Archive for September, 2009

Heralds of the Dragon Gods

Monday, September 28th, 2009

In his dream Drakon relived the horror of the dying villagers and wrath of the Exile. The sounds around him: screaming, crumbling stone, the roar of a dragon and his inextinguishable rage. He couldn’t stand to hear the pain but he was powerless to stop it. The strength in his muscles waned, until they were all but useless. Inside his mind was the twirling scene of villagers, innocents, before a backdrop of fire. They begged for his help, pleaded with bloodied faces and scarred bodies. His guilt was torment, paining him far worse than the wounds he’d received from the Exile. Unable to bear the scene, Drakon opened his eyes.

He had returned to his lair a while ago, the catacombs beneath the Ironfist Stronghold, to rest and recuperate from his confrontation with the Exile. The catacombs had always soothed him; they were quiet, cool and peaceful. Light filtered in from the iron gate, the cold grey of morning against the stone. His gaze then fell upon the Ethereal Priestess who was tasked with aiding in his recovery.

She was a skilled healer, weaving Nora through the air and into his various wounds. He watched her awhile, with the strands of blue in her hands. She moved it about the air, eyes focused intensely on where she would apply her healing energy. She murmured her chant, and then touched a tender spot on his outstretched arm; the Nora seam followed her movement, sewing the wound shut and soothing his pain. As she continued her task, Drakon glimpsed a familiar dwarf, in platemail, sauntering towards him. He turned his head towards the approaching dwarf, greeted by a nod from Euan Ironfist.

“You’re a mess, Drak’.”

Drakon pulled himself up from the ground, found the strength that had disappeared.

“Any word on the Exile? Where is he? Where is Windfury?”

“Settle down. You’re the only dragon in Ironfist territory. It’s been that way for a month.”

“Windfury wants blood Euan, nothing else.” Drakon grumbled.

“There hasn’t been an attack on Ironfist since we found you at Raela. Not even a single Draksar scout. The mountains slumber with you.”

Drakon was poised for battle, but Euan’s touch eased him.

“The Exile is in the Peaks. If he decides to return, we’ll have an army waiting for him.”

The priestess had climbed onto Drakon’s back and began soothing the scars along his spine. He lowered himself to the ground, releasing a heavy sigh as he did.

“Windfury tore open his own son, Euan. The Draksar carried Akakios away before the Exile could finish him. He wants blood.”

“Then we’ll just have to make sure it isn’t ours. You worry too much. This isn’t our fight brother, you just got caught in the middle of a feud is all.”

Euan left Drakon to rest, beginning his long trek up the stairs towards the bottom floor of the Stronghold. Drakon dropped his head to the cold stone floor; another breath brought a small cloud of dust into the air. The wounds along his back were closing.

“Euan Ironfist doesn’t worry enough. The Exile will be back.”

The priestess continued her work, her voice fading softly into the empty space of the stone roost.

The Exile did not plan another attack on Ironfist. When he fled from the field at Raela, he didn’t return to Eehiist and the caverns that dotted the Shattered Peaks. Instead, he rested in the Fragile Expanse, a plain reaching between the Peaks and the Ironfist Mountains; Voil territory. The Fragile Expanse was plagued with quakes and unstable ground, no place for a Moga or G`hern; yet there lived in its various spaces, hiding from the winged tyrants. It was a place for a dragon to hide, to collect his thoughts. In his roost of broken rock, he was visited by Hyaenid. They yipped when they first saw him, occasionally retreating and baring fangs at him. A month passed, a month of introspection and contemplation. The Hyaenid spent the time sneaking around his roost, speaking in hushed and squawking tones, pointing to him. He ignored them, thought of the blood he had spilt. He imagined the little boy, hiding in the stable in Helenda, and the guard captain who scooped the boy into his arms. Occasionally, a rock would strike his skin; a soft impact that he barely noticed. Bladen would turn to its source, to see darting figures and hear the yipping throats. He thought of Varia revealing a scaled shoulder to the Draksar that combed the streets for soft-skins. He could see his son’s men, dragons on their hind quarters, raising swords against men who defended with farming tools. Had the soft-skins already suffered their due? Many lay where they once stood, burned or cut for standing against their demise. They had no homes and the ones they could keep were meager. He thought of the homes he crushed in Raela, the meek ones that watched in horror, the ones who drew their crude steel against a titan. He thought of the soldiers who were ready to defend the small hovel of cobblestone. Bladen had released his anger, his vindictiveness, on weakened spirits. They had no chance of defending themselves. He remembered the red dragon that descended beside him, the one who called him an interloper, his son Akakios. What turned his son to such violence? What could drive a child to extermination? Where was his little Akakios, or the man he imagined the boy would become? He wanted a better life for his son, one of peace and silence. The son was ire, a shadow of his father.

