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