Créé par 3 étudiants de 25 ans, Eldfall Chronicles est un projet slovène de type escarmouche (3-7 unités), avec des figurines résines 28mm. Pour du 1-vs-1, 2-vs-2 et même du solo. Il faudra choisir entre 4 factions qui évolueront dans un univers de fantasy japonisante.
Northern Wind, financé en juin 2023, ajoute une dimension Dungeon crawler. Jouable en standalone ou en extension.
Article de Beasts of War / OnTheTabletop pour en savoir plus
The game will launch with four factions at the heart of it and gameplay options which include going head-to-head with another player, teaming up for two-versus-two games or perhaps even diving in to play solo against an inbuilt AI for the game.
Games play in around forty-five to sixty minutes meaning they seem well-suited to a couple of skirmishes in the afternoon. During your games you’ll be taking control of 28mm scale miniatures like those you see here in small combat groups of between three and seven units each. As well as focusing in on that kind of skirmishing gameplay you’ll also have the chance to play against some of the terrible beasts from this world as we hinted at above which can be controlled by a player or the game.
Because the team behind the game are students of history, they have tried to work that passion into the factions and the miniatures that make them up. Influences from East-Asian culture are woven into Eldfall Chronicles and as they are also practitioners of medieval martial arts they have tried to carry that over into a realistic portrayal of combat despite this being a Fantasy world.
If the campaign is successful on Kickstarter then they want to take the time to expand the game by adding in new units, factions, lore on a monthly basis. What the team really want to achieve first off is an activate community that can work their way into the living world that they want to grow around Eldfall Chronicles.
Pledges : jeu à 119€ (109€ en Early Bird 72h). A partir de 30€ pour une faction seule. Frais de port : en sus, estimés à 20-25€. CA: 23-28€
Les illustrations des paysages sont vraiment sublimes. Les figs ont l’air sympa également.
J’ai déjà MBP et bientôt MBR en jeux d’escarmouches, donc faut qu’il y ait un vrai gameplay derrière le joli emballage. Mais en tout cas plutôt séduit par ce qui est montré jusque-là.
The faction is largely aesthetically inspired by the ancient Greece, combined with the aesthetic sense of many other cultures, predominantly medieval European and Arabic. And the most obvious: they are inspired by elven/fae folklore. As their lore suggests, they are at the same time very organized and orderly, while at the same time naturalistic. Because of their faith, they prefer to implement brighter colors. Helrin have an affinity to fire, due to their allegiance with the Sun goddess and due to the sun-lit environment they live in. Hence, most of the population can wield fire. Some however, can wield other elements, one being the unit I want to talk about.
Today, as a contrast to the last design process we published, I would like to present to you the design process of a unit from the Helian League faction: The Expeditionary Hierophant. (Check out her profile for more sculpt images)
A hierophant is an interpreter of sacred mysteries and arcane principles. In the game, her role is that of a healer and a potential leader of the Helrin party, that travels alongside the Helrin Expeditionary Force in pursuit of new discoveries, adventures and expansion. She is blessed by the patron goddess of the Helrin, Hyperia. While she is not expected to lead from the vanguard, she can cause more than enough trouble for the opposite side with her divine spells. Not to mention that she is singlehandedly capable of keeping your units up and fighting, while the number of enemies keep dropping.
We tried to portray her according to this role. As she is not expected to absorb the full force of the enemy offensive, her armor is not fully encompassing her. However, it denotes her status and should give her very good protection.
Her forearms and shins are covered with metal vambraces and greaves, which are at the same time protecting and decorating her. Her torso is protected by a cuirass made of 2 segments; the lower one that protects the abdomen and the upper one that protects the chest. Like with real armors, her cuirass reaches to about the navel, as to not inhibit mobility. The rest of her lower torso is protected by faulds, or in this case just one fauld (armored skirt). The rest of the body is protected by stylishly-tailored padding (gambeson), which should do well enough against any light slashes and impacts. Her head is currently exposed (mainly due to aesthetical reasons), but she might as well wear a helmet or armored hood in a life-threatening situation.
(At some point in the past, Rin were introduced to and adopted plate armor (I’m not yet telling from whom!). However, as they lack certain technology, their armor might not be entirely on-par with what we now know as a full plate harness (it is more segmented than Earth’s 14th, 15thcentury plate armor). Nevertheless, what they might be lacking in metallurgical technology, they make up for in craftsmanship, as each of their armors is a work of art and is made to perfectly fit the wearer.
