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miércoles, 25 de diciembre de 2013
lunes, 23 de diciembre de 2013
Inside Epikha No. 7: Los Opalos de Vital. / Vital Opals.
Hay varias leyendas de su origen. La leyenda Ika indica que los Dioses le dieron los Opalos a “Ab eth Aron”, el primer Ika , para ayudarlo a dar forma a la joven Epikha. Dice la leyenda que los Opalos de Vital eran capaces de mover montañas y cambiar la corriente de los rios. Podian crear grandes cañones y fertilizar campos en instantes. Una vez que Epikha termino de ser reformada “Ab eth Aron” pidio a los Dioses que no retiraran los Opalos de Epikha, que permitieran a sus hijos y los hijos de sus hijos usarlos para continuar fortaleciendo al joven mundo.
Los Opalos de Vital son fuentes casi inagotables de “Vital”, la fuerza que hace funcionar la magia en Epikha. Estas piedras no puede ser creadas, y aunque por miles de años los mejores magos y alquimistas de Epikha han tratado de reproducirlas artificialmente nunca han logrado conseguirlo.
Las vetas de Opalos de Vital se encuentran dispersas en toda Epikha, y hasta ahora no se sabe que tanto de este material queda enterrado.
Un Opalo de Vital puede durar años, incluso decadas activo, todo depende de la calidad de la piedra. Es por eso que la explotacion de este material ha sido moderado y en los ultimos años a sido tambien regulado. Empiria, Taliuz y Abaron son los reinos productores de Opalos de Vital mas importantes de Epikha, no solo cuentan con las vetas mas grandes conocidas si no que tambien producen los Opalos de Vital de mayor calidad en todo el mundo.
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The
Vital Opals are the oldest "natural" magic items used in
Epikha .
There are several legends about their origin. The Ika legend said that the Gods gave the Vital Opals to " Ab eth Aron ," the first Ika to help shape the young Epikha . Legend also said that the Vital Opals were able to move mountains and change the flow of the rivers. That could create large cannons and fertilize fields in just few moments. Once " Ab eth Aron " finish reforme Epikha he asked the Gods not to remove the Opals from Epikha. He asked them to allow his descendants to use them to further strengthen the young world.
The Vital Opals are almost endless sources of " Vital " , the force that powers the magic in Epikha . These stones cant be created, but for thousands of years the best magicians and alchemists of Epikha have tried to artificially reproduce it without success.
The veins of Vital Opals are scattered throughout Epikha , and nobody known how much of this material is buried so far.
A Vital Opal can be active for years even decades, all depends on the stone's quality. That's why the extraction of this material has been moderated, and in recent years regulated. Empiria , Taliuz and Abaron are the most important producers of Vital Opals in Epikha, they not only have the largest known veins but also produce the finest Vital Opals worldwide .
There are several legends about their origin. The Ika legend said that the Gods gave the Vital Opals to " Ab eth Aron ," the first Ika to help shape the young Epikha . Legend also said that the Vital Opals were able to move mountains and change the flow of the rivers. That could create large cannons and fertilize fields in just few moments. Once " Ab eth Aron " finish reforme Epikha he asked the Gods not to remove the Opals from Epikha. He asked them to allow his descendants to use them to further strengthen the young world.
The Vital Opals are almost endless sources of " Vital " , the force that powers the magic in Epikha . These stones cant be created, but for thousands of years the best magicians and alchemists of Epikha have tried to artificially reproduce it without success.
The veins of Vital Opals are scattered throughout Epikha , and nobody known how much of this material is buried so far.
A Vital Opal can be active for years even decades, all depends on the stone's quality. That's why the extraction of this material has been moderated, and in recent years regulated. Empiria , Taliuz and Abaron are the most important producers of Vital Opals in Epikha, they not only have the largest known veins but also produce the finest Vital Opals worldwide .
sábado, 21 de diciembre de 2013
Inside Epikha No. 6: Piedras de Anulacion. / Annulation Stones.
Uno
de los objetos mas temidos y misteriosos de Epikha son sin duda las
Piedras de Anulacion.
Estos
objetos, a diferencia de sus hermanas los Opalos de Vital, no son
piedras “naturales”. Las Piedras de Anulacion son una creacion de
tribus [CLASIFICADO] Gahus a
partir de Opalos de Vital.
El
origen de las Piedras de Anulacion se remonta a la Segunda Era, al
inico de la primer Guerra [CLASIFICADO]
. En un inicio estos objetos no fueron diseñados para absorber y
anular magia como ahora. Al principio se crearon para contener
energia del Inframundo y recivian el nombre de [CLASIFICADO]
. Fueron la gran arma de los ejercitos [CLASIFICADO]
en las guerras de la Segunda Era.
Al
final de estas guerras los [CLASIFICADO]
que no fueron destruidos se modificaron y se convirtieron en las
actules Piedras de Anulacion.
Estos
objetos funcionan creando un micro vortice que absorbe y contiene
cualquier energia magica producida en el plano de Epikha. Varios
magos y alquimistas experimentan con las Piedras de Anulacion para
crear diferentes objetos, todos con el mismo proposito; contener y
manipular energia magica.