The thoughts consumed him until the Hyaenid had stopped their harassing and came out from the shadows. He noticed them at the mouth of his roost, a group of ten. Instead of retreating from his glance, they approached him directly. They were dressed differently than the others, each adorned in ornate leather and crowned with feathered crests. They had a drum on each hip, which they proceeded to slap in rhythm. Bladen looked down on them, watched their fervent hands slap the thin skins. A few began to move about the roost, continuing the furious beat; the entire gathering began howling and yipping. One stepped up to Bladen, stood right beneath his maw and stared into his eyes. Their fear of the behemoth was gone. Their drumming slowed, the beat waning into a dull roar and then into silence. The Hyaenid beneath him spoke.

“Mighty titan, god of the Peaks, we have no offering other than our music.”

Bladen snarled.

“Why are you here, Hyaenid? Your kind has been gnawing at my patience.”

“We come to pay homage to you, the true king of the Shattered Kingdom.”

“Homage? King?”

“We come to ask for food. Our hunters bring morsels fit for a Moga. Our calls to the Queen Eehiist go unanswered. Our tribes will starve if they don’t receive a healthy meal. We need your help, mighty titan.”

“You ask a dragon for food, not a king. I have nothing for you.”

“Do you sit on a throne?”

Bladen looked around his roost, stone jutting from stone, the formations encircling his bed.

“A roost. This is my roost.”

“It is a throne made from shattered rock, fit for the king of our lands.”

“I am no one’s king, little dog. Leave.”

The Hyaenid raised his hands to Bladen, his finger close to the dragon snout.

“Don’t leave us to rot, king! We need you, we need your guidance, your gift!”

Bladen stood and snarled at the groveling creature.

“Fine! I get you food and you leave me alone!”

With that, Bladen swung his wings and lifted himself into the air. The Hyaenid watched the titan, each pump bringing him higher and higher into the sky. Soon, the entire expanse was in his view, along with all of its little denizens; miniatures of themselves, scrambling across the tiny curves and crevices of the land. He scoured its shapes, searching for a suitable game. Moments into his hunt, he spotted a pack of feral boars, bounding into the horizon. He sailed across, plucking up one in each claw. The soft bodies squirmed in his grip, their voice squealing as he swooped across the plain. Four savage boars, each a feast in its own right, would be enough for them. As he returned to his roost, he saw the adorned Hyaenids standing at the entrance, anxiously awaiting his arrival. When he entered, he dropped the boars onto the stone floor and then returned to his resting place. The bewildered beasts stumbled around, squealing and thrashing about. Two more Hyaenids appeared from the entrance, wearing torques of beads and carrying spears in their hands. In a sudden movement, a quick and effortless motion, two of the four were sputtering their last breaths along the stone floor. One of the ill-fated beasts made for the entrance, only to receive a magical blast to its flank. The wound grievous, it too succumbed to death. The final beast rushed towards Bladen, only to be met with a powerful swipe across its face. It thrashed about once more, blindly and frantically. Another magical blast to its back and it was felled. Bladen lowered his head to the ground, resting it on an arm, and turned a single eye to his unwanted visitors.

“Your food, little dogs. Now, leave me.”

