Gregor is one of the four dragovinian Enforcers restored to his mortal form by Apollo. He traveled with Sivirdm, Stanton, Wu, and Sergeant Korjak to recover the four missing pieces of the Druid’s Prophecy for the Rebellion. During this journey Gregor proved to be a ferocious combatant, but often attempted to solve problems with diplomacy rather than violence. After recovering the Prophecy pieces Gregor and his companions parted ways with the Rebellion. They traveled into the east to reunite the orc tribes. Continue reading →
Tetalya is a jungle city with a population of about 45,000 along the Aractrash River’s exit from the Aractrashan Jungle. The city is a center for alchemy of all kinds. Magic potions and nonmagical salves are made in great quantities in Tetalya. The surrounding trees, plants, and animals have many different type of spell components that fetchers bring in to the city to be harvested for spell components. The more rare and dangerous specimens such as basilisks are processed in a cordoned area just outside of the city.
Tetalya has a popular battle arena that attracts visitors from other cities. Many husbands have lost their life savings and gone home to the verbal abuse of their wives while others have moved up to positions of insane wealth. The arena is special in that it does not hire new people or use beasts except for its most special combats on holidays. The arena has rotated through a set of twelve different combatants since its formation. The fighters rarely leave their cush arena position thanks to the large cut of the betting, luxurious living space, and the best food that can be given to them. The twelve combatants currently active in the arena are: Hargoth the Axe Rager, Dylan the Sword Ranger, Julian the Drunk Monk, Shara the Half-elf Grappler, Tira the Knife Woman, Organ the Buffing, Sheera the Elven Archer, Tjakres the Githzerai with Magic Arms, Batinhen the Dwarven Paladin, Constance the Dwarven Defender, Kuvintal the Rapier using Acrobat, and Bats the Halfling with a Hooked Hammer and Net. There are contingent spells put on the combatants to prevent them from dying. All of them are best buddies and spend most of their off time together.
The biggest production of alchemy ingredients is done at Grandma Sullust’s Garden in Tetalya. She has a virtual monopoly in the East on magical plants that can be grown domestically. She sells some of her crop in the city itself but most goes to the druid’s guild in Lordodo. They use the plants they can to make salves and the rest are exported mostly to Crafterton to make alchemist’s fire and other offensive chemicals.
The Druidic Healing Guild of Lordodo has an office in Tetalya. This office is the organizational center of Tetalya, filling the basic function a lord’s castle would in a feudal town. The druids do pay fealty to King Staynard of Aractrash and defer to his authority when he is in the city. The druids increased sanitation to levels that some of the public think is unnecessary, while the rest think the clean streets are the best thing since bread. The guild built many public parks and improved the fire prevention service. Overall the druids have drastically improved the standard of living within the city while restricting most of the city’s more dirty medieval traditions.
I didn’t record my victories this time, but I did keep track of my decks.
First up, I defeated the Dark Iron Arena using a Freeze Mage deck. Here’s the deck list:
If you’ve seen other Freeze Mage decks, the idea is pretty simple. Prevent your opponent from killing you until Antonidas is on the board. Then use Antonidas’ endless supply of Fireballs to destroy your opponent.
The deck works best if the computer drops Millhouse Manastorm the turn before you play Antonidas. That didn’t happen during my game, but the deck was still strong enough to get me a victory in one try. Just destroy threats as they come up and use Antonidas as a finisher.
The deck is expensive to craft, but it gets the job done in constructed and in Heroic mode.
The other Heroic boss I took down was Garr, the guy with all the exploding Firesworn.
Here’s my deck list:
This deck is also pretty simple.
On Heroic mode, Garr’s Firesworn deal three damage per death and he starts with seven. That means if all seven blow up at the same time you take 49 damage.
Killing them off earlier helps, but you still take some damage.
So what’s the easiest way of preventing the Firesworn from activating? Silencing them!
Mass Dispel is the reason this deck works. And there’s tons of healing to save your butt too.
I won on my first try without even using the Inner Fire combo.
I kept my creatures alive by healing and adding health to them against Garr’s onslaught.