Es
dificil crear una Piedra de Anulacion, muchas son inestables y suelen
desintegrarse despues de ser usadas unas cuantas veces. Todos los
reinos de Epikha fabrican Piedras de Anulacion, pero las tribus Gahus
son las que siempre han fabrican las Piedras de Anulacion de mejor
calidad. Y esto ha fomentado mas el rechazo hacia esta raza.
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One
of the most feared and mysterious objects in Epikha are certainly the
Annulation Stones .
These objects , unlike her sisters the Vital Opals, arent "natural" stones. The Annulation Stones are a creation of [ CLASSIFIED ] Gahus tribes using Vital Opals .
The origin of the Annulation Stones its from the Second Era, at the start of the first [ CLASSIFIED ] War . Initially these objects were not designed to absorb and nullify magic as thay are doing now. At first they were created to contain energy from the Underworld and recived the name of [CLASSIFIED]. It was the great weapon of the [ CLASSIFIED ] armies in the wars of the Second Era.
At the end of these wars the [ CLASSIFIED ] that were not destroyed were modified and became the current Annulation Stones.
These items work creating a micro vortex that absorbs and hold any magical energy produced in the plane of Epikha . Several magicians and alchemists have experimented with Annulation Stones to create different objects, all with the same purpose , to contain and manipulate magical energy .
It is difficult to create an Annulation Stone, many are unstable and tend to disintegrate after being used a few times. All the kingdoms of Epikha manufacture Annulation Stones but the Gahus tribes have always made the best quality Annulation Stones. And this has encouraged more rejection to this race.
These objects , unlike her sisters the Vital Opals, arent "natural" stones. The Annulation Stones are a creation of [ CLASSIFIED ] Gahus tribes using Vital Opals .
The origin of the Annulation Stones its from the Second Era, at the start of the first [ CLASSIFIED ] War . Initially these objects were not designed to absorb and nullify magic as thay are doing now. At first they were created to contain energy from the Underworld and recived the name of [CLASSIFIED]. It was the great weapon of the [ CLASSIFIED ] armies in the wars of the Second Era.
At the end of these wars the [ CLASSIFIED ] that were not destroyed were modified and became the current Annulation Stones.
These items work creating a micro vortex that absorbs and hold any magical energy produced in the plane of Epikha . Several magicians and alchemists have experimented with Annulation Stones to create different objects, all with the same purpose , to contain and manipulate magical energy .
It is difficult to create an Annulation Stone, many are unstable and tend to disintegrate after being used a few times. All the kingdoms of Epikha manufacture Annulation Stones but the Gahus tribes have always made the best quality Annulation Stones. And this has encouraged more rejection to this race.
Inside Epikha No. 5; Las Armas de Horno. / Furnace Weapons
Las
Armas de Horno son creacion de los Gigantes. Los Gigantes han usado
estas armas desde hace miles de años. La forma y uso de estas armas
varia segun el gusto o la necesidad de quien la crea.
El
principio basico de las Armas de Horno es incorporar un pequeño
generador de calor u horno a alguna arma u objeto. Estos pequeños
hornos estan alimentados de fragmentos de Piedras de Anulacion. Las
Piedras de Anulacion, contienen calor de la misma manera que absorber
y contienen energia magica. Una Arma de Horno puede generar grandes
cantidades de calor por largos periodos de tiempo, al mismo tiempo
que tambien pueden anular magia.
Ya
que los Gigantes nunca han sido buenos magos se veian en desventaja
frente a las otras razas que si podian usar magia de manera
eficiente. Debido a esto crearon las Armas de Horno, estar armas
compensaban la poca experiencia que tenian con la magia.
Con
el tiempo las Armas de Horno se fueron desarrollando hasta llegar a
ser lo que son ahora. En la Sexta Era la tecnica de manufactura de
Armas de Horno ya no es exclusiva de los Gigantes, ahora varios
reinos Humanos fabrican y desarrollan Armas de Horno, sin embargo las
mejores armas de este tipo aun siguen siendo construidas por los
reinos Gigantes.
The Furnace Weapons were created by
Giants . The Giants have used these weapons for thousands of years.
The form and use of these weapons varies according to the taste and
need of the maker .
The basic principle of Furnace Weapons is to incorporate a small heat generator or furnace to a weapon or item. These furnaces are fed by small pieces of Annulation Stones . The Annulation Stones contain heat in the same way that absorb and contain magical energy . A Furnace Weapon can generate large amounts of heat for extended periods of time, and also can cancel magic.
Since the Giants have never been good magicians they had a disadvantage against the other races that use magic effectively. Because of this they created the Furnace Weapons, to compensate their lack of experience with magic.
Eventually Furnace Weapons were developed to become what they are now . In the Sixth Era the technique of manufacturing Furnace Weapons is no longer exclusive to the Giants, now several human kingdoms develop and manufacture Furnace Weapons, however the best weapons of this type are still being built by the Giants kingdoms.
