Gurutama Timeline Revising Part 27

Previous: Gurutama Timeline Revising Part 26

With the Hykman League now under the power of Navillus they’ve gotta start doing some evil stuff, like taking over other cities with bloody massacres for example! Rotandean is reintegrated into the League and Elves become second class citizens. The Hobgoblins are locked out as well. Amidst all this turmoil in the Eastern Maw, the Rana initiate a artistic revival. While playing Dawn of Worlds we imagined this to be kind of like the Renaissance. That should give us an excuse for pretty much any sort of art style existing in Gurutama if the DM wants to describe something in a particular way. It also gives the DM the excuse to have crazy Renaissance tech like pedal-powered hang gliders.

This post also features the return of the Avians. Prior to this point we’d imagined the Avians as something similar to a slave race. They’ve been a subject population to the Merfolk for centuries and the Merfolk had been exporting sentient beings from Rontu-Aru. Slavery is bad and all, but this is the way the world worked in the past and still somewhat today. I wanted the Avians to have a little bit of power in the last stages of Gurutama, so I initiated the uprising with my Dawn of Worlds points.

Najar also cleanses the Grez ice, proving that such a thing is possible. Maybe that’s a campaign plot there! And we’re closing in on the final Gurutama Time Revising post. Next one should be the last!

743 NA: With battle hardened soldiers at Hykma and the Hearth, the new Hykman League exploded outward. Troops from the Hearth were sent northward to conquer Farpoint and integrate it into the empire.

And with word of the Elven betrayal ruminating in Hykma, the city struck south at Rotandean. Despite being unaffiliated with the True Arrows, the Elven soldiers of Rotandean were mercilessly slaughtered by the followers of Navillus.

Finally, rather than brave the Freedom Road and the fighting between the Hobgoblins and the Elves, the Hykman Empire sealed the Homestone Bridge. The Bastion was fortified to defend the bridge and more soldiers quartered there in preparation for future conflicts.

744 NA: The strife of the wars tested the mettle of the Rana. They overcame and learned from the challenge; their ways of peace and kindness grew. Strife, chaos, and unchecked emotion ravaged the lands of the Hykman League, and yet the Rana were able to channel the horrors. An artistic renaissance permeated from Pulchrito and Domicilius: painting, poetry, literature, sculpture, and theater. For the first time, creativity and expression began to overcome the blunt wealth and splendor that previously dominated the minds and hearts of the Hykman people.

745 NA: With the world at war, mercenaries were in high demand. On Balkus, Captain Lucrais DeBaal of the Zephyr formed a fleet of sails for hire. He was quickly contracted by the Bastion to defend their channel. A fleet was formed to defend the Canal from Elven small boats and to prevent passage across the Canal by any means other than the Homestone Bridge.

746 NA: Farpoint falls to the Hykman siege and becomes a subject province the the League.

748 NA: Shrieking noises could be heard day and night in the southern jungles. Old fears awoke in the hearts of the Merfolk. The Avian menace had returned at the same time that passage through the Great Canal was disrupted. Izquitl sent forth her feathered warriors. The city of Tortuga was taken and renamed. The place became Hobru-Peche to the Avians, or New Roost in the Human tongue.

The Merfolk, not wanting to start a war with Hykma, begin fervent negotiations to move an army through the Great Canal. The Hykmans delay and block negotiations.

749 NA: A Merfolk fleet is sent to Rontu-Aru via the Groshan Sea. The fleet sustains heavy losses to Avian aerial raids on the way and is unable to retake Tortuga.

750 NA: The Avians, now firmly in control of Hubru-Peche, started flying across the ocean to harass the Elves of the southern forest as well as any ships that sailed in The Neck or the Groshan Sea.

The volcano at the heart of the Red Peaks continued to pulsate and radiate heat. The ice, both in the mountains and in the city of Najar, melted. The heat remained. The sun always seemed to shine bright and strong on the city and the place was always warm. The days could be sweltering, but the nights were simply heavenly. Cool breezes gently flowed throughout the city and from his throne, the Mercenary King Jizero smiled. The ruins themselves seemed to melt away and be reshaped. Soon enough, one could hardly see signs of the terrible plight so many years ago. Najar, the Holy City, the City of Endless Summer, was reborn.

-GoCorral

Next: Gurutama Timeline Revising Part 28

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Gurutama Timeline Revising Part 25

Previous: Gurutama Timeline Revising Part 24

Boom! Navillus is back! There’s also some more recent history with the Night of a Thousand Kings where Hrotomak is unseated, replaced by the mercenary, Jizero, and other stuff in the Upper Maw. Someone finally stands up to the Grez at Bronze Port. Not much for me to add on this one beyond that. In the future I’m hoping that Jizero and his descendants will do something cool in a campaign. Or really anything from the Night of a Thousand Kings. Pretty much anybody can claim the Najar throne now and I’d love to have an adventure centered around people scrabbling for little bits of power related to that. Oh, and of course the Blockade finally ends in this post.

