The next to join Collandra’s band of adventures is
Verith, the Wind Warden. How cool a figure is he? A blind archer with no bow!
It was important to me, when I started work on Ghost Archipelago, that Wardens have a different feel and purpose than the wizards of
Frostgrave. I decided early on that I would make the Wardens animists, that all
of them would have some tie to nature. This fit well with the setting, as the
Ghost Archipelago is such natural, alive place (as opposed to the dead,
artificial city of Frostgrave). So, I invented five different branches of
Warden magic, and gave each branch 6 different spells to choose from. A
starting Warden chooses three spells from their own branch, and one from a
different branch. Wardens have significantly less spells that the wizards,
partly because they are meant to be less powerful, but also because, with
players already having to keep track of their Heritor Abilities, I didn’t want the
game to get too confusing! However, the good news for Wardens is that they
never take damage from failing to cast spells, also, on average, their spells
have lower casting numbers.
In this way, I hope, Wardens become more of the supporting
pieces they are meant to be. Powerful individuals, but not as dangerous or as
dominate as the Heritors. Also, I think players will be happy to hear, Wardens
gain experience and levels independently, thus giving players essentially two ‘characters’
that can grow over the course of a campaign.
Wardens sound pretty cool, I can't wait to see the rest.
ReplyDeleteReally cant wait!
ReplyDeleteGah! The more excited I get about this the further away the release date feels.
ReplyDeleteCool looking character.
ReplyDelete