The basic principle of Furnace Weapons is to incorporate a small heat generator or furnace to a weapon or item. These furnaces are fed by small pieces of Annulation Stones . The Annulation Stones contain heat in the same way that absorb and contain magical energy . A Furnace Weapon can generate large amounts of heat for extended periods of time, and also can cancel magic.
Since the Giants have never been good magicians they had a disadvantage against the other races that use magic effectively. Because of this they created the Furnace Weapons, to compensate their lack of experience with magic.
Eventually Furnace Weapons were developed to become what they are now . In the Sixth Era the technique of manufacturing Furnace Weapons is no longer exclusive to the Giants, now several human kingdoms develop and manufacture Furnace Weapons, however the best weapons of this type are still being built by the Giants kingdoms.
martes, 17 de diciembre de 2013
El Turno simplificado. / Easy Turn.
Version simplificada del Turno.
Reglas
del juego: Turno
Antes de iniciar los jugadores eligen y
colocan en el campo de juego su Carta de Jugador.
Una vez colocada la Carta del Jugador
los jugadores pueden tomar una de las siguientes opciones:
1.- Elegir de fuera de su Mazo de
cartas “Habilidades de Jugador”.
2.- Elegir de su Mazo de cartas una
arma no magica y un objeto no mayores a Nivel 2.
Los oponentes no deben ver estas cartas
aun. Los jugadores ponen las cartas elegidas boca a bajo, debajo de
su Carta de Jugador.
Los jugadores deciden al azar quien
inicia el juego.
Los jugadores barajan sus mazos de
cartas y tomas 7 cartas. Si algun jugador no esta conforme con sus
cartas puede regresarlas al mazo, barajarlo y tomar otras 7 cartas. A
partir de ahora el jugador puede repetir este proceso cuantas veces
quiera, pero debe tomar una carta menos cada vez: 6, 5, 4, etc.
Una vez listos y antes que inicie el
turno del primer jugador, se ponen boca arriba todas las cartas que
esten debajo de las Cartas de Jugador.
Ningun jugador tienen Fase de
Combate en su primer turno.
Fase de Inicio.
1.-
Todos los personajes (con excepcion de los Jugadores) recuperan sus
valores originales de Vital.
2.-
Se regresan todas las cartas que haya en la Zona de Magia a la Zona
de Despliegue (con la excepcion de los Hechizos Continuos).
3.-
Toma la carta de la parte superior de tu mazo y ponla en tu mano.
Fase de Despliegue.
En
esta fase se pueden jugar cartas, asignar armas y objetos y mover
cartas a la Zona de Magia.
*Las
cartas con la regla Magia se activan al colocarlas en la Zona
de Magia. La Zona de Magia solo tiene 5 espacios.
Fase de Combate.
En
esta fase los personajes entran en combate.
Para
iniciar un combate el jugador dueño del turno activo “declara
un ataque”. Despues coloca las cartas de personajes que el
quiera que combatan en los espacios de su Zona de Combate, un
personaje por espacio.
Una
vez declarado el ataque el oponente tiene la opcion de elegir de
entre sus personajes quienes responderan a ese ataque, colocando un
personaje por espacio en su propia Zona de Combate.
*
La Zona de Combate solo tiene 4 espacios.
Los
personajes que queden “frente a frente” combaten y ningun
otra carta puede interferir
directamente
en ese combate. Si algun personaje atacante queda sin quien le
responda, este atacara directamente al jugador defensor.
Una
vez decididos los combates se procede a la asignacion de daños. La
asignacion de daños es simultanea para todos los personajes.
Los
personajes combaten comparando sus atributos de Fuerza contra
los atributos de Vital y/o Resistencia de todas las cartas que
participan en cada combate. Se debe tener en cuenta que ninguna carta
puede absorber mas daño del que su atributo de Vital/Resistencia
permita. Al recivir el daño los jugadores deciden en que orden se
aplica a sus cartas. Cualquier daño que quede sin asignar o cubrir
al final de un combate pasa directamente a los jugadores.
Cuando
una carta recive un daño igual o superior a sus atributo de
Resistencia o Vital entonces es destruida. Al ser destruida
se coloca en la Zona de Descarte al final de la Fase de
Combate.
Uso de Armas y Objetos
en los Combates.
Los
personajes pueden usar solo 2 Armas por combate.
Los
personajes pueden usar todos los Objetos que tenga asignados
en combate.
Al
final de la Fase de Combate todos los personajes que hayan
sobrevivido regresan a la Zona de Despliegue al area de Reservas.
Fase
de Reagrupamiento.
Es la
fase final del turno. Esta fase funciona exactamente igual que la
Fase de Despliegue.
Al
finalizar sus turnos los jugadores pueden tener un maximo de 6 cartas
en la mano. El excedente debe ser mandado a las Zonas de Descarte.
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Rules.
Turn.
Before starting players select and place their “Player's Card” on the field .
After placing the “Player's Card” players can take one of the following options:
1 - Choose from outside the deck "Player Skills" cards.
2 - Choose from your deck a non- magical weapon and Item no greater than Level 2 .
Before starting players select and place their “Player's Card” on the field .