An important point is that aesthetics play a major role in the Rin cultures. Similar to the customs of our own world, where armor often emphasizes the wearer’s anatomy, the Rin also tend to make armor in a way that it flatters the body and the style of its wearer. In the case of this particular model, the armor is made in a way to show her feminine grace. However, since she is an expeditionary hierophant, someone who is on the road a lot, practicality and effectiveness had to be considered.)
Finally, she carries a staff, embedded with a mana stone, to assist her with the channeling of mana.
An important note: usually, the flow of mana through one’s body is impeded by armor and multiple layers of clothing (this is why arcanists seldomly fully garb themselves). But in the case of divine mana, which the Hierophant uses, the intensity of mana is mostly dependent upon one’s zeal and faith – it seems to manifest within. Another fact is that Helrin are capable of crafting enchanted metals with unique conductive properties – something that is hard to find elsewhere.
A memory of the times we could playtest irl Now we’re playtesting online, and actually, very soon, we will announce a crashtesting/playtesting group! We are very confident in the game we created, but it needs to be balance-tested by as many people as possible!
Si ça se joue avec des décors homemade plutôt qu’un plateau, ça peut peut-être compliqué pour tous d’avoir une vrai immersion (les parties type warhammer où le tupperware = bunker, très peu pour moi). Et d’un autre côté, on peut aussi éviter les roches en carton de MBP, ça peut-être pas mal.
Mais sinon dans l’ensemble le jeu paraît quand même très attrayant.
Rattrapage de toutes les news et évolutions depuis décembre car ça a pas mal bougé depuis. Tout ayant disparu dans l’incendie OVH…
PRESENTING… the Rangers-Guild Hunter from the Thenian Coalition! Each city of the coalition has its Rangers Guild, tasked with thwarting outside threats. Positioned at the outskirts of city states, their hunters keep a watchful eye for wayward beasts and bandits. In this, their swift nature and light mail allows them to excel at ranged assault, and when needed, quick retreat. They can sometimes be found outside their domain, assisting other causes.
Presenting the Academy Expeditioner of the Sand Kingdoms! Expeditions into the sands tend to sooner or later encounter different kinds of danger. Trained in combat and survival, the role of the Academy Expeditioners is to safely escort these expeditions through the shifting dunes and ancient ruins.
**Today we finally talk about magic in gameplay! ** It might shine some light on how the game works, why we think magic is a really fun variable, and it might also help you decide on the faction you would like to start with!
What Was the Inspiration?
In Eldfall Chronicles, arcana (magic) is designed to be a vibrant variable that adds complexity, utility, and unpredictability to the gameplay. Spells represent a large portion of the gameplay as many factions offer the player a variety of characters, who are well-versed in the use of magic.
The developers at Freecompany all love the nostalgic feeling of magic in various genres and we always wanted to play a game, where we feel we are actual scholars of magic. Therefore, we made a system of magic, which is intricate and diverse, but also requires a bit of thought from the player. While it may be intimidating at first, when mastered through replaying the game, one might find it the most fun to think about the different strategies, spells, and approaches to the game.
What Is the Actual Role of Spells?
One other thing that I might add is that the game is played with characters, who have their distinct skills, roles and attributes (at first there will be 3 per faction; this will be expanded through stretch goals and later on). This means that one character might have a large array of available spells, while others might not have a single one -they rely on other martial skills. In any case, this means that if you choose to play an advanced magic-user, you will have to choose which spell to cast depending on what benefits you in that exact situation.
Magic and the Types of Mana Available Depend on Factions
What kind of magic is available to you when playing the game, is widely related to the faction you choose. As per the lore, each faction is different even in gameplay. Even though other factions will allow you to build a party of magic-users (later on, when we add more characters), choosing a more spellcraft-oriented faction like the Sand Kingdoms and the Helian League is better, if you prefer that kind of gameplay.
So, What Can You Expect From Playing a Spellcraft-Oriented Faction?
Magic can be a game-changer, but it is in no way omnipotent, or rather, the spellcasters aren’t!
