Crob emerges as a young mage with a rebellious heart and a quest for self-discovery. Known for his striking white hair and a connection to the mystical energies, Crob represents a defiance against societal constraints and a thirst for knowledge beyond the norms.
Crob ventures into the unforgiving desert, marking the start of a transformative journey, filled with challenges that test his strength, resilience, and understanding of the world.
The desert, a crucible of survival, brings Crob face to face with the Ifreeti, Aelith. Surviving the harsh desert under her tutelage, Crob couldnt help but fall in love with this magnificent creature. And when he learns of th terrible past of their races, he vows to exact revenge on Ifreetis behalf, one human at a time.
This brings him to the Malakhra pit where he can openly channel his power to harm those who had caused so much suffering. Despite being physically outmatched, he uses his intelligence, magical abilities, and the lessons learned from Aelith to grow stronger and assist his team.
When Arena Dimaa reaches exactly 1, if there are no other characters in 1 hex radius around Crob, permanently Add +1 to his HP and to Attack and Defense rolls. Triggers when dimaa changes. Stacks infinitely.
Reduces Humidity by 1 and Increases Temperature by 1. These changes in map stats are permanent for this match and stack up the maximum possible.
Positional Trigger: Leaving the direct vicinity of Arena's Dimaa Beacon triggers a proc of this ability.
Absorbs all the Dimaa available in the arena leaving just 1 point behind. Stores it for himself indefinitely until used.
Heal all allies 1 HP. Overheals up to +1. Does not affect self.
Move any selected unit in any direction up to 2 hexes away from where they were (can be friend or foe).
Instantly drains all the moisture of a target enemy, eliminating them from the match.
Emerging from the Shadowclaw clan's fierce lineage, Grella's existence is an unyielding quest for formidable challenges and adversaries. This odyssey leads her to Godrifa, a once-legendary Fir general reduced to a shadow by guilt and loss. Choosing compassion over conquest, Grella nurtures the broken warrior, finding a breakthrough in their shared passion for Malakhra, the combat sport pivotal to Godrifa's recovery.
Their journey from rivalry to camaraderie unfolds in Almasiya's arena, where they navigate deadly politics and battles, becoming legends through their united front. This alliance, born of combat and mutual growth, transcends their past, marking a new chapter of legacy and redemption.
If there are no allies in 2 hex radius around Grella, she gains +4 to her attack rolls.
If three or more enemies surround Grella, she pushes them all 2 hexes away from herself.
All defense for Grella is instant success this round (without rolls)
If Dominant, Instantly deal 2 HP damage to the subdued.
If subdued, resets her health to Max HP.
Right after a kill, Grella can leap to an enemy within 2 hex radius, instantly subduing them (without causing damage or triggering their defense).
Faced with a challenging situation, Emblen devised a plot to eliminate Zahra, a perceived threat to her family's status, arising from her brother Lukyan's infatuation and intentions towards Zahra, a lowly fighter in the Malakhra Pits.
Torn between familial love and duty, Emblén proposed to align Lukyan with Elara's house, a move to secure his future and also protect the Hajar name from shame. However, Zahra's refusal to renounce Lukyan complicates matters, leading Emblen to confront her in the Malakhra pits, a venue for honorable and brutal combat.
The duel between Emblén and Zahra resulted in Zahra's demise at Emblen's hand. This harsh action reflects the lengths Emblén is willing to go to protect her family in a society governed by matriarchal norms, where power, honor, and personal ambitions intertwine.
Emblen's resolve to uphold her family's prestige, even through extreme measures, earned her the title of The Stalwart Guardian.
If Emblen is attacked from front, she always defends, even when attacking. And she rolls Maximum defence against that incoming attack.
Any enemy in Emblen's Attack range will be forced to turn and face her.
If Emblen is subdued, she reverses her position and becomes dominant instead, subduing her adversary.
Using her theatrical stage presence, Emblen rallies the crowd to demand more violence, more action, putting more pressure on the fighters to focus on aggression instead of defense.