After placing the “Player's Card” players can take one of the following options:
1 - Choose from outside the deck "Player Skills" cards.
2 - Choose from your deck a non- magical weapon and Item no greater than Level 2 .
The opponents can see
this cards yet. Players put the chosen cards face down under the
“Player's Card”.
Players decide at random who starts the game.
The players shuffle their decks and draw 7 cards. If any player is not satisfied with their starting cards, he/she can return them to the deck, shuffle and take another 7 cards. From now on the player can repeat this process as many times he/she wants, but taking one less card each time: 6, 5 , 4, etc. .
Players decide at random who starts the game.
The players shuffle their decks and draw 7 cards. If any player is not satisfied with their starting cards, he/she can return them to the deck, shuffle and take another 7 cards. From now on the player can repeat this process as many times he/she wants, but taking one less card each time: 6, 5 , 4, etc. .
When ready, and before
the firts player takes the first turn, all players flip the cards
under the “Player's Cards”.
Players have no Combat Phase in their first turn .
Initial Phase .
1 - All characters (with the exception of the Players) recover their original Vital values.
2 - All cards in the Magic Zone (with the exception of Continuous Spells ) return to the Deployment Zone.
3 - Take the top card of your deck and put it into your hand.Deployment Phase .
In this phase you can play cards, assign weapons and items and move cards to the Magic Zone .
* Cards with the rule Magic are activated when are placed in the Magic Zone . The Magic Zones has only 5 spots per player.Combat Phase .
In this phase the characters fight each other.
To start a battle the active turn player "declares an attack ." After that he/she place the character cards he/she wants to fight in the spots of the Combat Zone, one character per spot.
The opponent then has the option to choose among their characters who will respond the attack , placing a character in its own Combat Zone .
* The Combat Zones has only 4 spots per player.
"Face to face " characters fights each other and no other card can interfere directly in that combat. If any attacking character remains without opponent then it attack the defending player.
Once the combats are set it comes the damages resolution. The damages resolution is simultaneous for all characters.
The characters fight comparing its Strength versus the Vital or Resistance of all the cards involved in each combat . Keep in mind that no card can absorb more damage than their Vital / Resistance attribute allows. Each player decide how to apply the damage to his/her cards. Any not covered damage goes directly to the players at the end of a combat.
When a card receives equal or greater damage than his Vital or Resistance value then is destroyed. Destroyed cards are placed in the Discard Zone at the end of the Combat Phase .Use of Weapons and Item in Combat .
Characters can use only 2 weapons per combat .
Characters can use all the Items that are assigned in combat.
At the end of the Combat Phase all the characters who have survived return to the Deployment Zone at the Reserves Area .Regroup Phase .
It is the final phase of the turn . This phase works exactly like the Deployment Phase .
At the end of their turns players can have a maximum of 6 cards in hand . The excess must be sent to the Discard Zones.
lunes, 16 de diciembre de 2013
Inside Epikha No. 4: Top 5 del Diseñador: Armas. / Designer's Top 5: Weapons.
Top
5.- Baston de Madera / Wooden Stick
Un
arma muy basica y sin importancia. Sin embargo resulta muy util por
dos motivos. Primero es un arma relativamente facil de traer al
juego; un Escudero de Empiria o un Escudo de Madera pueden traer un
Baston de Madera de manera rapido. Y segundo es la posibilidad de
poder usar mas de dos Bastones por combate. Esto puede darle a
cualquier personaje de Nivel 3 o mayor una buen ventaja.
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A very basic weapon and not important at
first sight. However, it is very useful for two reasons. First its relatively easy to bring this weapon to the game, a “Squire of
Empiria” or “Wooden Shield” can bring a “Wooden Stick” fast
way. And second is the possibility to use more than two sticks per
combat. This can give any Level 3 character or higher one good
advantage.
Top
4.- Espada de Bronce. /Bonze Sword.
Esta
arma hace que los ataques de cualquier personajes sean
“inbloqueables” en contra de armas, objetos o hechizos de Nivel 2
o menor. Lo cual da una gran ventaje en contra de muchas cartas
actualmente. Pero lo que la hace realmente especial es el hecho de
ser una arma Nivel 2, por lo que puede ser elegida al inicio del
juego.
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This
weapon makes the attacks of any character "unblockable"
against weapons, items and spells of Level 2 or lower. This gives a
big advantage against many cards. But what makes it really special is
the fact of being a Level 2 weapon, so it can be chosen at the start
of the game.
Top 3.- Arco Ika. / Ika Bow.
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The
“Ika Bow” is a weapon of "direct damage". By taking a
Marker away the weapon can assign 5 damage points to any character,
including of course the players. Such weapons are perfect to keep the
opponent controled or just to keep pressure on him/her with
continuous damage.This Level 2 weapon can be chosen at the start of game.
Top 2.- Bola de Hierro. / Iron Ball.
Al igual que el Arco Ika, la Bola de Hierro es un arma de “daño directo”, pero esta, ademas de asignar 5 puntos de daño suma 5 puntos de Fuerza al Personaje que lo use en combate. De nuevo, al ser un Arma de
Nivel 2 puede ser elejida al inico del juego.