Dalleer is one of the biggest cities in the east. It resides mostly on the eastern side of the Black River, but some citizens live and work on the western bank across the Bat Bridge. Slight amounts of the black coal in the river are still visible by the time the water reaches Dalleer and the mirror quality of the water is retained as well. The walls of Dalleer are fourteen feet high and made of granite stone with trace amounts of iron in them. The blocks made for the wall were sent downriver from Restnor’s Point.
Dalleer has a population of about 160,000 people. Most are humans; but as always, some other races are present. There is almost no unemployment in the city. The government offers numerous repair and civil improvement jobs to those out of work. There is ample space to expand agriculture work around Dalleer as well.
The staple diet in Dalleer is bread made from the wheat grown along the rich Black River. Enough wheat comes from the farms to export some to the Aractrashans in the south. The meat in a Dalleeran’s diet is steak from the cows in the city’s fields and mutton from the sheep of Shalerton.
The people of Dalleer are known for their individuality as well as military strength. The city has a well kept and well paid military and police force. They have eliminated most crime, but have been unable to stop the thieves of the world from burglary. Anybody capable of divination is likely to get a hiring call from the Dalleer Police (DP). The General is Sir Trustgard, the Cavalry Colonel is Sir Mark, the Street Warden is Sir Tucker, the Wall Commander is Lady Discoma, and the Jail Warden and Public Prosecutor is Sir Marius.
Dalleer’s system of government is an appointed dicatorship, where the previous ruler appoints the next. The leader bears the title of Björn and is considered a divine entity. This was started by the first leader, named Björn, who built the walls of the city. He enjoyed immense popularity, but was senile in his late years. As such many strange customs are now still practiced because, “Björn couldn’t have been wrong, could he?” Due to the appointed nature of the office, the insanity is often carried over into the next leader. While the Björn is nominally in control a council of elected politicians is the true power in Dalleer.
The judicial system is sufficiently fair. The only problem is it’s stance on heresy and treason are relatively harsh. The punishments are torture for an amount of days proportional to the amount of damage caused by the individual. Thankfully such crimes are not commonly committed or reviewed. The current Judge is Sir Balander.
The main buildings in Dalleer include the largest pantheon temple in Cimmeria, Dacklack’s Armory, The Inter-Racial Coalition Headquarters, The Brown Library, and Tremble’s Race Course.
The pantheon temple in the town is forty feet high with statues close to that height in the main chamber. The temple has a magical effect that makes it appear as if someone is alone in the temple save for the people they entered with and the priests. The illusion is self-preserving and will anticipate any mistakes.
Dacklack’s Armory is similar in looks on the outside to an 1840 factory. The smoke billowing out of the roof comes from the twenty forges inside. The brick construction is necessary to protect the building against fire. Dacklack’s grandson, Jormunger, runs the Armory. His first responsibility is to provide the DP with whatever they need to keep the city safe. He gives DP members discounts. Jormunger was a master smith before taking over administartion of the factory from his father. He still enjoys filling special orders for unique weapons and armor himself.
The Inter-Racial Coalition Headquarters is a large bar, inn, restaurant, park, and guild training area for all races to meet and develop respect and tolerance for each other. The head of the organization is Kig Yupington. He created it to help the different races come together peacefully and as a good experience for people in their youth. His own race is unidentifiable. Pointy ears of an elf, stocky body of a dwarf, hairy feet of a halfling, tusks of an orc, and blue eyes of a human. He is a mystery that even magic has been unable to solve and something the gods refuse to reveal.
The Brown Library is the largest collection of books in the world. It has a restricted section for spells and a no rental policy unless you get a library card. Getting one is as easy as telling your name and giving one strand of hair to the desk clerk. The restricted section is much harder to get access to. It is locked with a powerful magic spell and requires an extensive character test before being admitted. You may only rent one book at a time and may keep it for up to a month before returning it. Spellbooks and scrolls must have a deposit put up before they can be rented.
Tremble’s Race Course is a place of gambling. The track usually has a horse race every day. The infield has an iron fence around it and many obstacles for the gladiatorial fights that take place within it. The betting parlor is connected to a magically warded casion. Any cards, dice, or luck altering items that are brought into the casino glow red. Any abilities used to influence the throw make the caster glow red. Cheaters are thrown out of the casino and forbade to return to Tremble’s Race Course ever again.