All allies that declared defense will roll maximum possible defense on their own respective defense dice this round.
Emblen's Aetherweave armor adds a layer to Emblen's defenses.
Hugvan, a figure shrouded in the mists of time, emerges as perhaps the most ancient of all living beings, though his existence is a peculiar dance between life and death. His journey began eons ago, marked by a brutal demise at the hands of his own tribe during a primordial era when they deemed him unworthy of their rituals. Instead of bestowing upon him the dignity of a tribal burial, they callously discarded him near a tranquil pond.
Yet, fate had a different plan for Hugvan. Enveloped by a swarm of mystical insects, his body became ensconced within a cocoon, safeguarding him from the ravages of time for countless centuries. In a miraculous twist, he was stirred from his deathly slumber, reborn into a world vastly changed from the one he once knew.
Guided by the enigmatic Washmeeri healers, Hugvan embarked on a journey of self-discovery, learning to harness the arcane energies that pulsed within him, granting him the power of resurrection. However, each reincarnation brought with it the burden of ostracization and persecution, as he was branded a heretic by those who feared his unearthly abilities.
Undeterred by the relentless condemnation of society, Hugvan dedicated himself to mastering both the mystical arts and the art of combat. With each passing lifetime, he refined his arcane craft and honed his prowess in battle, determined to carve out a place for himself in a world that had long rejected him.
Now, amidst the tumultuous arena of the Malakhra pits, Hugvan fights not merely for survival, but to forge a legacy that will transcend the boundaries of prejudice and superstition. It is here, amidst the clash of steel and the roar of the crowd, that he seeks to earn a name for himself—a name that will command respect and demand attention, granting him the platform he needs to challenge the status quo and reshape the destiny of his world.
If "ability charges" are avilable, Hugvan resurrects himself should he fall in battle.
Hugvan forces a dominant enemy to let go of his ally and subdue him instead.
A Chosen ally will play their chosen action twice this round.
Adds a Resurection Ability Charge.
Arena Attack bonus +1 and Temperature +1
Hugvan sacrifices himself to completely heal all allies to full health.
Godrifa Fir stands as a testament to strength, leadership, and the tragic consequences of pride and misjudgment. Once a revered commander of the Fir clan, known for her valor and wisdom, Godrifa's journey is a harrowing tale of downfall and quest for redemption.
The turning point in Godrifa's life comes with the Fir clan's conflict with the Shadowclaw, a rival clan with a starkly different culture.
In her pursuit of victory against the Shadowclaw, Godrifa becomes entangled in a web of deceit spun by them, leading to a disastrous raid that decimates her forces and shatters the foundation of her beliefs.
Godrifa's closest confidants warn her of the potential consequences of their aggressive strategies, but Godrifa, blinded by pride, fails to heed these warnings. This oversight proves catastrophic when the Shadowclaw, in a cunning ploy, infiltrates the Fir settlement disguised as harmless captives. They then unleash havoc, leading to a brutal counterattack that devastates the Fir clan from within.
The aftermath of this disaster leaves Godrifa's world in ruins. Consumed by guilt and grief, she exiles herself, wandering through unfamiliar lands, burdened by the memories of her fallen comrades and the destruction of her culture.
Her path of isolation and internal turmoil leads her to the pit of Malakhra, a brutal arena of bloodsport that mirrors her fractured soul. Here, she fights with unbridled aggression, each victory a hollow attempt at redemption. The pit becomes a crucible for her pain and rage, a place where she battles not only against other fighters but against the shadows of her past.
Godrifa always wins attack vs attack Contests.
A solitary enemy will never successfully escape Godrifa's Attack range with a normal move.
If Godrifa is dominant, she instantly eliminates her subdued foe.
If Godrifa is dominant, she mutilates her subdued, reducing their mobility by 2, permanently.
Forces all enemies in her surroundings to attack in this round, forgoing all possibility of defense.
Pushes an enemy backwards up to 2 tiles away.
