The inland barbarian tribes of Vessoi live free in the great northern steppes. Berserkers and shamans are considered elite among them, and their people honor the gods of Strength and War. Axe hurling, wrestling and great bouts of drinking are common in times of festival. In times of peace, most of their warriors are spread thinly across the great open stretches.
Though Vessoi's warriors routinely raid the border, there is much talk of uniting with the barbarian peoples of Jotland through conquest, to gather the Great Horde. Should such a day come, the warmer Realms will hear the wolves of the North.
Weekly Spotlight: Vessoi
Moderators: Slitherine Core, Gothic Labs
Weekly Spotlight: Vessoi
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Vessoi's flag...
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Vessoi's Units...
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Vessoi's 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: Vessoi
Vessoi's Warlord...
When a Warlord serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Valor: All Units you own heal 10 Life and gain Brave for the remainder of the battle.
Ancestral Glory: When fighting in any province you owned at the start of the game, all Units you own heal fully and then gain +2 Att, +2 Def and Brave for the remainder of combat.
Only one card may be played per turn.
When a Warlord serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Valor: All Units you own heal 10 Life and gain Brave for the remainder of the battle.
Ancestral Glory: When fighting in any province you owned at the start of the game, all Units you own heal fully and then gain +2 Att, +2 Def and Brave for the remainder of combat.
Only one card may be played per turn.
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Re: Weekly Spotlight: Vessoi
Vessoi's Taskmaster... [Note, this artwork will be updated to a Human Taskmaster.]
When a Taskmaster serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Driven Duty: If you are the Attacker, increase Victory Turns by 2. If you are the defender, decrease Victory Turns by 2.
Fear of the Lash: All your Units suffer a -1 Morale for the remainder of this battle. All of your Units gain +1 Attack and +1 Move for the remainder of your turn.
Only one card may be played per turn.
When a Taskmaster serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Driven Duty: If you are the Attacker, increase Victory Turns by 2. If you are the defender, decrease Victory Turns by 2.
Fear of the Lash: All your Units suffer a -1 Morale for the remainder of this battle. All of your Units gain +1 Attack and +1 Move for the remainder of your turn.
Only one card may be played per turn.
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Re: Weekly Spotlight: Vessoi
Vessoi's Spell Tree focuses on raids, rage and the harsh elements:
Level 1
Berserk Fury:Grants any Infantry unit +1 Attack and Berserker for 1 Turn.
Trapper's Trick: Target Standard Infantry gains Shackles for 4 Turns.
Level 2
Thievery: Send an agent across your borders. For 1 Turn, the target province has a -2 Economy, while your Capitol gains a +2 Economy.
Level 3
Frozen Hoofprints: Winter grips the field. All Cavalry suffer -2 Move and -2 Initiative. Further, Cavalry may not charge.
Nomadic City: Relocate your Capitol to an adjacent province you own.
Level 4
Rager's Day: All Units you own gain Berserker for 1 Turn.
Troll's Blood: The ignoble grunt is granted regenerative power. Any Standard Unit's Heal stat becomes 10 Permanently. This unit may not be a Healer or a Mass Healer.
War Machine: Your war machine sends more units to the meat grinder. Every unit you own gains Expendable for the duration.
Level 5
Natural Order: Only the strong survive. Once per turn, a random unit in the target province is destroyed. That unit may not have an Attack greater than 1.
Hallowed Ground: Target the site of a major battlefield. Cancel's any negative spell. Province may not be the target of any negative spell. [permanent]
Level 1
Berserk Fury:Grants any Infantry unit +1 Attack and Berserker for 1 Turn.
Trapper's Trick: Target Standard Infantry gains Shackles for 4 Turns.
Level 2
Thievery: Send an agent across your borders. For 1 Turn, the target province has a -2 Economy, while your Capitol gains a +2 Economy.
Level 3
Frozen Hoofprints: Winter grips the field. All Cavalry suffer -2 Move and -2 Initiative. Further, Cavalry may not charge.
Nomadic City: Relocate your Capitol to an adjacent province you own.
Level 4
Rager's Day: All Units you own gain Berserker for 1 Turn.
Troll's Blood: The ignoble grunt is granted regenerative power. Any Standard Unit's Heal stat becomes 10 Permanently. This unit may not be a Healer or a Mass Healer.
War Machine: Your war machine sends more units to the meat grinder. Every unit you own gains Expendable for the duration.
Level 5
Natural Order: Only the strong survive. Once per turn, a random unit in the target province is destroyed. That unit may not have an Attack greater than 1.
Hallowed Ground: Target the site of a major battlefield. Cancel's any negative spell. Province may not be the target of any negative spell. [permanent]
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Re: Weekly Spotlight: Vessoi
Landmark: Totem of the Bear...
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Vessoi Unit spotlight: Shaman.
Shamen are primitive ranged spell casters wielding magic from the School of War.
When Shamen receive their first combat Medal, they may gain one additional ability of your choice:
Ranged Attack +1
Healer: You may choose to heal a friendly Unit instead of attacking. To do so, target a friendly Unit in range. That Unit will be healed, equal to 10x your Heal stat.
When Shamen receive their second combat Medal, they may gain a final ability of your choice:
Attack +1:
Fearsome Units facing this unit suffer a -1 Morale
Shamen are primitive ranged spell casters wielding magic from the School of War.
When Shamen receive their first combat Medal, they may gain one additional ability of your choice:
Ranged Attack +1
Healer: You may choose to heal a friendly Unit instead of attacking. To do so, target a friendly Unit in range. That Unit will be healed, equal to 10x your Heal stat.
When Shamen receive their second combat Medal, they may gain a final ability of your choice:
Attack +1:
Fearsome Units facing this unit suffer a -1 Morale
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