In terms of combat, mana is much more damaging than regular weapons, but the arcanists themselves are usually fragile and their focus for mana is not infinite. They only have a limited number of spells they can cast in a certain timeframe and some spells even take all of the Activations an arcanist has (things one can do) in a turn. (In terms of lore, soulrot that was discussed in the previous article, is another reason why an arcanist cannot use an infinite amount of mana.) Spells also have a more limited range (reach) than other missile weapons such as bows.
A More In-Depth Look at Magic
The Magic in Factions
The Helian League:
– Magic is balanced and is accessible across the faction; the faction is very good at healing and at offensive spells,
– the predominant elemental affinity is fire, which is mostly offensive,
– has good supporting models: a few exceptions have access to the divine element, which is good for supporting the party and healing.
The Sand Kingdoms
– The most spellcraft-oriented faction; each character is a spellcasting “toolbox”
– Characters can summon constructs and creatures, which other factions don’t have access to,
– Despite the default element of their spellcasters being Elder, the upgrades give the faction the most variety in elemental mana and in different disciplines, allowing the player lots of character customisation and different playstyles.
The Thenian Coalition
– The faction will not have a lot of variety when it comes to spellcasting (as per the lore, they use magic passively, mostly for enhancements and other abilities like teleportation-like skills, skills of deception, illusion etc.),
– will receive characters (perhaps even from other species affiliated with the Thenrin), that offer powerful spellcasting support.
The Empire of Soga
– The faction will receive mystics – spellcaster that unlike mages, cast spells through their devotion and introspection. The preferred element of human mystics will be earth or water, while Kitsune will grant you access to fire,
– the spellcasters will mainly offer support and offer relief, while there will be some rare exceptions, who will be powerful offensive magic wielders.
Let’s talk elements. As we mentioned before in the previous articles, mana is omnipresent in the environment; it is the foundation of nature itself. In a gist, wielders of magic channel raw elemental mana and shape it into unique forms known as spells.
Mana can be categorized into different elemental manas: earth, water, fire, air, elder, divine and profane; each has its own properties.
The intensity of mana of a certain element depends on the environment it flows through. While all of the elements are found almost everywhere, some are a scarce resource in certain areas. For example, in the presence of warmth, one can easily channel mana of the fire element, but if the temperatures are low, one might find it difficult to focus on the element. In preparation for the areas, where certain elemental mana is difficult to sense and form, arcanists may carry mana stones close to their bodies; these act as reservoirs or amplifiers of their preferred elemental mana.
The elements the arcanist can control and shape into spells, depend on their affinity (talent for an element).
(Read more about Elemental Relationships here.)
Discussing the Differences Between the Elements
How do the elements differ and in what way are they most commonly used?
FIRE – PYRO
The element of fire, or rather, the elemental mana of fire excels when used offensively. Most of the fire spells, that cause damage, have the Burn trait. This can cause the target to potentially catch on fire and suffer additional wounds from the attack.
WATER – HYDRO
Water is a balanced element: in terms of utility, it is most useful when attempting to control the field to your advantage. For example, you can use water-based spells to thwart the enemy’s advance, slowing and staggering them with different spells. Some spells are meant to freeze the opponent’s forces, causing them to suffer additional damage from Frostbite.
EARTH – GEO
The element of earth is well-known for its straightforward might. It is not cunning, but packs a powerful ‘punch’. The simpler spells can entangle and immobilize the enemy. Meanwhile, the offensive spells can level structures and act as if you’re essentially bringing a catapult to a skirmish. Most of the starting summonable creatures are of the earthen element: notable for their sheer Toughness and durability, they offer protection and offense.
AIR – AERO
The element of air is subtle. While it might appear the least harmful, air-based spells can actually ruin the entire strategy of the opponent. Air spells have a large repertoire: from bursts of wind (useful for keeping melee enemies at bay) to wielding lightning at later levels of mastery. Enchantments of air also add lots of tactical options to the player, as they offer increased mobility on the field.
ELDER – PROTO /AETHERO
The elder element is difficult to grasp. It offers versatility as it is the oldest of elements. Some might argue it is an element of the mind, where imagination is the wielder’s weapon. It allows the user to view the contents of the opponent’s thoughts, travel different planes of existence, and manipulate time and perception.