Various beasts and slaves are kept below the arena ready for combat and races. The current champion of the arena is a fire giant named Hoyt. He uses his feet most of the time, but will use a glaive if his opponent is near to his size. He often faces more than one opponent to liven up the matches. The racing champion changes day by day but the notables are Dangal on Hoofbeat, Tiana on Harver, and Unglit the halfling on Joyride. The announcer for the track and arena is Tremble’s daughter, Halfax. She learned from her father, one of the best announcers in Cimmera and she has an amazing voice that matches his in color and timbre. If Björn is not present to render a verdict on a gladiator match then Halfax is honored with that right.
In recent history Dalleer joined the Second Alliance War against the Xorians. Dalleer sealed their entrance into the Alliance by the marriage of the current Björn to Cassandra, the daughter of the now dictator of Bradel Fields, Astyanax.
A note before I get into the meat of this update. I adapted this city from a previously created city posted on the Thieves Guild. The Thieves Guild is a great old website with lots of ideas for roleplaying games. I’d definitely recommend checking out the Thieves Guild if you’re a DM/GM and in need of some inspiration. The original content for this city post is called the City of Stormfront by The Guildmaster and can be accessed using this link. The Guildmaster also made a map of Stormfront that I’ve adapted for Bradel Fields. The map has little numbers on it denoting the locations that are marked in the writeup with numbers like this (#).
Bradel Fields, a city with population of close to 30,000, was originally a monarchy. The kings were fair and just, and slowly gave the citizens democratic concessions as they were demanded before abdicating. The noble family split into six smaller families after the Bradel Council took over. The castle was converted into a guard barracks and the royals moved into the castle courtyard, now called Noble Way. The Bradel Council originally gave a pension to the nobles, but the pension fund dwindled over the years and the remaining nobles have sought other forms of income. Most have become entrepreneurs, army soldiers, navy sailors, or taken positions in the Council.
The new Bradel Council rules from the old courthouse (2). The three new sections at the sides and back have been added to hold the growing democratic bureaucracy. The Bradel Council is split into different parts which discuss and vote on different issues. The different sections are Police, Army, Agriculture, Commerce, Internal, and Supreme. The supreme section has the power to override any decision made by the other sections. When new councilors run for office they must choose the section they are running for. The term of a councilor is six years with thirty councilors elected every year. Each building in the city gets one vote to appoint councilors. All bills are passed by majority.
The arena (1) is a large pit used for battles to entertain or deliver justice. Spectators look down from the upper level, witnessing bloodshed of all kinds. Gladiators walk out along a special platform and down a ramp into the pit for battle. This platform is ten feet lower than the spectator stands, and ten feet higher than the bottom of the pit. At the northwest section of the pit through a large wrought iron gate animals and monsters are brought in whenever they are required to fight. There is a betting parlor near the entrance where the labor is all elves. The arena is a business venture started by the secretive elves of Valor’s Forest.
The temple (3) is surrounded by an eight foot wall with large iron gates which are always open. The interior of the wall is decorated with a large flower garden adorned with statues of the twelve Olympians. The temple itself sits at the far end of the garden, on the other side of the main gates. The temple is a tall majestic building with golden towers and glistening gates. A small bridge on the second floor extends from the rear of the temple over the nearby street, connecting to a small building across the way where the clergy reside.
The Hall of Knowledge (4) is a large wooden library with a stone foundation. Inside are hundreds of shelves of books, tomes, and papers containing information of all sorts. The library does not rent out books and ones containing spells are restricted to citizens who have had library cards for over a year.
The knight’s guild (5) is nestled close to the city docks and guard barracks. The noble warriors of the city reside in this large stone keep near the waterfront. The keep was built long ago to provide protection for the city, and looks to be a military masterpiece of protection. Yet, regardless of the building’s strong exterior, it is rather comfortable and welcoming inside. The guild is in charge of the city’s army. The current Guildmaster is Cheregon one of the noble lady-knights from House Tiisson. Entrance into the guild is restricted to citizens of the city.