Cast out, forsaken by his own sister, Hyrr found himself plunged into the depths of destitution and starvation. It was in these shadows of society that he discovered the true extent of his latent abilities—to manipulate the very elements. Ingeniously, he turned to the city's opulent circles, wagering on the whims of the weather. His victories were assured, for the skies bent to his will, showering him with gold and notoriety.
As his reputation flourished, Hyrr donned the mantle of an enigmatic entertainer, a charade through which he siphoned the wealth of the affluent. Yet, amidst his schemes, a profound empathy for the city's downtrodden took root within him. Moving through the underbelly in secrecy, he sought to uplift those crushed under the heel of societal indifference.
His clandestine benevolence, however, drew unwanted attention, casting him as a dissenter in the eyes of the elite. In a grand act of deflection, Hyrr orchestrated an ostentatious display of repentance, only to punctuate his performance with a dramatic unleashing of his fury. Bolts of vengeance rained from the heavens, striking down the elite in a spectacle of retribution, as he vanished into the annals of legend.
In the realm of Malakhra, Hyrr has since carved out a new legacy, wielding his dominion over the weather as his signature prowess. Within the tempestuous arenas, he is both feared and revered, a master of the elements who reshapes the fate of his matches with the flick of a wrist, forever remembered as the enigmatic force who once danced with the winds of fortune and fury.
At the start of every cycle, Hyrr can change the weather.
Hyrr allows an ally in his attack tile to cast spells without Dimaa.
Enemies in the effect radius are unable to turn for 1 round.
Attack/Defense bonuses provided by the arena setup are doubled for allies this round.
All enemies in the effect radius are forced to face towards Hyrr.
Depending on extreme weather conditions, Hyrr Permanently Blinds, Maims or Damages a chosen enemy.
Rhamiel Vlad, the indomitable blacksmith of the northern realms, had carved out a life of serene predictability amidst the clamor of her forge, deeply rooted in the customs and traditions of her ancestors. Her days, defined by the rhythmic dance of hammer and anvil, were a testament to her unwavering dedication to her craft. Yet, the winds of change began to stir with the arrival of Ja'el, a spirited soul seeking mentorship under Rhamiel's skilled hands.
With Ja'el's presence, Rhamiel's world blossomed into vibrant hues of joy and wonder. Laughter echoed through the smithy, and for the first time, Rhamiel indulged in the thrill of companionship and the warmth of shared smiles. However, this newfound light was abruptly dimmed when their village fell prey to the ruthless onslaught of marauding bandits. Side by side, Rhamiel and Ja'el stood valiantly at the village's defense, their courage shining as a beacon of hope amid despair. Rhamiel's formidable prowess on the battlefield did not go unnoticed, drawing the covetous gaze of sinister forces.
A hooded figure emerged from the shadows, bearing an ominous proposition: join the Malakhra pits as a combatant, or face dire consequences. Rhamiel, steadfast in her resolve, rebuffed the veiled threat, unwilling to forsake her principles. Yet, the warning proved tragically prescient as one by one, the pillars of her world were mercilessly torn asunder. Friends and kin alike were taken from her in a series of grotesque and chilling orchestrations, each loss a hammer blow to her spirit.
Driven to the brink of despair by the relentless torment and the blood of the innocent staining her conscience, Rhamiel succumbed to the malevolent will of those who sought to break her. She entered the Malakhra pits, not as a testament to her defeat, but as a grim pact forged from the ashes of her shattered world. Within the perilous embrace of the pits, Rhamiel fights with the ferocity of one who has lost everything, driven by the singular hope that her sacrifice might shield others from the agony of loss. Each battle is a silent prayer that no more innocents shall suffer for the sake of her once unyielding ego.
Always win attack against a defending enemy who is alone.
Rhamiel forcibly moves her enemies, not letting them stay next to each other.
Thwarts all incoming attacks on self when dominant, this round.
