Saturday, January 25, 2020

Ruin of Seffala – The Rare Legendary Cycle

Here are some of the big players in the world of Seffala. Each costs double color, each is legendary, and each is rare.

Hanne Volant, Mother of the Drobe; Sivan, Djinni Protector; Nettuun, Witherkin Warleader; Giera, Subverter of the Drove; Mosswood's Hold
X, Y of the Z is a pretty long name. Text squish! Click to embiggen.
Hanne Volant has been mentioned a lot. She's the founder of the Drove/Volanti. Once the human farms and villages were destroyed by other warring tribes, she learned magic, created a post-apocalyptic religion, and taught her followers to fight back. Therefore, being a leader of her Shaman pack, she is a Shaman lord. She bestows upon them both a morality (P/T) boost, and the magic of healing (likely something she discovered in Mosswood).

While there is no leader of the Djinni quite like there is the Drove, there are still some notable Djinni with an awful lot of power. In this case, Sivan's magic is powerful enough to summon other Djinni to aid (and at a reduced cost for you).

Nettuun is the leader of the Nettlers, the primarily Red faction of the Witherkin that already moved once out of the swamps of Slog Bog, and will now move no further. His fortress is the Nettler Holdout, and his ferocity in battle is enough to give all who follow him his cunning (doublestrike). Therefore, while not the unquestionable leader of all Witherkin (and therefore not a lord), he does provide a great benefit to all who are on his side.

Giera has finally made an appearance, like Hanne Volant, after being in so much flavor text. Giera is a Witherkin who tried his best to learn from the Volantile, to become one, but, though Hanne might welcome anyone, the humans of the Drove did not like what they saw, and drove him away. He went back to his swamps to defend his homeland, and can now be found leading the Balder faction of Witherkin. He learned how to heal from the Drove (remove -1/-1 counters), but now he uses this knowledge in a backwards way, removing poisons from one creature only to inject another. Because he is so full of malice and is out to get his revenge, he cares less about his own tribe, so he is also not a lord, either. But since he learned the magic of the Drove, he has activated abilities instead.

Mosswood's Hold breaks the cycle of legendary creatures in favor of a legendary enchantment. Since Mosswood has no leader, no tribe, it has no humanoid creature at the helm. The forest of Mosswood itself is the magic, and it is out to bring peace and to heal the land. So all you get from the enchantment, instead of a significant creature, is another Moss Wall token. However, like the rest of the Defender theme of Mosswood, the enchantment turns off all kinds of combat keywords to ensure a more equal (or perhaps just more peaceful) playing field.

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