Weekly Spotlight: Ravengard
Moderators: Slitherine Core, Gothic Labs
Weekly Spotlight: Ravengard
This week, we turn our spotlight on haunted Ravengard...
During the Golden Age of the Boruvian Empire, Ravengard was all but passed over. The area was reputed to be haunted, and Imperial regiments steered clear of it. Instead, the land began to absorb loners, mountain men and dabblers in the dark arts. And as the great Empire fell into decline, Ravengard was established as an independent realm. Today, Ravengard retains much of its early reputation. Travelers avoid it when possible, and much of the land is indeed tainted. And some say, a dark power lies dormant, deep in the earth.
During the Golden Age of the Boruvian Empire, Ravengard was all but passed over. The area was reputed to be haunted, and Imperial regiments steered clear of it. Instead, the land began to absorb loners, mountain men and dabblers in the dark arts. And as the great Empire fell into decline, Ravengard was established as an independent realm. Today, Ravengard retains much of its early reputation. Travelers avoid it when possible, and much of the land is indeed tainted. And some say, a dark power lies dormant, deep in the earth.
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Re: Weekly Spotlight: Ravengard
Ravengard's location on the campaign map...
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Ravengard's flag...
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Ravengard's units...
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Re: Weekly Spotlight: Ravengard
Ravengard's Hero: the Witch
When a Witch serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Energy Drain: Target one Unit your opponent controls and one Unit you control. Your opponent's Unit takes 20 Death damage, and your Unit heals 20 Life.
Hex: Choose any one Unit. That Unit may not be Unique. For the remainder of the battle, that Unit gains +5 Attack and Suicide.
Only one card may be played per turn.
When a Witch serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Energy Drain: Target one Unit your opponent controls and one Unit you control. Your opponent's Unit takes 20 Death damage, and your Unit heals 20 Life.
Hex: Choose any one Unit. That Unit may not be Unique. For the remainder of the battle, that Unit gains +5 Attack and Suicide.
Only one card may be played per turn.
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Re: Weekly Spotlight: Ravengard
Ravengard's Hero: the Necromancer
When a Necromancer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Black Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Death damage. If you are in a Province with a Landmark, all enemy Units suffer -3 Morale.
Necropolis: Remove all Units currently in your Graveyard. For every such Unit, one Skeleton is deployed.
Only one card may be played per turn.
When a Necromancer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Black Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Death damage. If you are in a Province with a Landmark, all enemy Units suffer -3 Morale.
Necropolis: Remove all Units currently in your Graveyard. For every such Unit, one Skeleton is deployed.
Only one card may be played per turn.
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Re: Weekly Spotlight: Ravengard
Ravengard's Spell Tree focuses on torpor and despair:
Level 1
Despair: Despair grips invaders in your land. All units in one enemy stack receive -1 Speed and -3 Morale.
Level 2
Fell Mists: Thick mists obscure and negate all ranged fire in a province you own.
Nightfall: All Good units suffer -2 Morale while in your Realm.
Level 3
Quarantine: Your province is quarantined. Movement into and out of it is blocked.
Dead Winds: The winds die, and the seas are calm as glass. All ships in the target Sea Zone are unable to move out. No naval battles may take place.
Level 4
Cursed Land: Target province is gripped by a dark force. It's Economy is reduced by 2 for 15 turns.
Siren's Song: The song reaches out to a single ship, an eerie call of doom. Destroy one random naval unit at sea.
Curse: Negate all special abilities of one unit for 6 turns. Does not affect Unique units.
Level 5
Astral Gate: Teleport your Stack to any province you own.
Lost Cause: Your foe has no more stomach for war and immediately requests Peace.
Level 1
Despair: Despair grips invaders in your land. All units in one enemy stack receive -1 Speed and -3 Morale.
Level 2
Fell Mists: Thick mists obscure and negate all ranged fire in a province you own.
Nightfall: All Good units suffer -2 Morale while in your Realm.
Level 3
Quarantine: Your province is quarantined. Movement into and out of it is blocked.
Dead Winds: The winds die, and the seas are calm as glass. All ships in the target Sea Zone are unable to move out. No naval battles may take place.
Level 4
Cursed Land: Target province is gripped by a dark force. It's Economy is reduced by 2 for 15 turns.
Siren's Song: The song reaches out to a single ship, an eerie call of doom. Destroy one random naval unit at sea.
Curse: Negate all special abilities of one unit for 6 turns. Does not affect Unique units.
Level 5
Astral Gate: Teleport your Stack to any province you own.
Lost Cause: Your foe has no more stomach for war and immediately requests Peace.
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Re: Weekly Spotlight: Ravengard
The landmark at Clovendale...
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Re: Weekly Spotlight: Ravengard
Unit spotlight: the Blackguard, fearsome defender of Ravengard...
When a Blackguard receives its first combat Medal, it gains one additional ability of your choice:
Guardian Guardians also have a "hard-line" ZOC that negates phased and phantom movement of Reconaissance and Phantoms and Units with Mobility that move adjacent to them. They are also immune to Charge.
Scout: On the campaign map, you may view all Units in an adjacent foreign province, except those with Stealth.
When the Blackguard receive its second combat Medal, it may gain a final ability of your choice:
Attack +1:
Stealth Units with Stealth are not detected by Scout in the campaign game. In battles, the first time a Unit with Stealth attacks, it gains First Strike and +1 Attack.
When a Blackguard receives its first combat Medal, it gains one additional ability of your choice:
Guardian Guardians also have a "hard-line" ZOC that negates phased and phantom movement of Reconaissance and Phantoms and Units with Mobility that move adjacent to them. They are also immune to Charge.
Scout: On the campaign map, you may view all Units in an adjacent foreign province, except those with Stealth.
When the Blackguard receive its second combat Medal, it may gain a final ability of your choice:
Attack +1:
Stealth Units with Stealth are not detected by Scout in the campaign game. In battles, the first time a Unit with Stealth attacks, it gains First Strike and +1 Attack.
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Re: Weekly Spotlight: Ravengard
I like this realm a lot 
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thenewromance
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Re: Weekly Spotlight: Ravengard
And I really like the new "location on campaign map" feature, which I believe was absent from the first previews . 