Jord

Jord

Jord is a city for the common hill Dwarves of Cimmeria. It holds a community of over 36,000 Dwarves in its stone halls. The city proper lies beneath the confluence of the Cogardes River and the Delain Tribute. The city plan is dictated by the numerous grottos created by the rivers’ previous underground paths. The Dwarves expanded the original caverns to make a more livable and pleasant area for their daily activities. Conditions are ideal for the bearded folk, and a population of some 3,000 other races live above the city proper where the fertile soil is farmed and produce is sent below.

Jord is a royal city state ruled by a Dwarven king with all state powers focused in him. The king’s word is law and Dainlin, son of Doerlin, is the king. He has been for a hundred and fifty years. The main efforts of his reign have been in expanding mining operations and selling more metal to the Magical Lands and less to Xoria. He prefers to supply defenders in wars over offenders. In keeping with this policy, King Dainlin officially joined the Second Alliance against Xoria.

The city’s main exports are metals, stone, gems, and mushrooms. All types of metals are mined in the deep parts of Jord. Adamantite, zinc, iron, and copper veins all exist directly below the city. Mithral, gold, silver, and tin can be found at the Flower of the Deep mine to the northeast. The stone that is excavated is most often granite, but a large marble deposit exists close to the Flower of the Deep. Dainlin developed an expansion there a few years ago after eradicating the indigenous Drow population.

The mushrooms of Jord are grown with the advice and help of a large tribe of Myconid that live in the unworked caverns of the city. The small amount of Dwarven druids who live in the city assist the Myconid with magic and alter the fungus slightly to get all sorts of shapes, colors, and flavors. These odd delicacies are savored by the upper class in the Magical Lands. The Myconid circle leaders also make plenty of potions that are sold to the neighboring city states.

Jord’s alcohol supply is prodigious and almost matches that of Satronwook. Most of the grain alcohol is made on the farms above the caverns, but wine has to be imported. Luckily Dwarves aren’t fans of sissy wine, so not much is needed. They do need to import honey for mead though. Acquiring a colony of giant bees is one of Dainlin’s unexplored projects.

Jord’s military power was and is strong because almost every citizen is ready to arm themselves at the drop of a hat. Every person has a suit of armor and a weapon and most have magical, masterwork, or special material arms and armor. The police force of the city reports to Dainlin directly. The militia is well-equipped and well prepared with potions of cure and other things for every conceivable domestic disaster. 2,000 Dwarves participated in the defense of Phoenix and were captured when the Alliance abandoned the city. Rather than suffer a second defeat by bankrupting themselves to ransom the soldiers, the Alliance let the Xorians keep them. The Dwarves have been put to work as slaves, rebuilding the shattered defenses of Phoenix.

Jord is home to the third largest museum in the world, with only those of Troy and Damascus being bigger. It’s most famous exhibit is the mausoleum of dwarves, where all the renowned bearded folk hope to be laid to rest. Jovy, the human pirate and founder of Lordodo, is present at the mausoleum. He was given an honorary place there as “his beard rivaled that of any dwarf.” The museum holds many fine pieces of art, a gem collection, and a few minor artifacts.

Many changes have come to Jord since the city joined the Alliance. The city has focused on the exportation of weapons and armor to the other Alliance cities to the exclusion of Dainlin’s other pet projects. The capture of the Dwarven army has put an additional emotional strain on the citizens of Jord. They have pleaded with the King to defy the Alliance’s decree to not ransom prisoners. While Dainlin wishes to do just that, he will not as long as the Alliance forbids it.

In addition to the capture of the Dwarven army, the Battle of Phoenix also allowed for the recovery of the Fierce Axe of Dwarvish Lords. This Axe symbolizes the unity of all four Dwarf races, Hill, Mountain, Deep, and Duergar. The Axe instigated a Kingsmoot where all four Dwarven Kings gathered at Highhold in the Terror Mountains. The four kings agreed that King Torngar of the Mountain Dwarves would rule as High King as long as the entire Dwarven race joined in the war against Xoria. The Dwarven war machine has now begun to turn in earnest and will soon strike back at the Xorians.

-GoCorral

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Jipangu

Jipangu

Jipangu is a large city of 110,000 people in the middle of Zeus’s Canvas. Most of the people in the city have some relation to one noble family or another even if they are several hundred steps away from being leader of their family. All this nobility confuses outsiders, but for those who grow up with it, the whole hierarchy makes perfect sense. In fact, the natives find societies without this level of nobility difficult to understand.

Jipangu is built on Zeus’s Canvas, a place in which great storms rage year round. The city is atop a large, dirt-covered, rock plateau. The constant deluges do not have disastrous effects for the citizens when they are inside the city. Irrigation canals reroute the large amount of rain from the plateau into the rice patty fields that feed the large population of Jipangu. An ancient orchard also exists close to the city. It has many different types of fruit that are eaten by the Jipanguese and the birds that flock around it. Sounders of pigs are kept around the city for the disposal of waste and to provide fresh meat for the citizens.