There are about five hundred policemen based at the city police barracks (6) who keep trouble off the streets and out of the farms and slums if they can. They are trained at the city guard training area. Two galleons and six frigates take port at the city navy base (7). Members of the knight’s guild are the sailors on board when needed. The Harbor Master (10) collects the fees for any trade goods brought in by sea and for docking your ship, dependent on size. The ranger’s guild (20) is a two story wooden building that provides the home for the rangers of the city. The forest gate (27) leads directly to the forest and the city’s graveyard.
Between the courthouse and the arena is a statue (9). It shows a marble Zeus dropping a granite mountain on top of an obsidian Typhon. The eyes are gems, Zeus’s clothes gold, and the point of Typhon’s tail is Adamantite. The city is immensely proud of its statue constructed by Phidias the sculptor.
Bradel Fields is unique in having a jail for punishment instead of just holding people before trial. The city’s jail (11) is a large building standing three stories high. There is only one entrance, through the front gates. Guard towers are posted on the roof, looking down on the crowded streets of the city. Dim lights can be seen through the few barred windows of the building. Rumors have it that the jail goes several stories below ground, housing more than criminals, but demons and other monsters as well. Some say there is even a connection to the Underdark. Of course such things are only myths the Bradel Council says.
The super store, the Red Dragon Warehouse (12), is the hot spot for adventurers and people wanting something you that cannot be obtained anywhere else. The three story high building sits near the private docks of the noble merchants, and is surrounded by a twelve foot high wall. The prices are more expensive here, but the selection is almost endless. Seagulls constantly circle the flat roof of the building, where several smaller buildings sit. The owner is Trobador, a halfling who inherited the business and has been expanding it even further.
The Red Dragon Casino is owned by Trobador as well. He has many interesting physical games inside as well as the normal card and dice games. A lot of the gladiators spend their winnings in the casino. The owner also does an event at the Arena once every four years. A red dragon is captured by his employees and gladiators go up against it one at a time for the whole day or until the dragon is defeated. Trobador has to put some heavy wards down to protect the spectators, but the event is the biggest festival in town.
The Adventure Dome (14) is a mysterious building that gives a unique experience to anyone going inside. No one knows who built it, but the person selling tickets is a dryad. No one knows her name, where her tree is, or what she does with the money she earns, but most assume the answers can be found in the dome somewhere.
The walls surrounding the mage’s tower (16) are smooth gray stone. They appear to be easy to climb; but in actually are extremely slippery. There appear to be no windows or entrances to the inside. Only members of the mage’s guild know how to access what’s within. They contact you to make you a member not the other way around.
The Bradel Fields tavern (17) is a large wooden building providing a place of rest for weary travelers and a space to mingle for citizens. Drinks are served at all hours in this fine establishment. Rooms are also available; one just has to ask the manager. The tavern employs over a hundred people to service its clients.
The bard’s playhouse (18) is a large modified theater no longer used for performances that houses the city’s bards. This building provides a place for bards to eat, sleep and practice. Work for actors and stage hands can be found in this cozy establishment, along with prestige and talent.
The Grand Theater & Music Hall (19) is near the richest part of the city (The noble section, located on Noble Way). Inside is an enormous theater which can seat thousands. Plays, ballets and musical performances of only the highest quality take place here once every ten days.
The psionicist’s guild (21) is located on the first and second floor of this three story building. It is the only well known place to get information on psionics or to train in its art. Many of the teachers in the guild believe that psionics is the way for humans to become equal to angels and devils. There is also a cartel of mindflayer hunters in the guild. The guild owns the building, but must rent out the bottom floor to cover costs. The current renter, a bard living at the playhouse, uses it as a dance studio.
Warrior’s Rest (22) is a private establishment which caters to warriors of all types except the knights and rangers of the city. It is believed that these professions don’t need to take up space at the Rest because rangers and knights both have large guilds that look after them. The tavern also doubles as a tiny inn. Rooms are cheap and the company is often welcoming…as long as trouble isn’t started.
The Park of the Traveler (23) where exotic animals of all kinds roam this small forest, rumors say that they appeared one day as the result of some mad magician’s spell gone awry. A group of druids act as zookeepers here and train new druids to coexist with Human society. Because of the nature of some of these animals, this park can be a dangerous place, but still less dangerous then the Park of Delights.