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The same way that the Ika Bow, the Iron Ball its a direct damage weapon. But this one add 5 point to the character's Strength in combat. Again, this Level 2 weapon can be chosen at the start of game.
Top
1.- Mazo de Trueno. / Thundermace.
Siendo
Inmune al Trueno Nivel 4 puede resistir ataques de varios hechizos de
Trueno. Ademas, su Fuerza puede incrementarce PERMANENTEMENTE al
desacartar un hechizo de Trueno, es decir, no pierde la Fuerza ganada
al final del turno, solo la pierde si sale del campo de juego.
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Being
“Immune to Thunder” Level 4 it can resist various Thunder spells
attacks. In addition, the Strength can increase PERMANENTLY by
discarding a Thunder spell, ie;
"Thundermace”
does not lose the Strength
gained at the end of the turn, it only lose it if the weapon leave
the field.
Inside Epikha No.3; Los Ika y la Legenda de "Ab eth Aron" / The Ikas and The Legend of "Ab eth Aron"
Los
Ika son la raza mas antigua de Epikha. Los registros historicos mas
antiguos provienen de tribus Ika. Despues de ellos le siguen los
gigantes y despues los humanos y gahus.
La
cultura Ika a influenciado a todas las razas. De hecho el nombre
Epikha es una palabra derivada de un antiguo dialecto Ika. Epikha
viene de la palabra “Ep eth ikha” que en antiguo dialecto Ika
significa “Tierra de Ikas” o “Lugar donde los Ika habitan”.
Abaron,
el gigantesco reino Ika que es por si solo un continente es hogar de
la primer civilicacion de Epikha. El nombre Abaron proviene de la
antigua palabra “Ab eth Aron” que significa “Hijo de Dios” o
“Heredero de Dios” o “Decendiente de Dioses” dependiendo el
contexto. Segun la mas antigua leyenda Ika “Ab eth Aron” era el
nombre del primer Ika, elegido por los Dioses para darle forma al
cielo, mar y tierra . La leyenda cuenta que Ab eth Aron, durante su
recorrido por el joven y caotico planeta, creo a los Gahus, Humanos y
Gigantes partiendo de un arbusto, un pedaso de metal y una montaña
respectivamente. Debido a esto se considera a “Ab eth Aron” como
el primer “Rastreador Ika”.
Los
Ika fueron tambien los primeros en experimentar y desarrollar la
magia, posteriormente compartieron su conocimiento con las demas
razas, siendo los Gahus y humanos sus mejores discipulos.
Las
relaciones de los Ika con el resto de las razas varian mucho;
mientras que han llegado a desarrollar grandes lazos con los Gahus y
Humanos, su relacion con los Gigantes siempre a sido muy limitada.
Actualmente los Ika y Gahus son grandes aliados pero no siempre fue
asi. Segun registros antiguos al incio los Gahus eran una raza
sometida por los Ika. Pero cerca del final de la Primera Era la
relacion entre ambas razas cambio radicalemente.
Los
reinos Ika se distinguen por su prosperidad y su poca beligerancia.
Sin embargo no dudan en tomar las armas cuando es necesario.
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The
Ika are the oldest race of Epikha . The most ancient historical
records are from Ika tribes, followed by the Giants and then Humans
and Gahus .
The Ika culture influenced all races. Actually the name Epikha is a word derived from an ancient Ika dialect. Epikha comes from the word " Ep eth ikha " in ancient Ika dialect that means "Land of Ikas " or "place where the Ika live ."
Abaron , the giant Ika kingdom which is a continent by itself its home of the first Epikha civilicacion. The name Abaron comes from the ancient word " Ab eth Aron " which means " Son of God" or " heir of God" or " descendant of Gods" depending on the context . According to the oldest Ika legend " Ab eth Aron " was the name of the first Ika , chosen by the Gods to shape the sky, land and sea. The legend said that “Ab eth Aron” during his journey over the young and chaotic world, creates the Gahus, Humans and Giants using a bush, a piece of metal and a mountain respectively. Because of this "Ab eth Aron" is also considered as the first "Ika Tracker".
The Ika were also the first to experiment and develop the magic, later they shared their knowledge with other races , being the Gahus and humans its best disciples .
Ika 's relations with the other races vary greatly, while they develop a great relationships with Gahus and good with Humans, but the relationship with the Giants always has been very limited. Currently the Ika and Gahus are great allies but it wasnt that way in the past. According to an ancient record, in the beginning the Gahus were a race conquered by the Ika . But near the end of the First Era the relationship between the two races changed radically.
The Ika kingdoms are distinguished by their prosperity and little belligerence. But they dont hesitate to take the arms when necessary.
The Ika culture influenced all races. Actually the name Epikha is a word derived from an ancient Ika dialect. Epikha comes from the word " Ep eth ikha " in ancient Ika dialect that means "Land of Ikas " or "place where the Ika live ."
