War of the Vales is a TCG/Tabletop RPG hybrid I am currently working on. It combines the strategy of chess with moving your units around the battlefield, knowing when to strike and when to hold your ground. The depth of a tabletop RPG with having different Factions to play, each with their own unique abilities and using dice for combat. Lastly, it combines the know how to build a deck around your play-style.
To get a quick synopsis of the story behind War of the Vales go here.
To learn how the game plays click here.
There are 9 Factions in War of the Vales. They each carry their own abilities and drawbacks. Which Faction will you choose to play as?
The main enemy of the game, the Elves' minds became corrupted and twisted, setting them on a crusade to bring the realm under Elvish control. The Elves have even been “cleansing” themselves of other Elven clans seen as useless to their crusade or enslaving other inhabitants deemed too useful to be outright obliterated.
Nobody knows why The Flux affected them in this way, or if this is just the beginning of something far more sinister. Only time will tell. Until then, the Elves will continue their ruthless crusade. Killing, enslaving, and pillaging
Humans are versatile and live nearly everywhere. After the Flux, a lot of humans had to flee the bigger cities and towns shared with the elves to start their own settlements, or to fortified cities that were largely human to begin with, or simply became rogues and nomads just trying to survive.
Dwarves are hardy people who love a good laugh, a hardy pint, tinkering with gadgets and a good brawl. They are renowned blacksmiths and engineers. Spending most of their time in their mountainous homes, constructing new machines, mining precious resources, and minding their own affairs, only interacting with the other inhabitants to do trade and take care of random personal matters. The Dwarves were made aware of the Flux when waves of Elves swarmed their mining towns and cities. Killing all the Dwarves they could while taking the Dwarven settlements and mines for themselves. The Dwarves are more than eager to return the favor to the Elves for taking their homelands that have been in Dwarven society for ages.
Orcks are a tribal civilization mainly found in the deserts of Astevar. With rules and social constructs like “only the strong survive” the Orcks thought nothing of the first few pushes by the Elves into their territories, able to brush them off. But as the time went on and the Elven armies got larger, more advanced, and the attacks got more brutal, the Orckish lands started falling one by one forcing the Orcks into an uneasy pact with the other races with the hopes of bringing a swift, yet violent revenge, towards the Elves for destroying their kin, homelands and to get the chance to take back and rebuild what was taken from them.
Halfkins are happy-go-lucky people. Always looking for a reason to celebrate, make the best out of a situation, generally accepting of most other peoples though they tend to stay to themselves and not go out of their way to intermingle with the other races as they tend to get taken advantage of merely due to their small physical stature and hesitancy towards being violent but when pushed to their breaking point have no problems fighting back. The Halfkins were among the easiest targets for the Elves. The Elves came through swiftly and met little resistance as they took over the Halfkin lands and resources. Those that did not flee or get killed during the initial onslaught were enslaved by the Elves.
The Grimalkin are a catlike race of people that are, for the most part, nomadic in nature. Only seeming to stay in one place and build a city if it is surrounded by vast resources and of strategic importance to their trade routes. Due to their cities usually being so secluded and generally spread out, only bands of traveling merchants and other wandering Grimalkin tribes were running into the Elves after the Flux happened. Those that survived managed to make it to the cities, but their stories were brushed off as one-off encounters, until the Elves made their way to the first few major Grimalkin cities and took them by force. Now the Grimalkin stand with the other Factions to protect their homelands and very way of life.
Goblins are usually seen in the mountains, hills, and swamps of Astevar trying to squeeze out an existence. Or in Orckish settlements as slaves or second-class citizens at best. The Elves saw goblins as a plague on the world and went to great lengths to get rid of them, wherever they might reside, even before the Flux. The Goblins have banded together with the other races out of fear, self-preservation, and the hope they can continue to exist just for one more day in this new world.
Basilin are the reptilian people of the far away jungles, deserts, and plains of Astevar. Hardly touched or encroached upon by the other Factions, save for the Grimalkin whose traveling merchant caravans seem to reach everywhere and the Orcks who share the deserts with them. But the Elves began pushing deeper and deeper into the jungles, picking off small Basilin settlements and caravans. The Elves also began using long forgotten underground Dwarven roads to gain access to the Basilin desert cities, coming up through the sewers at night to bring chaos and destruction to the Basilins. The Basilins emerged from their remote homelands to push back the invading Elven armies.
Half elves got it especially hard during The Flux. Not being fully affected by it, they avoided the massacres that followed shortly after due to the elven blood that runs through their veins, but they had to watch friends and loved ones fall all around them in various cities and settlements as the Elvish attacks began. This is the main reason the Half Elves have joined with the other Factions. While most resisted The Flux, there were some that fell victim to it as well and joined their full-blooded kin in their crusade. Most of the Factions are wary of Half Elves, often thinking they are just one day away from falling victim to The Flux as well, causing unneeded tension and distrust.