Peals of thunder split the sky overhead, a primal rumbling like the pounding of ten thousand hooves, a terrible and endless cavalry charge across the heavens. Brilliant white blinds the eye as forked spears of lightning jab down from the clouds, lancing towards the earth below with wrath and vigor. And beneath it all, ask if shaken loose by the clamor and chaos, a torrent of water streams ever downward, bombarding the land. The spattering of fat droplets on leaf and branch fills the forest with a dense susurration.
Trying fruitlessly to hide beneath the bole of one of the larger trees, a pathetically wretched troupe clutches their too-thin cloaks about their persons while one figure, the ever put-upon squire Minerva, curses as she attempts to strike flint to steel and summon forth a spark to light the pile of wet leaves before her. To nobody’s surprise, the only result of her efforts is a string of brightly colored expletives.
“Sawed Man’s Blood…” She spits.
“You’re wasting your time.” The Knight leading the expedition, remarkably dry considering the downpour, shakes his head in amusement. Minerva lifts her gaze to him, a venom entering her eyes.
“If’n ye’d lend me some o’ that faerie fire o’ yours, this’d go a lot faster!” She huffs.
Renholder turns, exposing his gauntleted left hand, engulfed in magical flame. The rain hisses around him, evaporating inches from his body and leaving him warm and dry.
“So sorry.” He drawls. “All out of spells, I guess.”
“Smug bastard.” Minerva curses, turning back to, rather pointlessly, try to light her fire.
Behind the bickering pair, the Wilder Knight Kara hunches against the driving rain, unfolding a sodden map with a vain hope to keep the ink from running. Ser Sonch leans over her, using his body to block some of the rain.
“Says here we need to take the Southern path, toward Boggevrieg.” The young Knight mutters, pointing at a splotch that may have been a village once, or perhaps a deadly swamp.
“Nay, lass.” The older Knight counters. “That path would lead us into the Fog. Remember how it was for the last time? We should go North!”
“That would take us too far from the trail. We’d lose days following those old roads, if they haven’t collapsed in yesterday’s quakes…”
The pair continue to argue, struggling to choose the path ahead. Around them, the confounding Principality of Stone continues to drown in the fierce downpour while, somewhere beyond the sight of the Knights, eyes glimmer in the dark. Shapes, unperturbed by the rain and wind, circle closer to the temporary camp…
Hey everyone, how was your summer?
Did you go on any adventures? Take the opportunity to explore strange lands and unearth hidden mysteries? Venture into the wilds with your comrades-in-arms? Sit around the campfire sharing tales with your family and loved ones? We here at Into the Unknown have been making many a Delve into the realms of Kingdoms Forlorn, and we can’t wait to show you what wonders we’ve returned with!
Our hard work on Kingdoms Forlorn is ongoing. Starting with this Update, we’ll be showing you the results of our Summer Campaign. Lots of cool stuff has been created and implemented into the game, others have been improved and adjusted to mesh together seamlessly. There’s a lot to cover, so we’ve split the Update into parts. In this and the next Update we will present Delve-related mechanics.
So, let’s begin…
Changes in UI
When designing and testing KF, we are constantly thinking about the ergonomics of various solutions and making the game easier for players to manage. One of the minor matters to resolve was the action sequence at the beginning of each turn. « Move the time marker. Have you raised the Threat level? Do you raise it by 1 or 2 for a Large Map Tile? Hey, don’t forget your Clues… » We don’t want players to feel distracted by managing so many moving parts, when they could be focusing on the adventure, and the many dilemmas being offered by the Knight and Kingdom stories! So, we’ve worked to make management of the Delve mechanics as intuitive and straightforward as possible.
We’ve worked to make it as convenient as possible for players to see which clues they will get for going in a particular direction. From the many options tested, we finally chose the one that proved to be the most straightforward - both in terms of ergonomics and fitting in with other mechanics in KF- such as the weather.
That’s right - the Weather
In Kingdoms Forlorn the weather is harsh and unpredictable. Instead of simple rain, perhaps the skies have turned the darkest gray and the ground underfoot is turning to a mud-choked slurry. A thunderstorm could be a distant growl on the horizon, or perhaps its clamor hangs directly overhead while the lightning strikes so brightly as to blind you. The snow may fall in light drifts, or it could come in flurries so thick you can’t see your hand in front of your face. And even the seeming reprieve of a clear and calm day might be a false hope- perhaps you’ll face a sun so pitiless that even the strongest among you will succumb to heatstroke.
When it comes to deciding the weather, we found that the simplest solution was the best - a Coin Toss. You will take a double-sided Weather token (Favorable and Downcast). Toss the coin at the beginning of your Delve. If Favorable, the weather is kind, if a bit bleak. If Downcast, the weather in the Kingdom will worsen, and your Knights must beware!
Kingdom Sheet
There will be a dedicated Kingdom Sheet for each Kingdom, where you will find information about the mechanics of that particular Kingdom.
In the case of the Principality of Stone, there’s a Monster Migration, with accompanying Monster tokens. These tokens represent various creatures that can be found roaming the city’s districts. If you want to avoid these particular beasts, steer clear! However, perhaps, your quest calls for you to hunt a specific one down…
The Kingdom Sheet also lists a variety of events that players can activate on Map cards by triggering Points of Interest. How does it work? The combined total of the numbers on the Map tile for that Point of Interest and that of the just revealed Exploration card determines what special effect occurs.
Points of Interest will bring some more variety to the events of the Delve. During multiple Delves, the same Point of Interest might yield different results, leading to each Delve being more unique. At the same time, this mechanic will reward players for studying the maps during each Delve, allowing you to plan to reach or avoid certain Points of Interest. There will be some effects that allow you to look at the Map tiles, such as Knight Techniques or the scouting mechanics. Using them, you will be able to better plan your expedition into the Kingdom and “hunt” for the desired Point of Interest effect, through your knowledge of the numbers on the Map tiles.
All of these factors will influence players’ decisions during the Delve. Which way to go? Do you sneak around the Kingdom to complete the mission, or go into the more fraught regions to seek out a fight with the monstrous denizens? What risks and rewards might a certain path present to you?
What will this look like? See for yourself in this example.
As you can see, players will have to take quite a few variables into account as they proceed through the Delve. The varied nature of missions, contracts, hazards in the form of encounters and ambushes, dungeons beneath the city… Traversing the Principality of Stone- or any of the Kingdoms- will require caution and thought. Are you truly prepared?
ITU AT SPIEL ESSEN!
For our very first time, the Into the Unknown team has a booth at the Essen Fair! (5.-8. October) It will be dedicated primarily to Aeon Trespass: Odyssey, but our Essen crew will also include members of the team working on KF, some of whom you met in the previous update: Przemek, Staszek, Jarek and Bartek. We will definitely find time to talk to you about KF, so drop by!
Look for us in Hall 3, at booth 3-T-113.
Alright then! That’s everything for now. We hope to see you at Essen, and keep your eyes open for our next Update in six weeks’ time, where we’ll Delve (ha!) even further into the mechanics of your adventures in Kingdoms Forlorn and show you even more of what we’ve achieved over this summer.