Abaron , the giant Ika kingdom which is a continent by itself its home of the first Epikha civilicacion. The name Abaron comes from the ancient word " Ab eth Aron " which means " Son of God" or " heir of God" or " descendant of Gods" depending on the context . According to the oldest Ika legend " Ab eth Aron " was the name of the first Ika , chosen by the Gods to shape the sky, land and sea. The legend said that “Ab eth Aron” during his journey over the young and chaotic world, creates the Gahus, Humans and Giants using a bush, a piece of metal and a mountain respectively. Because of this "Ab eth Aron" is also considered as the first "Ika Tracker".
The Ika were also the first to experiment and develop the magic, later they shared their knowledge with other races , being the Gahus and humans its best disciples .
Ika 's relations with the other races vary greatly, while they develop a great relationships with Gahus and good with Humans, but the relationship with the Giants always has been very limited. Currently the Ika and Gahus are great allies but it wasnt that way in the past. According to an ancient record, in the beginning the Gahus were a race conquered by the Ika . But near the end of the First Era the relationship between the two races changed radically.
The Ika kingdoms are distinguished by their prosperity and little belligerence. But they dont hesitate to take the arms when necessary.
viernes, 13 de diciembre de 2013
Inside Epikha No. 2: El Torneo de Krom / Krom Tournament.
El Torneo de Krom es uno de los eventos
mas antiguos relacionados a la cultura Paladin en Empiria.
El torneo fue creado hace mas de dos
mil años por Krom Valrenth para reclutar nuevos paladines para la
orden de Efiria, la cual habia quedado severamente diezmada por la
revuelta que llevo a la caida del regimen de August Efirias en la
Cuarta Era.
Durante siglos el Torneo de Krom a
reunido a los mejores paladines de Epikha año tras año, solo las
guerras de mediados de la Quinta Era interrumpieron la continuidad
del torneo por pocos años.
Las reglas del torneo son simples;
cualquier guerrero, sin importar su raza u Orden (Rompehuesos, Cazador, etc), puede participar. Deben presentar un sello oficial reconocido
de su Orden, un Arma Magica Espiritual en caso de los Paladines o simplemente ganar los combates preliminares. Todo dentro de los combates
esta permitido excepto matar a su oponente.
El Campeon del torneo, ademas de
llevarse la “Espada
de Efiras”, trofeo hecho de oro y diamantes, gana la
oportunidad de entrenar en el Gran
Santuario de Efirias, situado al norte de Empiria en la franja de
montañas que forman la frontera con el reino gigante de Taliuz.
Como
aprendices tienen la oprtunidad de especializarse en aulguno de los
diferentes oficios que ofrece la Orden Efiria; desde escribas y
archivistas en el Santuario hasta miembros de la Guardia Real de
Paladines de Empiria. Los paladines mas jovenes comunmente elijen
formar parte de la Guardia Real, mientras de los paladines mas viejos
que logran ser Campeones elijen ser escribas del Santuario.
Debido
a esto la Guardia Real de Empiria es una de las fuerzas de paladines
mas poderosas en toda Epikha, contando siempre con mas de 100 habiles
paladines de diferentes razas.
A
pesar del gran premio que ofrece el Torneo de Krom no siempre el
Campeon acepta formar parte del la Orden Efiria, en ocaciones algunos
Campeones solo toma la “Espada de Efirias” y se retiran.
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The Krom tournament is one of the oldest events related to the Paladin culture in Empiria.The
tournament was created more than two thousand years ago by Krom
Valrenth to recruit new champions for The Efiria Order , which had been
severely decimated by the revolt that led to the fall of the regime of
August Efirias in the Fourth Era.
For centuries The Krom Tournament has gather the best warriors of Epikha, only the wars of the mid Fifth Era interrupted the continuity of the tournament for a few years .
For centuries The Krom Tournament has gather the best warriors of Epikha, only the wars of the mid Fifth Era interrupted the continuity of the tournament for a few years .
Tournament rules are simple; any Warrior, regardless of race or Order (Bonecrusher, Hunter, etc), can participate. They must submit an Official Seal of its Order, a Magic Spiritual Weapon if it is a Paladin or just win the preliminary matches. Everything is allowed in the matches except for killing your opponent .
The tournament's champion, in addition to get the "Sword of Efirias "
trophy made of gold and diamonds, wins the opportunity to train at
the Grand Shrine of Efirias, located north of Empiria
in the mountains that form the border with Taliuz giant kingdom.
As apprentice he or she have an opportunity of specializing in different trades that Efiria Order is offering; from scribes and archivists at the Shrine to members of the Empiria's Paladins Royal Guard. The younger champions commonly choose to be part of the Royal Guard, while the older that manage to be champions choose to be scribes at the Sanctuary.
Because of this the Empiria's Paladins Royal Guard is one of the most powerful forces in all Epikha, always with more than 100 skillful champions of different races.
Despite the grand prize offered by the Krom Tournament not all accept to be part of the Efiria Order, some times the Champions just take the "Sword of Efirias" and leave.
As apprentice he or she have an opportunity of specializing in different trades that Efiria Order is offering; from scribes and archivists at the Shrine to members of the Empiria's Paladins Royal Guard. The younger champions commonly choose to be part of the Royal Guard, while the older that manage to be champions choose to be scribes at the Sanctuary.
