the talent to wield the power of the frost were properly schooled in the art of arcane magic, as uncontrolled use proved to twist their minds and open them to the corrupting influence of the Mists. The Jarl agreed somewhat begrudgingly, but agreed nonetheless, as those who survived the failed Ravencrag raid had already told him that the defeat was brought on not only by the numbers and the ferocity of the beastmen foes, but also by a sudden corruption and madness many of the shamans would fall victim to shortly after the Furies engaged the enemy. 

Hareag the Frost Mage 

Like all the boys that during their early teens reveal themselves to be the wielders of the frost magic talent, Hareag accompanied the Lord Commander of Frostvalley Keep on his way back home after his custmoray visit to meet the the new jarl of the eight tribes. After six months of being schooled by the Frostvalley Loremaster, he was shipped to Dathnafar to become a Frost Mage, his apprenticeship ending with the customary oath to oppose the Mists no matter which path (Dawn or Dusk) he chooses. 

After returning the the Valskyrr, Hareag wandered the cold wastes and the Deadlands for years, aiding Ravencrag Furies in their pursuits, and earning the respect that would make him an advisor to each of the jarls for the last sixteen years. He only recently resigned from the position and moved to Frostvalley Keep, the true reasons of this known only to a handful of those old enough to know his family’s history, or perceptive enough to see through Hareag’s motives. 

Regardless of any reasons Hareag might have had to relocate to Frostvalley Keep, he has quickly become a trusted ally and a well respected part of the questing company, as, despite his age, he decided not to continue advisory work, and instead become once again an active part of the struggle against the Mists.

Frost Staff by Enggar Adirasa

Hareag in the game 

The Frost Mage is an interesting and powerful twist on the already known Arcane Mage. Being less able to avoid battle or use the advantage of arcane fire against his enemies, he instead strikes at them with the cruel cold, not only able to attack them directly, but also weaken them before dealing the final blow. Did you like the story of Hareag? Share your thoughts and, as always, have a wonderful day! Błażej

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Tuesday, March 17, 2015

Mistfall Rogues Gallery: The Living Dead



Today we continue the story of the Mistfall enemies and evildoers - adding just a small reminder that the game is right now being funded on Kickstarter.

When the first news of the dead rising reached the more civilized human lands, they were disregarded as mere tales spun by those, who would seek to profit from spreading fear – or those deeply traumatized by their first encounter with the Mists. The truth turned out to be more horrifying, and soon humanity had to face an enemy unlike any of the ones that had stood against it before.

Art by Enggar Adirasa
The Mindless and the Malicious

All those who met the undead know that the backbone of their hordes comprises of skeletal warriors and zombies – slow walking corpses, easy to run away from, but not as easy to kill. But believing that all the undead are exactly that: methodical but slow and shambling could be a mistake that would lead a careless adventurer to eventually joining their ranks.

As the Mists seem to be able to raise any man and any creature from the dead, their reanimated servants range in scope and abilities. Those who would face this scourge on a regular basis know very well, that skeletal hands can handle a bow and that the slow approach of the rotting walkers is often preceded by a vicious attack of a pack of vampiric hounds.

As creatures of the Mists, some undead are able to wield bagic, and whoever glanced at least once into the eye sockets of a skeletal mage knows, that an inhuman, malicious intelligence is also a gift the Mists would bestow upon its once dead servants.

Undead in the Game

Some of the undead enemies are surprisingly tough for their skeletal or rotting frame – and it should come as no surprise, as those who had once died are now animated by the power of the Mists and not by vital organs that can be targeted to deal more damage. For that reason, it is always good to find a way to make use of their primal weakness – as almost all undead will be easier to overcome using fire or divine powers.

The undead are not only tough, but can also be surprisingly diverse, able to strike fast, call upon the power of a dark rage or heal their wounds after successfully dealing out punishment to Heroes. For that reason, players should never disregard the slower undead or those that deal less damage, as they have a tendency to slowly but inevitably swarm the Heroes to deprive them of their lives.

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Thursday, March 5, 2015

Mistfall: the Deadlands



The knowledge of the corrupting influence of the Mists spread like wildfire, but it took some time for humanity to come to terms with how powerful the new threat really was. Today we take a look at the lands of Mistfall taken away from humanity by the dead brought back to life by the dark power of the Mists.