Reorient the enemy in her attack tile such that they are no longer facing her before Attacking
Lifts the subdued up and slams them onto the tile behind her.
Rhamiel Pulls an enemy closer to herself.
In the village of Thaloria, nestled in the dense forests of Mingmei Divide, the role of the guardian was the highest honor, bestowed only upon the daughters touched by the She-Wolf. The guardian was not merely a protector but a symbol of the village's pride and spiritual connection to the forest. For generations, the ritual had been unchallenged, a tradition as old as Thaloria itself. But nature is fickle, and the She-Wolf's bite, once a mark of destiny, had turned lethal.
The village faced dark times; without a guardian, they were vulnerable. Attacks from wild beasts grew more frequent and deadly. The people's faith wavered as desperation clawed at their hearts. In this dire hour, a woman named Erynia, blessed with only a son, Meruvius, challenged the old ways. Her plea was one of necessity, echoing the village's silent fears.
Erynia's son, a boy with eyes as wild as the untamed woods, was brought forth to the forest, an offering to the She-Wolf. Many sneered, ridiculing the sacrilege. But when dawn broke, the village awoke to a miracle. Meruvius had been bitten, not consumed—a defiance of all that was known. His destiny was irrevocably altered; he was to become what no man had ever been.
As Meruvius grew, so did his strength, and with each passing moon, the beast within him stirred. He learned to harness this fearsome power, to bend the beast to his will. Yet, the matriarchs of Thaloria could not accept a male guardian. Their prejudice ran deep, their authority unchallenged, and Meruvius's existence was a threat to the order they upheld.
The matriarchs devised a plan to rid themselves of the problem Meruvius represented. Acknowledging his strength yet denying him his rightful place as guardian, they proclaimed him Thaloria's "Champion" in Malakhra. This was their cunning compromise—to honor the She-Wolf's choice but not upset their traditions. Meruvius, the village's outcast son, was to fight for glory in a foreign land, his title a hollow one.
Gain 1 mobility per negative point in visibility.
Meruvious takes on his guardian wolf form.
Arena Visibility -1. Stacks infinitely.
Enemies in 3 hex radius around Meruvious cannot move closer to him in the next movement round
Meruvious frees himself from subdual without contest and heals 1 HP.
Meruvious charges forward in a straight line, consuming all his remaining mobility, dealing damage to any enemy who happens to be in his way.
As the first "Recruiter" for the inaugural Malakhra pit, Naari Sakshi served the Crimson Matrons with unwavering loyalty. Her mission was clear: to seek out women with potential for combat greatness or those whom the Matrons deemed worthy, and compel them to join Malakhra as fighters, using whatever methods deemed necessary. Naari excelled in her role, ensuring the arena flourished with the fiercest of warriors.
However, as Malakhra prospered, an unexpected challenge emerged—an insurrection among the men. This uprising was fueled by the adoption of a novel form of magic that promised to level the playing field, offering men the potential to stand toe-to-toe with women in the combative dance of Malakhra.
In her quest to suppress this nascent rebellion, Naari encountered a cunningly laid trap that led to her downfall. She plummeted to what should have been her end, yet fate had other plans. Hugvan, an ancient immortal healer, intervened, resurrecting Naari into a life beyond the natural order. Bound to an existence that required the consumption of blood for sustenance, Naari found herself entwined in a destiny she never anticipated.
Hugvan imparted to her a vision of a world transformed—a Malakhra enriched by the integration of magic, elevating the spectacle and challenging the status quo. Naari, once the harbinger of the Matrons' will to stifle the rise of magic, became the catalyst for its acceptance, reshaping Malakhra into an arena where magic and martial prowess intertwined, heralding a new era of equality and spectacle.
This twist of fate, from enforcer to revolutionary, marked the evolution of Malakhra, propelling it into a future where the arena became a crucible for innovation, equality, and unbridled potential. Naari Sakshi, in her unintended role, bridged the divide between the old ways and the new, forever altering the fabric of their world.
Always face the incoming attack when defending, removing positional bonus from attacks.