Honor is very important to the Jipanguese. The slightest offense or indignity is settled with a duel or immediate compensation; thus, there are many duel shrines in every section of the city. These places look like large square gazebos with benches on the outside for spectators to watch the duels if they wish. Within the shrine a weapons bracket holds a variety of wooden weapons. Most duels are decided by the first hit landed with a wooden weapon. Serious offenses will proceed until one combatant is rendered unconscious. Only in extremely dire circumstances are duels to the death. Duels to the death are scheduled in advance to allow both sides to make arrangements should they die. Such duels attract large crowds.

Because of all these duels the average citizen in Jipangu can act to carry out his own justice. The high sense of honor prevents most of the citizenry from abusing their skills. Jipangu has neither police force nor the need for it because of all the trained swordsmen. Secret crimes, like burglary, are still committed in Jipangu. Such crimes are investigated by the government detective agency, Tarot De’Longshare. The army handles riots and revolts when they do occur. The system works well and crime in the city is swiftly punished.

Jipangu has a militaristic culture. A strong man is respected and gains honor with every fight he wins. Weak men lose their political power without repeated reinforcement from their other traits. The high value on physical strength makes surrender an unacceptable and cowardly option. The Jipanguese army does not retreat from battle. Politicians do not change their positions when the situation changes. This adamancy in one’s decisions once they are made means very few things are said with uncertainty in Jipangu. An unofficial law has sprung up that if one breaks their word, they will be exiled.

Jipangu has a traditional style of clothes that is worn at all times by people in the city-state. Anyone not doing so is socially ridiculed and outcast. The traditional garb is a long, colored vest worn over a white shirt. The color of the vest indicates the wearer’s honor and position in the hierarchy of Jipangu. A headband is also worn that signifies special achievements by the symbols upon it. The pants of the outfit are extremely baggy below the knee, but no other special significance is applied to them. Silk is of course better than cotton or wool. Pants are worn by both sexes except at special ceremonies. There are no special shoes worn with the outfit. Armor is not worn within the city except by soldiers.

The official Jipanguese army of 7,000 is one of the best equipped and trained in Cimmeria, but it lacks unity. The soldiers fight for themselves and their own honor. Tactics are often simply choosing where the troops will charge from. The army does contain infantry, cavalry, archery, clerical, and magical units. Each unit has its general and each general has his centurions. They meet before each battle to discuss where they will fight, but since honor is obtained through killing with your own sword, instead of the overall victory, they will work on their on.

Jipangu has a First Family that rules over the whole city and decides disputes between the other families. The most honorable family holds this position and only loses it in a challenge by another family or through a major dishonorable event for the First Family. In the case of a dishonored First Family a council of all the families is called to decide which of them will take the place of the First Family in the new order.

The art of the city is some of the best in the world and it is present throughout the whole city. Almost every object, piece of furniture, and wall is decorated in some way. Vines, flowers, and all things natural and beautiful are usually the subject of art. If Jipanguese art was a representation of the real world then there would be no people, actions, or conflict in it. These things are always absent from the walls, paintings, and sculptures of Jipangu. Their focus is on still-life pictures.

Jipangu joined the Second Alliance against Xoria. Arendil, the current head of the First Family, leads the Alliance as well. Jipangu is currently hosting thousands of refugees that escaped from Phoenix when the city was conquered by the Xorians. The influx of people puts a strain on Jipangu’s resources, but imports from the rest of the Alliance have alleviated some of that burden.

The refugees of Phoenix along with many people from Dalleer, Dorrowsan, and Shalerton have all gathered outside of Jipangu for military training. Gradorian and Junai, the previous leaders of the Mercenaries Guild of Phoenix, are in charge of this vast training program. Kig Yupington assists the two generals as he can with the Dorrowsan Scepter. The training is further accelerated by rituals read from the Tome of Agamemnon. These rituals purify water teleported to the city from the Geyser of Talos. Any who drink this water are transformed into a terrifying warrior for a day. This transformation allows the trainees at Jipangu to learn techniques and strategies that would normally be beyond their abilities.

Geyser of Talos
Where ye Geyser of Talos is for reference

-GoCorral

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

GVG Meta Shifts

The meta has been shifting in Hearthstone which is predictable after the release of a new set. GVG is shaking things up just like Blizzard wanted.

So what are some of the biggest new decks? Well, Mech Mage is one of them.

The expansion came with plenty of new minions to flood the board early such as Clockwork Gnome, Mechwarper, Micro Machine, and Snowchugger for Mages.

Chugga-Chugga-Chugga!
Chugga-Chugga-Chugga!

For the mid game there’s Piloted Shredder, Madder Bomber, Bomb Lobber, and Goblin Blastmage. Each of them brings a decent body of their own along with an ability that will usually trade with an opponent’s minion while still leaving your minion alive, either through a damaging battlecry or the Shredder‘s deathrattle.

What are you doing with that stapler and an Arcane Missiles card? Stay back!
What are you doing with that stapler and an Arcane Missiles card? Stay back!

Add in the normal strong spells of a Mage and the deck is quite solid. What makes it devastating is the new Spare Parts cards. They’re cheap and the deck has Clockwork Gnome, Tinkertown Technician, and Mechanical Yeti to create them.