Park of Delights (24) is a dark and foreboding place. This park is sometimes used for underworld meetings as a neutral ground. The local guards are often paid to keep clear, and most do so without payment. The park is said to be a home of evil. Disappearances occur often here and every so often a dead body turns up… Some say that an evil cult worships in this small forest, but nothing has been proven.
The city graveyard (25) is an enormous area outside of the city where the dead rest. Huge mausoleums and unmarked graves are scattered about. Grave robbery is kept in check by the local grave keepers for a price paid through the taxes of the city. As such necromancy is not a serious problem in the city.
Outside of the south gate (26) is an area where poverty stricken people reside. Too poor to afford adequate housing inside the safety of the city walls, these people tend to build crude structures from any available materials. The people here range from petty thieves to crippled indigents. A thief’s guild may exist here, but authorities have not found any evidence so far.
The Grain Gate (28) is where a majority of the city’s food is imported through. The farms surrounding the city tend to gather nearest to this gate; although there are still many other farms located near the other gates.
In recent history Bradel Fields joined the first and second Alliances against Xoria. During the first war the republic city was led by Hector, a young knight with connections to Princess Tarigananata. Hector died during the war. The second Alliance is led by Hector’s son, Astyanax. Astyanax went through a traumatic incident with a demon. After he recovered he executed Bradel Council members who were against continuing the war and assumed dictatorial control of the city. To enforce his new edicts, Astyanax drafted the goblin slaves of the city into a police force/army.
After playing with the new Goblins Vs. Gnomes cards in Arena I’ve determined some of the better ones.
First up! Bomb Lobber!
While the Bomb Lobber has absurdly low stats for its cost, the battlecry is just insane. In Arena the 4 damage is basically guaranteed to kill a minion.
And after the battlecry the Bomb Lobber can still trade with most 2 or 3 cost minions.
So let’s say you play the Bomb Lobber. His battlecry destroys something. Then next turn you attack and he takes out a 2/3 minion of your opponent’s. THEN you hit him with the Recombobulator!
This one’s kind of complicated, but the Recombobulator changes a Bomb Lobber into any other 5 mana cost minion card. Could be a Spectral Knight. Could be a Stranglethorn Tiger. It can even be class minions such as a the towering colossus that is the Shaman’s EARTH ELEMENTAL! Now the Bomb Lobber that already created a card advantage of two for you is a 7/8 with taunt.
Recombobulator is insane in decks with strong battlecries. I suspect a nerf incoming on the Recombobulator so that his target is random like Tinkmaster Overspark. If he’s kept as is… People might start playing Nerub’ar Weblord to counter the battlecries.
And the final card I’d like to talk about isn’t necessarily good in Arena, but it is hilarious. I present to you, Fel Reaver!
So 5 mana for an 8/8 puts it in competition with the other giant cards. Fel Reaver is different because it’s ALWAYS discounted.
But it comes with a penalty. A pretty significant one at that. Usually within two or three turns of playing him you will be out of cards.
Fortunately, Fel Reaver does not actually draw you cards, so the activation of its effect by itself will not deal you fatigue damage, but it does put you on a timer with just the cards in your hand to beat your opponent with.
The card has mixed performances. I put together a deck to try it out and uploaded the games to Youtube with the title Fel Reaver Concept. You can check it out for yourself and tell me what you think. I like the card a lot, but is it competitive? We’ll have to wait and see.
The new Hearthstone expansion, Goblins Vs. Gnomes, comes out on Monday and I’m super excited!
If you’ve been keeping up with Hearthstone news then I’m sure you heard that the new expansion has two themes, mechs and randomness.
Blizzard has been releasing preview cards over the last few weeks such as these beauties:
Blizzard is also giving everyone a free test run of the cards in Hearthstone’s Arena format. Everyone gets a free Arena run! The GVG cards are mixed in with the older cards, just like they did with Naxxramas.
I did my free run today and drafted a rush style mech warlock deck. The Mechwarper up there was a key part of the deck.
In one match I went up against a Priest. I coined out Mechwarper on my first turn along with another 1 mana cost mech that was reduced to 0 mana. The next turn I dropped a Harvest Golem for only 2 mana. Then I dropped this bad boy on turn 3:
And after Turn 4 my opponent surrendered. Mechs are crazy!