After Naari issues a move into a new tile, she is prompted to pick any of the possible six facing directions.
Stuns the enemy(s) in the front obliques for 1 Cycle.
Naari steals 1 HP from anyone she damages this turn.
For all successful defense rolls this round, Naari makes a counterattack against her attacker, dealing damage but not triggering engagement.
After completing a successful attack in her attack Tile, Naari turns and make the same attack with same roll against the chosen enemy in her vicinity.
Mefé was born under the shadow of the Firdosi Empire's grandeur. In a world turned upside down by the resurgence of ancient Washmeeri magics, the Firdosi Empire found itself in a race against its technological rival, the Akanthara Empire. The border they shared with the Mingmei Divide presented an opportunity—a chance to merge magic and technology in unforeseen ways.
Enter Ayla, a prodigious researcher of magical arts and technological marvels. A woman of intellect and ambition, she recognized the latent potential within Mefé and sought to harness it through perilous trials. These experiments imbued him with the ability to command the very elements, to conjure storms and glide upon the gales. Yet such power did not come without cost, and Mefé's essence became intertwined with the forces he wielded.
Empress Zeba, the matriarchal leader of the Firdosi, saw in Mefé a weapon to be aimed at the heart of Akanthara. His task: to sow chaos and deliver thunderous retribution upon the empire's key figures, those pillars of Akantharan society. It was during this clandestine crusade that Mefé's path crossed with Hyrr, a fellow mage with the power to manifest weather. Hyrr, driven by a vendetta as tempestuous as the storms he called forth, found in Mefé not just an ally, but a kindred spirit.
Their combined might was overwhelming, but their actions did not go unnoticed. Pursued by those they sought to undermine, they were forced to flee into the arms of the Crimson Matrons, the revered custodians of Malakhra. The Matrons, recognizing the entertainment value and the raw power of Mefé and Hyrr, offered them sanctuary with one condition: that they serve as combatants in the grand arenas of Malakhra, engaging in spectacular duels that would awe and terrify.
As Mefé continues his tenure under the Matrons' tutelage, he grapples with the duality of his existence—between the storm's destructive rage and the calm at its eye. Amid the roar of the crowds and the clash of magic, Mefé finds himself not just fighting for the pleasure of others, but also for a sense of identity in a world where he has become an instrument of war and wonder.
Mefe can travel through and stand on “inaccessible” tiles without penalties or problems.
If Mefe is standing on an inaccessible tile, humidity +1 per turn.
Permanently increase Arena Dimaa by 1.
Calls down Lightning from the sky on an enemy, instantly knocking them out.
Curse all enemies to have all their rolls reduced by 2 this turn.
Makes an empty tile permanently inaccessible for the rest of the match.
Lifted from the shadowed depths of a city within the Akanthara Empire, due to her remarkable skills honed in the relentless pursuit of survival for herself and her brother, Zalika caught the attention of a mysterious woman. This enigmatic figure presented her with a proposition: a chance at a better life, contingent upon her willingness to unshackle herself from her burdens. Faced with harrowing decisions, Zalika ultimately prioritized her own survival, a choice that forged her path into the ranks of the League of Assassins.
Over the years, Zalika distinguished herself as one of the league's most formidable assassins, mastering the art of silent elimination with unparalleled proficiency. Her new existence is now defined by a singular mission: to discreetly monitor Zeba, the empress of a competing empire, from the gritty and brutal arenas of the Malakhra pits. Assuming the role of a fighter, Zalika navigates this violent world, her eyes ever vigilant for signs that might necessitate intervention, all while wrestling with the duality of her identity as both a lethal assassin and a participant in the ancient dance of Malakhra combat.
10% chance of evading an attack from front for each empty tile behind. If evade triggers, she hops over to a random empty tile behind her.
Zalika Assassinates the enemy with brutal swiftness.
Appear on an empty tile directly behind a neighboring enemy.
Become invisible for the next movement round.
