A Call to Arms: Anarchy in the Northeast

in #splinterlands13 days ago (edited)

A Call to Arms: Anarchy in the Northeast

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The Story

Thanks to you and the dwarves, Solace still stands. Now, the rebellion rages across Praetoria. Runeseer Sevaya needs you to convince Eternan Brune and his Drybone Anarchists to break their alliance with the Chaos Empire and join the cause.

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Runeseer Sevaya

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Sevaya Sen and her Riftwatcher compatriots have followed in the wake of Silus of the Rift and his legions of Chaos across numerous realms. They collected the scraps and the survivors, bolstering their combat power and preparing for the day when they would stand against their mortal enemies.

Now, that day is fast approaching. The Chaos Empire controls the Splinterlands, and Sevaya is afraid. For she is a runeseer and triusul human, skilled in both runemancy and clairvoyance. She has seen the possible futures. Most lead to ruin. Only a handful do not. And in these handful, there is always a battle mage, and there are always choices.

She will do what she can to guide the battle mage toward the right ones.

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The Battle Mage

You strap on a Runic Skyclaw suit, fly outta Solace, and head for Stonetown in the Drybone Badlands, home of the Drybone Anarchists.

Unfortunately, along the way your Runic Skyclaw suit malfunctions, and you overshoot the mark. You crash-land off the coast of the Northeast Coastal Steppes, somewhere in the Colossus Ocean. The good news is you have company. The bad news is they ain't friendly.

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Anasth Soothsayer

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The soothsayers of Anasth swim the northern coast of Praetoria, seeking anything that may be of value and could be sold for profit. They offer sage advice to any that can make payment, though their predictions are often haphazard at best. And with the hostile regime of the Chaos Empire choking much of the profit from the coastal settlements of the Wild Northeast, these soothsayers have found that folk are willing to pay that little bit more for some optimism in their lives.

Unfortunately, in this case, "anything that may be of value and could be sold for a profit," turns out to be you.

Luckily, though, merfolk traders from the Kingdom of Mar Toren happen to be in the area, too, and they hear your valiant struggles--that is to say, your splashing and flailing about as you try not to drown. With their help, you fight off the kulu and make it to shore.

Next stop? The Drybone Badlands. But you have to make your way through the Sea of Karsts to get there. And it's here you meet the rock gnomes of Nimbledook.

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Nimbledook vs. the Karst Harpies

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Most rock gnomes have an insatiable curiosity and thirst for adventure. Their wanderlust takes them wherever there are sights to see and landmarks to behold, regardless of any danger.

The rock gnomes of Nimbledook are no exception. They've crossed the scorching sands of the Oni Desert, climbed the highest peaks of the Agniavas, braved the perils of Tanglethorn Peninsula, and delved the depths of the Great Scar. What they haven't done is on-sighted the limestone towers or spelunked the caves of the Sea of Karsts.

But the Wild Northeast's Sea of Karsts is a harsh, inhospitable landscape. Few are willing to brave its deadly terrain, and those who do face dangers not only from the land itself, but also from the flora and fauna that dwell within it.

One such danger are the harpies of the Halara Venue. Fiercely territorial, they are known to rouse the colonies of giant bats that roost in the karst's network of underground caves. Then, in the confusion of their flight, these harpies fling a hail of stone flechettes at intruders.

After helping the Nimbledook fight off the harpies and karst bats, you continue on your merry way until you enter the Drybone Badlands. It is here you meet Prophet Rosa of the Ujurak Tribe and her retinue of mystics.

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Prophet Rosa and the Ujurak Mystics

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In the Northeast Coastal Steppes of the Wild Northeast is a dynamic confederation of seven nomadic tribes known as Panopia. These tribes came to Praetoria from Azmare, and at first, they thrived on an abundance of natural resources.

However, all that changed when the Chaos Empire arrived. Caught in the clutches of its tyranny, the tribes of Panopia were taxed in coin and conscripts, with the strongest of their braves enlisted in compulsory service to the legions of Chaos.

Rosa Ombros is a prophet and tribal leader among the bluehair minotaur of the Ujurak Tribe. Her mystics harness the ancient, primal magic of the earth to enhance the fertility of Panopia's lands and offer guidance and wisdom through communion with both the gods and the natural world.