730 NA: In the ruins of Prestounasi the Leaguers rebuilt. From the ruins of the old the city was reborn, New Prestounasi. As Prestounasi was rebuilt more Hykman workers completed construction on the Hobgoblin city of Vassal at the site of Nanatok as well. Meanwhile, more forces were conscripted in Hykma, fueling the growing militocracy. The Rana continued to expand the Shanties, having reached Domicilius, they continued to grow between there and The Hearth.

731 NA: In Balkus, the Bastards of the Tattered Book eyed Proaxium hungrily. They raised a fleet and sailed to the island, raiding the city. Knowing the cost of slaying the Humans on the island to be immense, the Bastards left them mostly alone (aside from plundering their belongings). But the Metal Dwarves… some were certainly killed, but the majority were sold into slavery and scattered about the world. The raid a success, the Bastards sailed away.

The Merfolk horrified at what the Blockade caused, apologized profusely to the Dwarves. The Merfolk lifted the Blockade. They took over management and protection of Proaxium with Dwarven blessings and the great institution was restored to its former state. With the new knowledge available at their fingertips the Merfolk researched military submarines. Submarine fleets were constructed in Drolfo’s Cove and Cyflenwi with a regular fleet to match in New Tortuga.

The Grez ice expanded onto the Hearthland continent.

732 NA: The Grez froze the northern area of Hearthland including Bronze Port and Tylraniria. Then they sent all their armies at Bronze Port. The Hero and the skeletons joined the attack. The city fell to the onslaught of undead. The Grez sent a short message to the Metal Dwarves, “Your decadence is your undoing.”

733 NA: The Metal Dwarves called for help from their brothers on the Upper Maw, but the call went unanswered. King Hrotomak had other concerns on his mind. Najar was undefended and ripe for the taking. Seeking the Imperial throne King Hrotomak took his armies from Cynelle and Syluk and marched on Najar. As the core of defenders were at Bronze Port, Hrotomak captured the city easily. The men went through the city finding vast treasures that the Grez left untouched. They city was devoid of any living being. All the Humans, frozen so long ago, had either decayed or animated to join the invasion of Bronze Port.

King Hrotomak came upon the old throne room. He sat upon the chair and found it to his liking. Behind the royal chair was a curtain that covered a thin volcanic shaft. The shaft went down, down, down, to the heart of the dead mountain. When Hrotomak thought he was alone in the room he heard soft whispers coming from behind him, welcoming him.

734 NA: Hrotomak’s victory was short lived. Reinforcements arrived from the cities of Cynelle, Alixria, and Alrdia, singing the praises of the King of the Red Peaks. These praises became damnations as the reinforcements turned upon the celebrating Dwarven armies. The ensuing battle was ruthless; the Najarns stormed the throne room and cut down King Hrotomak the Conqueror. His “unified” nation separated and devoured itself. The Night of a Thousand Kings descended on Najar, as lords and laymen, both Human and Dwarf, laid claim to the seat at Navillus’ feet and were in turn cut down by friend and foe alike. A terrible laughter seemed to echo through the city, up out of the deep crypts.

The heart of the fiery mountain in Najar began to beat once more. Throughout the world the children of Old Najar, whose blood ran thick with ancient oaths sworn by their ancestors at the feet of the Black Prince, felt that ominous beating beneath their skin and in their very souls. The Dark Lord had returned.

The Night of a Thousand Kings ended with Mercenary Captain Jierzo sitting upon the Red Throne. King Hrotomak’s son, Tenzomak, escaped to Syluk. The old city-states of Najar devolved to fighting amongst themselves as they did when Najar fell to the Hero and the Grez.

Although the Metal Dwarves’ call for aid to the Empire Dwarves went unanswered, there was a different power that cared very much about the trade route that the Grez interrupted. The Frugal Profiteers sent out messengers and their mercenary armies assembled at Tylaniria.

The isolationist Dwarves, when threatened, reacted quickly. A massive force was assembled in the depths of the Tiers and then poured out across the icy desert, to Bronze Port. The Profiteers, communicating with magic, moved at the same time across the ice between the cities. The Dwarves slammed their hammers upon their shields outside the cold gates of Bronze Port, proclaiming the land as still theirs. The Dwarves and mercenaries sustained many losses, but the Grez were defeated and forced to flee from the city, back to Reesrevoton.

-GoCorral

Next: Gurutama Timeline Revising Part 26

Blackrock Mountain Announcement

Been a while since I’ve made a post because I’ve been quite sick. The flu is a terrible thing!

I’ve been wanting to make a post about Hearthstone’s new adventure expansion, Blackrock Mountain. Now that I’m no longer as concerned about dying I can write the post! Woohoo!

The adventure is based off a famous WoW raid once again that I know almost nothing about.

Looking at whats been released so far on the official website and trailer I can tell that the expansion has dragons, fire, and dwarves in it.