The Hyaenids obliged, carrying the boars out in twos and praising his beneficence with each step away. The rest of the night was spent in introspection, the same as the past month, but the subject was different. Such a simple act, lifting a boar into the sky, gave the Hyaenid something to eat. In Raela, he struck down the ones that needed his help, crushed their homes in his hands. Did he enjoy it? What did he gain from killing the soft skins of Ironfist? Nothing. There was nothing gained in vengeance, other than soiled claws and a hunger for more. It destroyed his son and it would end him if he continued. If not vengeance, then what? Helping the Hyaenid? They needed him. They named him the ruler of the Shattered Peaks, begged him for sustenance, and praised him when he delivered. It was the fact that they would eat that night, not their praise, which pleased him. The night was long with thoughts of his actions and, ultimately, he had chosen a new path. The soft-skins had paid their debt many times over, through Akakios and his loyal servants. Vengeance had consumed his son and Bladen could do nothing more than dismiss his actions. The son would not listen to his father; he was too far submerged in blood and all-encompassing hatred. Bladen Windfury would not follow the path any longer. He made his decision; when the sun was up, he would find the Hyaenid tribes and aid them in whatever way he could. He would be their king, not to garner worship, but because they needed him.

As time passed, the Exile aided the Hyaenid in whatever way he could. He hunted with them, pulling in large game. The Hyaenids ate their fill of boar and mountain lion, occasionally indulging in seared fesh. Bladen’s praises were sung around bonfires and in circles of witchdoctors. Eventually, word of their king spread across the Fragile Expanse to hidden tribes of Moga. Even the Cyclopes of the Storm Lands heard word of the mighty dragon god. They came to him, either for his aid or to praise his glorious power. Soon, the Fragile Expanse became a kingdom, a gathering of different creatures; Hyaenid, Moga, Cylcops; all of them bowed to him as their benevolent king. His troubles with the soft-skin had faded to a faint recollection, all but a wisp in the furthest corner of his mind. No longer was the Exile the title of a murderer; it was a king’s name. Bladen Windfury, exile in name and no longer in spirit, was the rightful king of the Fragile Expanse. His domain would reach from the foot of Ironfist to the edge of Eehiist’s caverns. His subjects would follow him and sing the glory of his feats in their tales. They had no banner in his honor, because he forbade it. When asked why, his reply was always simple.

“My banner is in the air, the praises of the Hyaenid and Moga. Their voices are my crest and their hearts are the poles that hold each banner up to the sky. There is no need for a flag.”

His rule rose friction with Eehiist, but their differences never came to blows. The shattered plains were his to rule. God or mortal, the Voil Queen kept her distance; it was best to leave the wretched place alone. Bladen Windfury, exile in name alone and no longer in spirit, was the rightful king of the Fragile Expanse and of all the creatures unguarded by Voil.

Ironfist Stronghold/K’thir Forest War-Enchanted Groble Deck

Thursday, September 24th, 2009

War-Enchanted Groble x2
Upgrades: 12 Speed, 51 hp, Resistance: Physical 1, Resistance: Fire 1 - 96 Nora


Thorn Collection x2
Lifeshield x2
Mend x2
Herbal Antidote x2
Impervious x2
Last Stand x2
Righteous Deflection x2
Repair x2
Disarm x2
Hammerstrike x1
Desperate Heal x1
Unobstructed View x1
Butterfly Wings x1
Invisibility x1
Swiftwind x1
Vortex x1
Elite Blade x2
Oaken Mace x1

This week we have a deck I played some at the start of the expansion and which has since been experimented with by many players, the War-Enchanted Groble deck. The Groble, as with the Elven Ancestor, is very well suited to a deck revolving around it as a lone champion. This is due to the powerful Adaptive: Ironfist ability and the potential long term power of Spellswallower. Compared to the Ancestor deck, which is fairly low tier, the Groble deck has one major advantage: Last Stand. This spell is naturally very powerful in a deck like this, and the HP bonus stacks with itself and with Adaptive allowing you to get your HP and all other stats up fast. Generally, your strategy with this deck will be to get out the Groble and Last Stand up and running on him, which will jump to huge stat numbers immediately. These numbers will rise as the game continues. Once your Groble is out, liberal use of spells to support him will keep him going strong and allow you to deal with a variety of situations.