Not long ago, Prophet Rosa received a vision: that a path to ending the Chaos Empire's reign of terror lay to the south, somewhere in the bleak expanse of the Drybone Badlands.

And so she and several of her mystics embarked on a perilous pilgrimage and a journey of faith to free the tribes of Panopia.

The path to ending the Chaos Empire's reign of terror? It led Prophet Rosa to you--

--and also, straight into the maw of a Drybone megaladon.

Thriving within the Drybone Badlands, this species of giant sharks is found nowhere else on Praetoria. A surge of dirt and rock in the distance, and a single fin rises from the earth and cleaves a path toward its prey. You can try to run, but there is no escape. Better to stand still. Don’t move. Don’t even breathe. Because once the Drybone megaladon knows where you are, it will hunt you down, erupt from the earth, and swallow you whole. Then it will vanish again into the earth of the Badlands, leaving only a memory of its savagery—if there is anyone left alive to remember.

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Get Ye to the Citadel!

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What happens next? Does our plucky hero/heroine save Prophet Rosa and her mystics, or do they all end up in the belly of the beast?

I don't know. Will you choose wisely or poorly? Will it even matter? It's up to the fates.

What I do know is that you'll eventually make your way to Stonetown, where you'll have to fight your way through the anarchists and legionnaires of Chaos to get to Drybone Citadel.

Thankfully, you won't have to do it alone. One of the legions' captains has about had enough of the Chaos Empire.

Cryptic Darkenmage has joined the party.

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Cryptic

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Cryptic Darkenmage joined the legions of Chaos in search of loot and glory. He clawed his way up the ranks to captain and was given command of a company of legionnaires. He dreamed of rising higher, perhaps one day serving in the Ascendency at Silus of the Rift’s right hand.

Instead, he found himself assigned to the armpit of Praetoria, Stonetown in the Drybone Badlands, where he and his legionnaires were tasked with enforcing the empire’s will among the Drybone Anarchists. Taxes, logistics, administration. It wasn’t what he signed up for.

Sick of the destruction wrought by the Chaos Empire--sick of obeying the orders of those lesser than him--Cryptic listened as whispers of rebellion swept through Stonetown. In the streets and taverns, he heard the rumors. And he waited for his opportunity to turn against the empire and teach them a lesson. You are that opportunity.

But I know what you're thinking.

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You got it, Jerry.

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Cryptic is the Rebellion set's Water/Death legendary Tactics summoner. He comes packing -1 Speed and Blind for your entire team. What about his tactics? On the one side, he gives Retaliate and Enfeeble to two of your units, which puts a real hurting on your opponent's melee attackers. On the other side, though, he gives two units Poison and--what's that I see? I don't recognize that icon. Could it be... would it be... should it be... yes. A new ability.

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Expose

50% chance to remove Forcefield, Lookout, Reflection Shield, Shield, Void, Void Armor, Cleanse, or Immunity after a successful attack. Expose will always remove Immunity first. (subject to change)

Expose removes a random damage reduction ability (or Immunity/Cleanse), essentially exposing your enemy to the full brunt of your attacks. Poison is just salt on the wound: strip your opponent of immunity, slap a Poison on them, and drink up their tears.

Cryptic will open up a whole new breadth of strategy. You want him? Stake your cards in the Conflict for your chance at them sweet airdrops!

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By the Numbers

Like the previous Conflicts, 4,000 copies of Cryptic will be airdropped to participating players based on their total Reward Chances when the Conflict ends. But this go-round, it will take 325 Reward Chances to guarantee a copy of the card.

For a refresher on how Conflicts work and the math behind Contribution and Reward Chances, be sure to review our previous posts:

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More Information

For even more information about Conflicts, check out the Rebellion & Conflicts support articles on the official Splinterlands website.

Conflicts: FAQ

Mage Wagons: FAQ

How to Enter Conflicts

How to Calculate Conflicts Contribution

How to Purchase Vouchers on Hive Engine

How to Purchase Vouchers on Tribal Dex

Good luck, battle mages. Vonak!

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Blind in a summoner so more RNG for me to lose to!

🤩 !PGM

Impressive warrior
I will boost my wagon
Peace

Oh man, how exciting 😁