The GVG set is also introducing a few new cards for the pirate, demon, and beast tribes such as:
The new warlock legendary looks insane. I’m not sure it will be enough to make demon decks viable, but there were a few other demon cards that might make it work. You can check the cards out for yourself at Hearthstone Gamepedia
Before you get all excited to play on Monday I should remind/warn you. Blizzard has a tendency to announce that an expansion will come out on a specific date and then release it at 11:59PM Pacific time on that day and still claim they released it on time. This is technically true but it still leaves a sour taste in my mouth.
Anyways! Lots of new cards to try out! Fun to be had! Even a new game board to mess with which includes an aimable lazer gun that you can shoot your opponent with, a rocket, bombs, and a transmogrifier! Sweet!
I got a program called HearthstoneTracker to generate some statistics on my Hearthstone matches.
Do I win more against a certain type of class? Do I win more when I’m playing a certain class? Which matchups are favorable for which class? Which class have I been playing against the most lately? Do I win more often going first or second? Am I making enough money in Arena for it to be worthwhile?
Hearthstone Tracker collects the data that I can then use to answer those questions. It even has graphs!
It’s a small download and it runs in a separate window while you play Hearthstone. You can minimize the window or even have the program stored in the tray if taskbar space is precious to you.
The program may collect a lot of statistics but it has a few issues.
Originally the program collected stats through a screen capture system. This is fine if you always keep the game open, but I like to do other things while I play (like writing blog posts).
I created a workaround for that through a little bit of window feng shui.
The program developer has since come up with a way to grab data from the stream going on to the internet or something.
And somehow that method is even worse. I don’t know how it manages to get the length of a game wrong every single time, but it does. There’s an option to manually enter the times along with changing which class you played, which class you played against, how many turns the game took, etc. But who wants to do that manually? That’s why I got the program in the first place!
Other than that it performs fine. It detects who won and who you were playing against. Ultimately that’s all that matters.
The Tracker also has a neat feature after you finish an Arena run. You can manually enter your rewards and it keeps a running total at the bottom of the application.
I’ve tested HearthstoneTracker against other tracking applications out there, Track-o-bot and HearthStats, and I found HearthstoneTracker to be the best one. If you’re interested in something that will keep track for you, I’d definitely recommend the little program!
I wanted to talk a little bit about the different types of currency in Hearthstone.
All the forms of currency are essentially funneled into getting more cards.
The first currency the game introduces is gold.
Gold is essentially interchangeable with real world money. Both can be used to purchase card packs or arena tickets.
Arena is a game mode similar to gambling. You create a deck and then try to win as many games as you can before you accumulate 3 losses with that deck.
After finishing an arena run, the game awards you a pack and a few other things as seen in the picture above.
Gold and real world currencies can only be used to buy packs for 100 gold ($1.50) each or arena tickets for 150 gold ($1.99) each.
Each pack contains 5 cards. Cards come in 4 degrees of rarity, common, rare, epic, and legendary.
The average pack has 4 commons and 1 rare. The card won from the arena run pictured above is a common card.
Unlike other CCGs there is no way to trade your cards with other players in Hearthstone.
Instead, cards must be traded with the computer at a bad exchange rate.
Card exchange is mediated through the dust currency I mentioned earlier.
The exchange rate is pretty bad as shown in this table. It takes 8 dusted common cards to get 1 common card that you want. 5 rares to make 1 rare. 4 epics or legendaries to make another epic or legendary.
A pack is worth 100 gold and that sets up the exchange rate for other things in the game. The value of an arena run is always compared to what you would get if the 150 gold cost for the arena run had been spent on a pack instead.At one point I wondered what the exchange rate between dust and gold should be.
So an average 100 gold pack gets you 4 commons and 1 rare. The above table shows that the average pack is worth 40 dust.
I’d say that number is slightly higher as occasionally more rares show up and epics and legendaries can pop up as well.
I’d estimate the value of a pack to be at 50 dust. So the exchange rate is 1 dust = 2 gold.
So if you’re new to playing and are disappointed when an arena run give dust instead of gold like I was, don’t be that way.