Because of this the Empiria's Paladins Royal Guard is one of the most powerful forces in all Epikha, always with more than 100 skillful champions of different races.
Despite the grand prize offered by the Krom Tournament not all accept to be part of the Efiria Order, some times the Champions just take the "Sword of Efirias" and leave.
jueves, 12 de diciembre de 2013
Inside Epikha No.1: Armadura de Paladin / Paladin's Armor
En Inside Epikha no solo hablare de detalles del juego sino tambien ahondare en la historia de Epikha y sus personajes.
En esta ocacion presento lo que sera la primer carta promo del juego; La Armadura de Paladin.
Esta carta no estara incluida en sobres ni mazos de inicio, de hecho tiene un numero de serie diferente, solo sera incluida como regalo con las cajas de sobres, solo una por caja.
La Armadura de Paladin es un objeto, por lo que pueden ser usadas mas de una armadura de este tipo en combate. Es Nivel 5 y con un atributo de Resistencia de 30 pero su costo de juego es solo 20 puntos de Vital. Pero lo mas importante son sus reglas especiales:
Maestro.- Ya que este es un objeto de Nivel 5 solo personajes de Nivel 5 o mayor pueden usar esta armadura.
Inmune al Fuego.- La mayoria de Hechizos ofensivos son de Fuego asi que la armadura resulta ser muy util en la mayoria de los juegos.
Acorazado.- Esta resulta ser la mejor regla de todas, ya que al ser Nivel 5 puede absorber el total de daño de un ataque de cartas Nivel 5 o inferior.
La Armadura de Paladin esta hecha de Acero Diamantado. Fabricada en la forjas de Empiria, esta armadura es popular entre paladines de diferentes razas pero principalmente entre los reinos humanos. Muchos paladines pasan años trabajando para reunir el oro necesario para poder adquirir esta cotizada pieza de equipo.
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On this occasion I present what will be the first promo card of the game; Paladin's Armor.
This card wont be included in the regular packs or starter decks, actually has a different serial number, this will only be included as a gift with the pack boxes, only one per box.
Paladin's Armor is an object, so you can use more than one of this armors in combat. It is a Level 5 and 30 Toughness objet but its cost is only 20 points Vital. But more important are the special rules:
Maestro -. This object can be used only by Level 5 characters or higher.
Immune to Fire -. Most of the offensive spells are Fire Spells so this armor turns very useful in most games.
Dreadnought -. This is the best rule of all, since this is a Level 5 card it can absorb all damage from Level 5 cards or less.
The Paladin's Armor is made of Steel Diamond. Made in the forges of Empiria, this armor is popular among the champions of different races, but mainly among the human kingdoms. Many paladins spend years working to gather the gold needed to acquire this piece of fine equipment.
En esta ocacion presento lo que sera la primer carta promo del juego; La Armadura de Paladin.
Esta carta no estara incluida en sobres ni mazos de inicio, de hecho tiene un numero de serie diferente, solo sera incluida como regalo con las cajas de sobres, solo una por caja.
La Armadura de Paladin es un objeto, por lo que pueden ser usadas mas de una armadura de este tipo en combate. Es Nivel 5 y con un atributo de Resistencia de 30 pero su costo de juego es solo 20 puntos de Vital. Pero lo mas importante son sus reglas especiales:
Maestro.- Ya que este es un objeto de Nivel 5 solo personajes de Nivel 5 o mayor pueden usar esta armadura.
Inmune al Fuego.- La mayoria de Hechizos ofensivos son de Fuego asi que la armadura resulta ser muy util en la mayoria de los juegos.
Acorazado.- Esta resulta ser la mejor regla de todas, ya que al ser Nivel 5 puede absorber el total de daño de un ataque de cartas Nivel 5 o inferior.
La Armadura de Paladin esta hecha de Acero Diamantado. Fabricada en la forjas de Empiria, esta armadura es popular entre paladines de diferentes razas pero principalmente entre los reinos humanos. Muchos paladines pasan años trabajando para reunir el oro necesario para poder adquirir esta cotizada pieza de equipo.
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On this occasion I present what will be the first promo card of the game; Paladin's Armor.
This card wont be included in the regular packs or starter decks, actually has a different serial number, this will only be included as a gift with the pack boxes, only one per box.
Paladin's Armor is an object, so you can use more than one of this armors in combat. It is a Level 5 and 30 Toughness objet but its cost is only 20 points Vital. But more important are the special rules:
Maestro -. This object can be used only by Level 5 characters or higher.
Immune to Fire -. Most of the offensive spells are Fire Spells so this armor turns very useful in most games.
Dreadnought -. This is the best rule of all, since this is a Level 5 card it can absorb all damage from Level 5 cards or less.
lunes, 9 de diciembre de 2013
International Paladin
Are you interested in the game?
Please tell us.
Please tell us.
Adakah anda berminat dalam permainan?
Sila beritahu kami.
Sila beritahu kami.
Haben Sie Interesse an dem Spiel?
Bitte sagen Sie uns.
Bitte sagen Sie uns.