Most of the spells in the deck normally have rather limited uses. However, since we can pad our build here without loss of valuable champion space, the hard counter nature of these effects is very valuable. The most important spells are Lifeshield, Last Stand and Repair. Last Stand, as described above, gets you going. Repair keeps you going by providing excellent single target healing. Lifeshield counters many of the spell based counters to the deck, allowing you to set up without fear. The rest of the spells should be used as applicable for extra damage or utility as the situation demands - the ability to become unstoppable, invisible or flying at will is very useful in a small deck like this. The Ironfist spells, in particular, should be used as freely as possible. Each casting is going to buff your Groble, after all. Righteous Deflection and Impervious should be chained on cooldown as much as is feasible. Finally, the 3 equipments provide you with something to occupy your equipment slot (preventing negative equipment) and also give you access to physical attacks, key in a deck with limited typing such as this.

When playing this deck, you have to be wary of a number of things. Magic Immunity is obviously a problem - Elite Blade/Oaken Mace is your only real option here. Don’t be shy about disarming yourself if necessary to use both equipment in a single turn. Single target spells are a threat, so Lifeshield should be up at all times. Clever opponents will probably ignore your Groble in favor of attacking the shrine - be sure to save your Repairs and Desperate Heal when this seems likely, as you will take a lot more damage from Defender of Chaos than from being hit normally. If they’re going for your shrine, your best bet is to go for theirs first - your high speed makes that quite doable.

Discuss this on PoxNora Forums

Kaervas Kaervas
Assistant Game Designer

The Life of a Tournament

Tuesday, September 15th, 2009

Have you ever wondered what goes into a PoxNora tournament? How do they run and is it as hard as it looks? I’ve run a few now and today I’m going to take you behind the scenes to show how it all works. There are probably more steps than you think, but here is the entire process.

Theme - Without a good theme, a tournament is nothing more than a group of people beating on each other until only one remains. Even the smallest variation in gameplay can add an additional layer of strategy or force players to think outside the box. It could be a battlegroup of one specific race, the exclusion of Exotics, or another limitation placed on a particular battle. Maps are a huge consideration as a poor map choice can give an enormous advantage to certain battlegroups.

Prizes - No contest or tournament is worth participating in without some decent prizes. We try to rotate things with booster packs, leveling tokens, and on a rare occasion spiffy runes. For the most part many players just compete for enjoyment but a decent reward for performance is never unappreciated.

Get Approval - You might think I just decide “Hey we’re going to give away booster packs” when I decide on a tournament but it’s not quite that simple. There is an approval process we go through to make sure we are following best practices and company policy. Once everything has been a green light we can make an announcement.

Announcement - Promoting the tournament isn’t a difficult step but you want to be sure to find the balance between excitement and using the word “unprecedented.” For the most part a locked thread is put in the Events forum with specific entry instructions.

Entrants - At a specified time, I unlock the entry thread and have players post if they are interested. They also send me a breakdown of which battlegroup they are planning to use in the upcoming event. I verify it to make sure it fits within the parameters established in the rules and verify their entry. I also have a system that can see the battlegroup they are playing before the game begins, so I verify things match up.

Seeding - If you aren’t familiar with professional sports, seeding is the process of making sure matches are paired to provide a fair and exciting finale. This can be challenging if the ranking of participants varies by a large amount. It’s mitigated as much as possible but there are times where a rank 1000 plays a rank 200.

In Game Announcements - This is where I remind everyone regularly that the tournament begins at a specific time. This is not only to make spectators aware, but to remind players who may have forgotten about the event.

Take Roll - It’s time to get things going, so we need to take roll and make sure everyone has showed up. This is almost never the case, so we fortunately have some alternative entrants ready to take their place. In some cases this means finding some last minute participants who want a shot at fame and prizes.

Initiate the Competition - This step might actually as easy as waving a Starting Flag at NASCAR, but it isn’t. Depending on the size of the tournament, and if entrants arrive promptly, this can take 10 minutes to accomplish. Even after the first round has begun, players complete their battles at various times so seeding must be done on the fly.