Flip-flop! Now my deck's on top!
Flip-flop! Now my deck’s on top!

The cheapness is wonderful. They can activate Mana Wyrm to pump it up. They can activate Gadgetzan to draw cards. They can activate Antonidas to create three Fireballs on the turn you drop him. They also work with the new legendary, Gazlowe, to create tons of mechs for you to play.

Mage also got a new toy with the epic spell, Echo of Medivh. The spell is used in the old Freeze Mage Giant deck which focused on freezing out their opponent and drawing cards until they could play giants and Duplicate them. Well now you can duplicate them another way!

I don't really know who or what Medivh is.
I don’t really know who or what Medivh is.

Say you’re at 10 life. You feel safe because you’ve got two Molten Giants that you gave taunt to on the board and you have an Ice Block secret. Now throw in Echo of Medivh and suddenly you have two spares of one of the most powerful minions in the game! Day9 has a video where he fills his board with 6 Molten Giants in one turn using this trick.

The deathrattle aggro decks that Warlock, Priest, and Hunter run all got some improvements with Clockwork Gnome and the Piloted cards. Mechwarper and Micro Machine also help out with mech aggro decks.

Ramp Druid got some new tools. Grove Tender helps them ramp up faster while also providing a body. Tree of Life allows a full reset of life when you’re facing an aggro deck.

Handlock got Mal’Ganis, so now your opponents can’t even rush you down if you drop that. Fortunately, some cards were added to counter Handlock and any other oppressive control matchup. Goblin Sapper and Clockwork Giant are perfect against decks that like to stock up on lots of cards.

There are tons of other cool cards that have slightly altered existing deck. Shrinkmeister and Voljin for Priest. Muster for Battle, Quartermaster, and Bolvar Fordragon for Paladin. Gahz’rilla for Hunter. A slight Murloc focus for Shaman along with Crackle for burst based decks. Rogue got some awesome new mech cards along with the means to possibly create a viable pirate deck. I haven’t seen one yet, but I’ll bet its coming.

So lots of new cards to try out! I’ve only just now finished spending out all my gold on Arena runs to learn the new cards in that mode. Now I have to see how what I have works in Ranked. I just got a Mal’Ganis for a Demonlock deck in my last Arena run. Maybe I’ll give that a try!

-Mister Ed

Heroic Sapphiron

The perfect card to stall out Sapphiron.
The perfect card to stall out Sapphiron.

I fooled around with a few decks to beat Heroic Sapphiron with in Hearthstone.

I beat the Normal Mode version of Sapphiron with a simple Warrior deck. The Heroic challenge is obviously much more difficult because none of your minions will last longer than one turn.

I experimented with Warrior at first to beat the Heroic version, but found I just didn’t have the cards for it.

To beat Sapphiron on Heroic you need the perfect control Warrior deck with Shield Slams, Execute, Gorehowls, and Brawls. I just don’t have all those cards and they’re too expensive to craft.

I do have almost all the Mage cards though!

Here’s the Mage deck I used to pummel Heroic Sapphiron into the dust.

Deck list:
Arcane Explosion x2
Frostbolt x2
Counterspell x2
Duplicate x2
Frost Nova x2
Ice Barrier x2
Ice Block x2
Mirror Entity x2
Vaporize x2
Cone of Cold x2
Fireball x2
Feugen
Stalagg
Blizzard x2
Flamestrike x2
Pyroblast x2

The strategy is very similar to a freeze Mage deck. Stall the opponent out until they’ve run out of stuff.

With the perfect draw it’ll work to prevent Sapphiron from killing you.

Counterspell is very useful for getting rid of Sapphiron’s Pure Cold spell. Mirror Entity will often soak up a Frostbolt if it doesn’t let you trade for a creature.

But how do you kill Sapphiron?

The first bit of damage should come from your hero power. Use it on her whenever you can afford to.

The second bit comes from any left over Fireballs or Frostbolts you have after Sapphiron has played through her entire deck (You’ll have one if you’re lucky).

Most of the damage comes from the Pyroblasts and the combination of Feugen and Stalagg.

Feugen and Stalagg don’t do much on their own against Sapphiron. She’ll just destroy them same as any other minion at the start of her turn.

But because they die on her turn, Thaddius is also summoned on her turn. Then when your turn rolls around you can attack with Thaddius for a big pile of damage. In a pinch Thaddius can also take out a minion.

But two Pyroblasts and one Thaddius is only 31 damage. Where’s the other 14 coming from?

Hopefully from the latest Mage additions in Naxxramas, the Duplicate secret. The Duplicates should be played when Feugen or Stalagg are about to die.

When the little golems die, you can play them again to summon their big brother once more.

If you play the Duplicates for Thaddius, then you can still play him. Unfortunately, Sapphiron will destroy him before he gets the chance to do anything.

The same thing goes for combining Duplicate with Mirror Entity, so watch out for that as well.

The deck may not work on the first try, but I can assure you that it does work. Give it a try if you’ve got the cards!

-Mister Ed