당신은 게임에 관심이 있습니까?
저희에게 말하십시오.
저희에게 말하십시오.
paladinesdeepikha@gmail.com
domingo, 8 de diciembre de 2013
Inside Epikha No.0: TOP 5 del Diseñador: Personajes./ Designer's TOP 5: Characters
Este es mi Top 5 de personajes. Pero debo aclarar que la seleccion no solo esta basada en funcionalidad sino tambien en afinidad o gusto muy personal.
TOP5.- Paladin de Abaron / Paladin of Abaron.
Los paladines de este primer set en general son de las mejores cartas, pero las diferentes caracteristicas de cada uno los pueden hacer mas o menos eficientes segun el estilo de cada jugador.
El Paladin de Abaron se distingue de entre los demas paladines por ser un personaje estrategicamente muy util. Su capacidad de ir por diferentes tipos de Hechizos y ademas jugarlos GRATIS lo hace muy versatil. Segun la situacion el Paladin de Abaron puede usarse como carta de control, carta ofensiva o incluso como carta defensiva en casos de emergencia, y casi todo en el mismo turno.
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The Paladins of this first set are some of the best cards, but the different characteristics of each can make them more or less efficient according to the style of each player.
The Paladin of Abaron differs from other Paladins because its a strategically very useful character. His ability to get different types of spells and also play them, make him a very versatile card. According to the situation the Paladin of Abaron can be used as control card, offensive card and even defensive card almost all in the same turn.
TOP4.- Paladin de I'th Bakh / Paladin of I'th Bakh.
El Paladin de I'th Bakh es un paladin unico. Su fuerte no es su habilidad magica como la mayoria de los paladines, su fuerza radica en su habilidad para el combate, esto pensando en los jugadores que gustan mas de combates convencionales o "sangrientas peleas".
La habilidad magica de este paladin es de control, pero nada espectacular. Por otro la lado su Fuerza 20 y sus reglas Nivel 5, Veloz, Evasion y Regeneracion hacen del Paladin de I'th Bakh un hueso duro de roer en combate.
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The Paladin of I'th Bakh, a unique Paladin. Her strength its not her magical ability, like most Paladins, her strength lies in her combat ability. I made this thinking in players who likes conventional fighting or "bloody fights."
This Paladin's magic ability (Confusion) its a control spell nothing spectacular. But in the other hand her Strenght 20 and her Level 5 Rules; Fast , Regenerate and Evasion make the Paladin of I'th Bakh a Die Hard character in combat.
TOP3.- Hechicera de Empiria./ Empiria Sorceress.
Una de mis preferidas, debo decir.
Lo que hace letal a esta señorita es su habilidad magica, la cual consiste en un Hechizo Fuerza 10 Perforador de Nivel 2.
Ya que que su habilidad es un Hechizo, este es susceptible a poder ser elevado de Nivel y por lo tanto ser mas rapido ademas de poder mejorar su eficiencia en contra de Resistencias de mayor Nivel. Una chulada.
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One of my favorite, I must say.
What makes this lady lethal is her magical ability, which consists in a Level 2 Spell Strenght 10 and Piercing Rule .
Her ability its a spell, so this is likely to Up its Level and then become faster and improve the efficiency agains Resistance of higher levels. A pretty.
TOP2.- Yuna Franz.
Un personaje unico, aunque no tenga esa regla.
Yuna Franz es la unica carta hasta ahora capas de sumar Vital a cualquier personaje, incluyendo obviamente la Carta de Jugador.
Esta habilidad puede desde salvar el juego de un jugador hasta ayudar a terminarlo. Solo hay que mantener viva a Yuna lo suficiente.
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Yuna Franz is the only card so far that can add Vital to any character (20 points Vital) , obviously this include the Character Player.
This ability can save a Player's game or can help him to finish an opponent. You just have to keep Yuna alive the enough time.
TOP1.- Ishmak Tok, el Sabio. / Ishmak Tok The Wise.
El poder tomar cartas siempre es una gran ventaja en cualquier juego, y es aun mejor cuando puedes decidir cuantas cartas tomar.
"EL" mago del juego hasta ahora, el verdoso Ishmak Tok es la unica carta hasta ahora que te permite tomar cantidades diferentes de cartas del mazo sin sacrificar o pagar nada mas que el costo del personaje. Solo hay que mostrar los Hechizos que se quiera de la mano y su Nivel SUMADO es la cantidad de cartas a tomar. Ademas, el Vital 30 de Ishmak lo hacen mas o menos resistente sin mencionar que puede apoyar jugando Hechizos con su propio Vital.
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The ability of take additional cards is always a great advantage in any game, and it's even better when you can decide how many cards you can take.
"THE" wizard of the game so far, the greenskined Ishmak Tok, is the only card so far that lets you take different amounts of cards from the deck without sacrificing or pay anything more than the cost of the character. You only need to show any number of spells cards you want from your hand, then sum its Level numbers and you take that much cards. In addition, Ishmak's 30 Vital points make him more or less resistant, not to mention he can also use his Vital points to play some spells and support you in the field.
miércoles, 4 de diciembre de 2013
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