The Desolate Lands

Much like the Borderlands, the lands of the dead were once inhabited by children of the goddess Dawn. Sometimes surprisingly far the humanity’s frontier, some of them fell within a few days, as the cemeteries and barrows suddenly swarmed with corpses leaving their graves and either going after the living or simply beginning their march north, were they would serve the new dark power.

The Deadlands, as they came to be known soon afterwards, are desolate and dark places that offer little respite to those who enter them, even after the undead have been drive away or destroyed. And although sometimes even in those places a glimmer of hope can be found, those who venture into the lands of the dead should always remember that they are on a truly hostile ground.
Art by Enggar Adirasa
Deadlands in the Game

The Deadlands are often featureless and desolate – and that means that Heroes will be left on their own when it comes to replenishing their strength after a battle with the undead. That means that those who plan their route through multiple Deadlands locations may quickly find themselves stripped of their strength and in need of a respite elsewhere altogether.

The enemies encountered in Deadlands are – unsurprisingly – those, who where once humans, but are now both unrelenting servants of the Mists. Next time we will take a look what dangers they pose – especially those who come to their lands without fire or the light of the goddess Dawn.


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Thursday, February 26, 2015

Mistfall Rogues Gallery: Of Beasts and Men


For ages beastmen were the most dangerous enemies of mankind and a constant threat always lingering beneath what humans believed to be the borders of their lands. Tough and ferocious, they have proven over time that they should never be underestimated, even when their simplicity might imply they are less of a threat than some of the creatures inhabiting the dangerous world of Mistfall.
 
Art by Enggar Adirasa

Rage and Resilience

Venturing into the wilderness, humanity would always find the same enemies waiting there: beasts of prey ready to defend their hunting grounds – or make do with new and different game that had decided to enter their territory on their own. And things got even more dangerous, when the Duskfather willed to elevate animal hunters and use them to create a race more similar to humans – but more ferocious and easier to control.

Natural hunters and warriors, beastmen usually employ a simple strategy: striking fast and hard. Their inborn resilience and toughness makes them difficult to repel, especially when in the heat of battle they make use of their inner rage to strike even harder at whoever stands in their way. Whenever able to tap into the potential of their true ferocity, beastmen become more than a match for Heroes seeking passage through their lands. The beasts of pray display similar features, and although less resilient, they may make up for the lack with sheer numbers and the relentlessness with which they stalk their prey.

Wildlanders in the Game

In a way, fighting beasts and beastmen is simple – although not necessarily easy – matter and players should never underestimate the sheer power and stamina the denizens of the wilderness demonstrate. Especially when augmented with magic of the shamans and the fact, that some of the beasts and beastmen will not be discarded when other enemies leave the game – making elimination the only viable option.

When facing off against beasts and beastmen players should also pay special attention to how easy it is to enrage these enemies, often allowing them to attack faster or hit harder. And this can make beastmen no less formidable than the devious Borderlanders or the terrifying undead.

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Thursday, February 19, 2015

Mistfall: The Wildlands



The denizens of the Wildlands are probably most well known to those who followed the Mistfall articles, as the beastmen became the rivals of humanity during the first ages of the world. Today we take a closer look at what the players can expect as their Heroes enter the lands of the first servants of the Duskfather. 

Hostile and Wild

The wilderness has never been a welcoming, especially in the northern, ice-ridden lands of the Valskyrr, and many settlers and conquerors would come to realize that venturing deeper into the north was a dangerous endeavour – and not only because of the creatures living there. Swept by cold winds, unforgiving, sometimes surprisingly barren and featureless, the Wildlands would often repel – or kill – those seeking passage on their own.

The half-man, half-beast children of Dusk inhabiting those hostile lands also left their mark, as the Wildlands were transformed by the Mists, and those who enter them now can often suffer from the effects of the dark sorcery the beastmen shamans dabble with.  But even without the dark magic, crossing icy plains and half-frozen rivers can prove a task able to wear down those who are not well prepared.

Art by Enggar Adirasa

Wildlands in the Game

Although occasionally a Wildlands Location can bring with it an opportunity to gain a bit of an edge, usually players will have to factor in the extra effort it may take to move out of a Wildlands or be ready to deal with some damage their Heroes may suffer upon entry. Still, most of the wilderness can offer them a little bit of respite, if they manage to successfully rid it of its original inhabitants. The enemies most often encountered in this terrain are both beasts and beastmen: strong, tough and often impossible to deal with by simply retreating when the going gets tough. 

Next time we will take a closer look at what the players can expect from the ones that call the icy wilderness their home.

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