All allies within 3-hex radius gain +25% Dodge Chance chance for 1 turn.
Appear on any empty tile that doesn't have any enemy within 2 hex radius of itself.
In the cradle of the Mingmei Divide, where the Tuyoor people, a culture built on duality and union, thrive. The Tuyoor believe in complementarity as the essence of life—no one is complete without their other half. This belief is embodied in their physical form, as each is born with one wing, fated to search for the one whose wing will match theirs, allowing them to soar together.
Aqrab, however, emerged into this world as a singularity—an enigma with two dragon-like wings and a tail, defying the Tuyoor's sacred traditions. Able to take flight independently, he became a playful yet disruptive force among his people, a winged menace dancing alone in the sky.
But for all his freedom, Aqrab was an outcast in the eyes of love; no Tuyoor woman would—or could—choose him as her mate. His very existence was a challenge to the Tuyoor's way of life, a question mark hovering over their most fundamental beliefs.
The matriarchs, wise in their foresight, perceived the winds of change Aqrab brought with him. They decreed that his destiny lay beyond the borders of the Mingmei Divide. With a mixture of sorrow and hope, Aqrab set off into the wide world, seeking a place where he could belong.
Aqrab's odyssey takes him through various lands and cultures, where his unique ability to fly single-handedly makes him an oddity, a curiosity, and sometimes a threat. Eventually, he discovers Malakhra—a brutal, gladiatorial combat sport that tests the limits of strength, agility, and cunning in unarmed battles.
In the pits of Malakhra, Aqrab finds a niche where he is not only accepted but revered. His dual wings and the dragon-like tail grant him an unmatched advantage in the arena, making him a formidable combatant and a crowd favorite. His ability to maneuver, dodge, and leverage his aerial capabilities makes him nearly untouchable, earning him the title "The Winged Menace" among the combatants and spectators.
When he lands on a tile after taking flight, all enemies within 2 hex radius have all their rolls reduced by -1
Aqrab flies towards the dominant enemy, disengage them and returns to original position.
Randomly distracts an enemy 3 or more tiles away from Aqrab to turn and look at him.
Aqrab becomes airborne and untargetable and unable to move for 1 turn, then lands on the same tile, damaging all enemies in 2 hex radius around him.
Trip the enemies in the tiles behind him reducing their mobility by 2.
Straight line flight up to “remaining mobility +1” in facing direction. Consumes all remaining Mobility.
The Malakhra pits serve not only as an arena of sport but also as a stage for political display. Zirkun Ial, The Royal Executioner, is known for her spectacular and chilling performances in the act of execution, which she conducts with a flourish that thrills the onlookers and solidifies the might of the Queen's rule.
Her participation in the Malakhra pits is not a secret; it's a celebrated spectacle. The Queen, a cunning and strategic ruler, understands the value of public perception and morale. She allows Zirkun the freedom to compete in the pits, where the executioner's love for combat and showmanship can be paraded before the masses. Each bout she wins, each opponent she vanquishes, becomes a testament to the power and ruthlessness of the kingdom.
The Queen reserves Zirkun's lethal talents for royal executions as a means to reinforce her authority. The executioner's theatrics serve a dual purpose: they entertain and warn, making each decapitation or dismemberment a grandiose performance that ends in the spilling of traitorous blood. Zirkun takes pleasure in this, not just for the act of killing, but for the drama she weaves into each death, for the stories that will be told of her deeds.
Zirkun's renown as a fighter and executioner becomes a symbol of the Queen's control over life and death. Her very presence in the pits—facing down criminals, rebels, and the fiercest of warriors—sends a clear message: the Queen's mercy is a rare gift, and her wrath, delivered by Zirkun's hands, is to be feared.
All incoming attacks from front oblique tiles are instant failures against Zirkun.
Rams into the enemy in the oblique tile, taking their place, pushing them one tile back and dealing 1 damage.
Pull an enemy (or both, if applicable) from rear obliques to front obliques.
If dominant, roll with advantage.
