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Good News Keeper, our warlocks have found a way to permanently stabilise our Raiding Portals. The next time we open one, we can create a more permanent foothold and eventually take the Realm for ourselves! 

Gone are the days of hit and run raids on the 13 Realms of RISE. With this hefty expansion, you'll be able to build outposts in these Realms that let you grow your power and eventually, if you're clever and lucky enough, take over.

The end goal for this is to tie your actions in the Realms with the overworld content planned for RISE: Conquest. For example, taking over the Realm of Order would cut off the magical powers of a Temple Order Faction leaving them defenceless. Impenetrable holy shield surrounding their monastery? Solution: Kill their god. Simple!

But until then, I'll be creating a more RISE centric experience that will get changed up when it gets ported. Meaning that this version is more than likely going to be a Patreon exclusive.

So, here's what my preliminary release schedule is going to be:

This month

The first expansion will have the rules for how to set up an Outpost and explains how the new Rooms, Units, and mechanics work. It will also cover 3 Realms:

* The Realm of Order -- The land of angels and harps and towers and blech. This always manifests as a tall tower that is only 3 Grid Spaces wide. Look out for Liquid events.

* The Machine -- Living metal constructs and cacophonous machines in a city made of brass. Disabling the Creator is no easy feat but the resources to be found are incredible.

* Pawrtal -- A realm full of cats. Surely this will be a walk in the park. Right?

December - Umbra
January - Apothecaria
February - DELVE (& Zinequest where I'll be running a Kickstarter for my newest Sci-Fi game which I will talk about more soon)
March

* Realm of Water -- Explore the deeps in this terrifying abyssal realm. Liquid is going to be a nightmare down here. Definitely including references to The Little Mermaid.

* Realm of Fire -- Keeping up the elements theme. This burning forge realm will provide all manner of interesting boosts to your units and Dungeon.

* Realm of Stars -- These three feel like they go together nicely. Starlit palaces atop gaseous seas and protected by Alien Cultists. Nice little cross-over with UMBRA here.

April - Umbra
May - Apothecaria
June - DELVE (& UKGE2022)

July

* The Realm of Nightmares -- Where do Ancient Monstrosities come from? Well, now you have an answer.

* Hunter's Rest -- A forest realm perfect for getting ♥ if you can fend off the animals and mystical hunters.

* Winter Court -- A snow capped palace and home to the winter fae. The elves do not take kindly to such intrusions but have such wonderful toys for you to steal.

August - UMBRA
September - Apothecaria
October - DELVE

November
A year from now, we'll port over the remaining Realms:

* The Hall -- A thinly veiled reference to Valhalla with plenty of Viking Metal references, powerful warriors, and a truly awe inspiring final boss fight.

* The Hive -- An insect world full of city sized hives. The goal will be to reach a Queen and take over a hive. Individually weak, their sheer numbers mean any Outpost is going to be continually under attack.

* The Realm of Lost Things -- One of the best realms to set up an Outpost in as it is mostly a way to get free stuff. Other collectors and the occassional enemy may pose a threat though.

* The Cage -- The hardest Realm to conquer and best kept to the end. Each enemy in this Realm has the STR and powers of a Hero and defeating them all is going to take a truly dedicated Keeper. However, once you rule The Cage, you will be granted an army of God Killers and monsters that will provide you a near unstoppable force.

If there's any Realm (excluding The Cage) that you'd like to get access to sooner, let me know in the comments. If enough people want one brought forward, I'll juggle things around.

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