Prizing - When all is said and done, participants must be given their reward per the tournament rules. For the most part this requires a quick few commands in our system, but a large tournament can be time consuming. Our anniversary tournament for example had 17 prizes that were individually awarded.

Hopefully this gives you a little insight into exactly what it takes to create and run a tournament here at PoxNora. While some of it is less than glamorous, seeing some of the epic fights over the last few months has been worth every minute.

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CorpsE RadarX
Community Manager

Forglar Swamps/Shattered Peaks Behemoth Deck

Tuesday, September 8th, 2009

Cyclops Chieftain x2
Upgrades: 9 Speed, Magical Bomb 3, Surge: Behemoth 2 - 106 Nora

Firk Mindweaver x2
Upgrades: 9 speed, 43 hp, Absorb Illusion - 71 Nora

Voil Transporter x2
Upgrades: 41 hp - 63 Nora

Glowing Slider x2
Upgrades: 46 HP, Transfer Life 2, Vulnerability: Fire, Vulnerability: Acid - 43 Nora

Cyclops Nemesis x2
Upgrades: 11 speed, 58 hp - 50 Nora

Firk Mindshredder x2
Upgrades: 45 hp - 62 Nora

Firk Botanist x2
Upgrades: 9 speed, 47 hp, Vulnerability: Magical - 65 Nora

Cyclops Shaman
Upgrades: 9 Speed - 69 Nora

Massive Anuran
Upgrades: 9 Speed, 57 hp - 62 Nora


Intimidation x2
Tribe Wars x2
Avalanche
Feeding Frenzy
Marsh Song x2
Monsoon
Echo Chamber
Tribal Post
Moga Bartering Post
Darkmarsh Helm x2

Hello everyone. It’s been a while since we’ve done a battlegroup, I know. This time around I’ve got a fun deck enabled by the most recent expansion Broodcall. The central theme of this deck is Surge: Behemoth on the Cyclops Chieftain - one of the broadest surges around. In order to enable this, we primarily use two different runes. First, the new Firk Mindweaver and the Shattered Peaks spell Tribe Wars. With two Mindweavers out, a single casting of Tribe Wars gives our Chieftains +12 damage! We can support this effect with a number of other runes to get a pretty cool deck. You probably won’t dominate the ranks with this given the difficulty managing massed 2×2 units. However, you can definitely surprise opponents with some insane numbers on your Chieftains and clutter the heck out of the board to boot.

Cyclops Chieftains are the center of this battlegroup, and our build on them is forced by CP concerns to get all the basics maxed out. Mindweavers are key rune #2, and are kept cheap. They should be protected, though with absorb for healing they can make solid back line fighters early on. Following them we have support staff which is 2 Voil Transporters. They give us the mobility we’re going to desperately need and 2 Glowing Sliders add a lot of healing support for our Chieftains. Next up is combat champs and the Cyclops Nemesis is a no brainer since he gives us more illusions to surge off of. This is boosted by the chieftain, which also has excellent stats. Firk Mindshredders and Firk Botanists give us some ranged damage that’s cheap. This is very helpful in a deck that relies on playing a 106 Nora champion. Trailing the lineup is a Cyclops Shaman, who is a solid ranged choice that counters Nora Generation. It gives us a pseudo-cleanse and is boosted by the Chiefs, not to mention a Massive Anuran for early game help and more surge. The Anuran can be replaced with almost any other champion in FS though.

Beyond champions, our key runes are threefold. First, Tribe Wars enables the core combo. Second, Intimidation which will always have greater numbers with this deck, so is very helpful. Finally, Darkmarsh Helms are key in protecting our Chieftains, and give us a way to make hitting them with range and spot removal spells hard. In addition, once you’ve gotten going an assassination from a Helm’d Chieftain, this will kill pretty much anything in existence. It’s possible to do 80 damage or more. To further pump the Chieftains, Bartering Post, and Tribal Post are excellent relics. Backing up this central assortment is a number of more generally useful spells like damage spells and Marsh Songs for nora.

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Kaervas Kaervas
Assistant Game Designer