I LOVE dragons, so this is gonna be a killer set for me.

Moving on to a selection of the previewed cards though!

First up is the previewed Legendary, Rend Blackhand.

Rend_Blackhand

Only useful in a very very specific situation. You have to have him and a dragon in your hand and your opponent has to have a Legendary on their board that is worth killing. Otherwise it’s basically a weak Core Hound and no one plays that because it’s bad.

Next is the Hungry Dragon.

Hungry_Dragon

 

I’m pleased by this new addition to the dragon forces in the game. It’s strong, but not overwhelmingly strong. Did I mention that it’s a DRAGON?!?

Then we have the Dark Iron Skulker.

Dark_Iron_Skulker

Pretty obviously intended as an anti-aggro card for Rogues. Rogues already have a few tools for this with Fan of Knives and their hero power. This card is even better because its basically a Consecration stapled to a 3 mana cost minion body for only 5 mana. You’re getting 2 mana of oomph for free if the Skulker damages all of your opponent’s minions. I think this one will see a lot of play.

And the best for last! Axe Flinger!

Axe_Flinger

Super useful alongside Bouncing Blade, the GVG Warrior spell that deals 1 damage to a random minion and then another random minion until a minion dies. And the best thing about the Axe Flinger is that it immediately inspired me to make this video!

Blackrock Mountain is scheduled to come out sometime in April. Hopefully we’ll get to see a few more cards before then!

-GoCorral

Trying to Beat Maexxna

Giving my standard Rogue deck a try against Maexxna and failing miserably.
Giving my standard Rogue deck a try against Maexxna and failing miserably.

I’ve been playing around with beating the Heroic version of one boss in Hearthstone’s Curse of Naxxramas.

The boss is called Maexxna and she is a giant spider.

The normal version was easy to beat, but the Heroic version is way harder.

She starts off with effectively three spider minions to your zero. Plus, if you kill one of those minions they turn into two other spiders.

She also has an ability she can use every turn for free to throw two of your minions back to your hand.

The best way to beat her seems obvious for Hearthstone veterans, play a deck with a bunch of minions that have effects when they’re played from your hand.

For example, there’s one minion that deals 1 damage when it is played. She returns it, but then you get the free damage once again!

There’s another few that heal you up. Play one of those every turn and she can’t bring you down as quickly.

Maexxna has a tendency to flood her side of the board with her weak spider minions. She can only have seven total and there’s a way to take advantage of this as well.

The best strategy I’ve heard so far is to play a minion who restores six life every turn. If Maexxna’s board is filled with seven minions that can each only deal one damage, then you’re only taking one damage per turn total.

Then you play a minion that can attack on its first turn to deal 4 damage to Maexxna directly.

So once you get to that point in the game you’re only taking 1 damage for every 4 damage Maexxna takes.

I haven’t tried that deck yet and I’m it takes a bit of luck and skill to succeed with it. Given enough time I’m sure I can manage it.

There’s still a lot more bosses to go after Maexxna though! I’ll be looking forward to them after my vacation.

-Mister Ed

EDIT: I did the strategy I talked about above and it worked perfectly. Give it a shot with Paladin if you’re having trouble with her!

Curse of Naxxramas

Curse of Naxxramas

The first Hearthstone expansion just came out today!

Blizzard released a trailer that you can check out to see what the theme of the expansion is: https://www.youtube.com/watch?v=5SDJgW3A_sw

I streamed on my Twitch channel while exploring the new expansion called Curse of Naxxramas. It is named after one of the first big raids in World of Warcraft (WoW), Hearthstone’s ancestor game.

In WoW a raid is a group of computer-controlled enemy bosses lumped together to be taken on for fun and loot.

Hearthstone sets up Naxxramas in just the same way.

The bosses are split up into five different groups.

One new group will come out each week. Defeating each boss unlocks a card and beating a whole group unlocks an additional card.

The expansion also includes “class challenges.”

These modes give you a specific deck to use against one of the bosses.

If you win the class challenge you unlock a card for that class.

The final new mode included in the expansion is Heroic mode.

Heroic mode allows you to face the computer-controlled bosses once again, but this time the bosses have a ridiculous advantage.

The bosses already get cards and powers that no one else has access to, but Heroic mode takes that a step further.

Now the powers are ridiculously strong, making it almost impossible to win.

The only way it possible way to win that I’ve seen is to construct a specific deck to defeat the bosses.

For example, one of the Heroic bosses gets to return two of your minions to your hand every turn without any cost to the boss.

But what if you constructed a deck where every time you played a minion you got an additional effect?

With that deck the boss’s power would be working against it, constantly giving you and advantage.

I’ve yet to come up with ideas for ways to take down the other two bosses. I’ll think of something or find a good idea already existing on the internet.

The expansion was a lot of fun. Heroic mode was frustrating, but beating it will be satisfying once I get there.

-Mister Ed