If subdued, roll with advantage.
Execute the Subdued enemy in her attack tile.
In the grimy, soot-stained bowels of Grendarik's mines, the birth of Taladus was marked by a desolate cry that resonated through the labyrinth of tunnels, a sound as alien as his very existence. Cast aside by a mother who couldn't fathom his abnormalities, his cradle was the dark womb of the earth, his guardians the twisted shadows that danced on the walls.
Unknown to the surface dwellers, Taladus was nurtured by the Washmeeri, a forgotten lineage that had carved life from the stone's embrace. They spoke the language of the deep, a tongue lost to the world above, their voices echoing off the cavern walls. In their company, Taladus thrived, his body growing strong in the embrace of the earth, his magic—a wild thing—pulsing in tune with the heartbeat of the mines.
Above, his existence fueled tales of a phantom, a ghostly figure with flaming locks, haunting the caverns where no woman dared to tread. Whispers of the red-haired specter wove through the streets of Grendarik, a tale to frighten children and to make grown women shudder.
When the day came that the earth relinquished its grip and Taladus was found amongst the rubble, the world he faced was unyielding and cold. Fear and fascination gripped the hearts of those who dragged him from the earth's depths. They could not understand his speech, and his anger was a gale that could not be calmed.
In a twist of fate, or perhaps cruel destiny, Taladus was traded like a beast, his freedom sold for coin to a woman whose ambition burned brighter than the furnaces of Afsunia. Her eyes saw not the man, but the weapon, the force of nature that could be bound and bent to her will.
The pits of Malakhra were arenas of magic and blood, where the earth's fury was a spectacle for the masses, and Taladus became their champion. His spirit, though caged and shackled, was never broken. Each fight, each victory, was a step towards something greater, a path to a future where his chains would be dust and his will his own.
After every action, move, ability, randomly reorients himself to a new direction.
Spells cost no Dimaa when next to a beacon.
Arena Dimaa +2. Stacks Infinitely
Arena Dimaa -1, then Reroll Ability.
Erupt a tile below a random enemy. Instant KO. Render tile inaccessible.
Swipe at the enemy dealing 1 damage.
Suriel embodies simplicity in a world fraught with complexities. Her existence revolves around the rugged terrain of the circus arena, where she grapples with ferocious beasts, from lions to rhinos, earning her livelihood through sheer strength and skill. Yet, amidst the thunderous applause and the roar of the crowd, she remains oblivious to the intricate machinations of politics that ensnare her.
Enter Cael, a scion of privilege thrust into Suriel's orbit. With his guidance, her fortunes take a dramatic turn for the better. Under his stewardship, she transcends her humble origins, basking in the warmth of newfound prosperity and a deepening emotional bond.
However, their burgeoning connection incites the ire of the circus mistress, who weaves a web of deception, casting Cael as the villain in a twisted narrative of betrayal. Trapped in a vortex of manipulation, Suriel unwittingly becomes the executioner of her own salvation.
Consumed by grief and fury upon discovering the truth, Suriel unleashes the primal fury of the beasts she once tamed, unleashing chaos upon the circus grounds. In the pandemonium that ensues, she vanishes into the night, leaving behind a trail of destruction in her wake.
Now, a nomad of the shadows, Suriel finds solace in the brutal arenas of the Malakhra pits, where her prowess as a fighter is unmatched, and her past is but a distant memory amidst the clangor of battle.
Enemies get No directional attack bonuses against Suriel.
Retreat penalty for enemies is applied from all around Suriel and not just the attack tile.
Defend against all incoming attacks from all directions this round.
Dodge all incoming attacks then make the attack.
Heal 1 HP, then become unsubduable for the rest of the round.
Throw a dead carcass at an enemy up to 3 tiles away for 1 Damage Costing 2 mobility.