DIVINE and PROFANE
The last two elements are rare and distinct. The divine and profane elements are the exact opposites of each other, but they are as well most similar to one another. They can be understood as otherworldly; present in the world without an exact source of origin. They are balance themselves, existing across all dimensions and realities. In general, they provide the wielder with miraculous or dreadful abilities.
First test print! This was done on a home printer, so they’re not at their best, but they came out pretty great.
We have to make adjustments, so that the details will be even more visible, and then we’re sending them to manufacturers for prototyping! (oh and this is obviously not all of them
Sculpts by: @lailson3dcamini & @pedrotavaressantos
Today we reveal a new adventurer or rather, swashbuckler! Young and hungry for adventure, many Thenrin braves partake in swashbuckling. Journeying the lands of Calad, they search for challenge, heroic pursuits and causes worth the fight. Their journeys, however, frequently turn into somewhat less glorious conflicts, joining various mercenary companies to get by. Unlike with other races, ambidexterity is fairly common among Thenian peoples. Their swashbucklers in particular are famed for their nimbleness in combat and the ability to wield paired weapons with equal potency.
Finally, today we would like to reveal the leader of the Sand Kingdoms’ expedition: Vizier of Conjurations. The Grand Academy utilizes a complex meritocratic system of hierarchy. While it is the beating heart of the sands, the true strength and power of the Academy lives through every one of its affiliates. The most successful and accomplished of scholars gain the title of Vizier in their own area of expertise, making them court administrators. They represent the authority of the Academy over each Nome, carrying out their duty to enforce the law and grant wishes of the government.
The Viziers of Conjurations are a particularly powerful class. They employ various sorts of summoned ‘creatures’ carved with mana and even hordes of out-worldly beasts. With them they avert all dangers praying upon the walled cities, be it blighted fiends from the sweltering wastelands or others foolish enough to approach with ill intent. Occasionally you can encounter them accompanying parties on their outings.
Here it is! The biggest star of the show, the Colossus! The Colossi will be the biggest opponents you will face (for now). The term Colossus refers to the largest of arcane constructs. Monstrous in its towering image, the Colossi come in various shapes, but most commonly resemble mighty beings or gods of the old age. They are made of hard stone or decorative metals, usually bronze.
We’re mostly done with auxiliary components! These will be: tokens, templates, measuring tool and temporary creature proxy tokens. (We’re also working on terrain that hopefully comes with the stretch goals)
Playing around with the lighting in blender. They say adventuring is fun… But can you imagine stumbling upon them by chance, not fully knowing what they are? With just some of their features showing under the moon’s glow
The BETA playtesting is LIVE! Our subscribers just got an invitation to join the playtesting group! Join us by subscribing to our newsletter and get access to a discord channel dedicated to all discussions! https://eldfall-chronicles.com/
Get your friends and let’s get this ‹ party › started
This first creature we’re revealing is a tier I, the Gargoyle! In technical terms Gargoyles are smaller, nimbler, and more aggressive types ofGolem. Although they are weaker than their larger “siblings”, they are a truly terrifying sight when prowling at night as their eyes glow with excitement.
This week, an unknown creature joins the adventure ! The Golem will get an alternative, more aggressively-posed sculpt if unlocked on Kickstarter Golems are commonly made of earth or sand and on rare occasions even metal. Like other earthen constructs, golems come into being by fusing materials around a core; a soulstone. This functions much like the brain or the heart, and is commonly tucked away in their heads. (This is the weak point everyone will be aiming at when trying to bring it down.)
Although they can be found in nature, especially near ruptured mana veins, they are mostly artificial.
Because they are relatively simple to create (and on top of that can be much larger and stronger than a common foot soldier) they have become a staple of not only garrisons but also daily life in the cities of the Sands. Their configuration and use vary greatly; it all depends on the time and effort their creator invested in them.
Join us next week, when we’ll dive deeper into lore
Do you know your faction?
Faction Overview: Helian League AKA Helion!
Holding the most esteem among the four main factions of the world of Calad, the Helian League, its scarce numbers notwithstanding, is a radiant faction of Rin peoples. They inhabit the southernmost continent on Calad.
Thriving in all aspects of civilization, the main principle of the league is upholding ancient traditions whilst achieving prosperity for the entire realm.
Read more: https://eldfall-chronicles.com/factions/helian-league/