In the shadow of ancient Washmeeri ruins lies Zephyria, a city bathed in arcane secrets and powered by the echoes of a forgotten past. Here, the cobblestone streets thrum with the pulse of magic, and the air is heavy with the scent of spells and defiance. For centuries, mages have held dominion over Zephyria, their magical prowess uncontested as they bend the very fabric of reality to their will. Amidst this, the Malakhra rings serve as grand coliseums, where warriors are pitted against each other in brutal combat for the twisted entertainment of the city's spellcasters.
Rietha Hay emerges as an icon of resistance and strength. She enters the Malakhra ring not as a mere gladiator, but as a herald of revolution. With every fight, she challenges the status quo. Blessed with an innate resilience, Rietha defies the sorcerous shackles that seek to bind her strength. Mage after mage steps forward, each more confident than the last, only to fall before the spectacle of her indomitable will. Rietha's battles became legendary, her name chanted in hushed tones in the very streets where magic had once silenced the voices of the strong.
The saga of Rietha Hay is a dance of strength and strategy, where every punch thrown is also a strike against an oppressive regime. And through this ring, she will weaken the regime even if she had to do it one mage at a time. That is what she fights for. That is what she champions…
Gain +2 to attack rolls for each missing HP.
Rietha dashes forward if it brings an enemy into her attack range.
If any enemy uses Dimaa this turn, Rietha Heals 1 HP.
All Allied attack rolls max value this turn.
All Allied defense rolls max value this turn
Negates the enemy spell at the cost of 1 HP.
Born into adversity with a mind teetering on the edge of brilliance and chaos, Rickwax found himself perpetually at odds with a society that viewed him with disdain. His refuge lay in the unwavering kindness of his friend Lyria and the savage allure of the Malakhra pit, a domain forbidden to him by the gendered constraints of his world.
As they navigated the tumultuous currents of life, Lyria ascended to prominence within their culture, leaving Rickwax adrift in the wake of her departure, exacerbating his fractured psyche.
Guided by the enigmatic "Lost Ones" into the realm of magic, Rickwax unearthed his latent potential for destruction. Within the recesses of his imagination, he conjured visions of a sinister god of fire, bestowing upon him mastery over flames.
However, the relentless consumption of magic eroded the boundaries of his sanity, distorting his perception of reality. In a desperate bid to seize control of his destiny, he betrayed his benefactors, revealing their sanctuary to his enemies in exchange for the coveted opportunity to compete in the Malakhra arena.
Rickwax Cannot Engage, just deals/takes damage.
Confuse the enemy if approached from behind. Confused cannot attack or defend.
Rickwax's next attack will hit all 3 frontal enemies.
Confuse all enemies for 1 Round.
Creates an Illusory copy of himself on an empty tile next to himself. Lowers visibility by -1
Swap Positions with the Illusion. Enemy doesn't know which is real.
Silver Keer, the Luminary of Akanthara, held the dual mantle of an eminent political leader and a pioneering healer. Her influence stemmed from her ingenious mind that crafted advancements in both governance and battlefield medicine. Yet, it was her compassionate heart that guided her true calling—using her innovations to heal and uplift her people.
Her brother, a beacon of agility and strength, was a star in the Malakhra pits, a gladiator whose spirit was as unyielding as the alloys that composed his sister's inventions. It was Silver's role, through her healing touch and her brother's martial valor, to embody the balance of power and mercy.
When territorial skirmishes erupted over the mineral-laden demilitarized zone, Silver's intellect shone through the strife. She proposed a singular Malakhra tournament to the Firdosi—a competition of champions to determine dominion, thereby ceasing the needless bloodshed. This tournament was not mere sport; it was a crucible of honor, strategy, and the ultimate test of Akanthara's mettle.
Despite Silver's political acumen in navigating this delicate alternative to war, her heart led her to shelter her brother from the tournament's mortal perils. She forbade his entry, knowing well that the games had transcended beyond sport into a deadly gamble of nations. But her brother, driven by fervor for his people and pride as a warrior, defied her wishes and entered the lists.
Tragedy struck—the news of her brother's demise at the hands of a formidable Firdosi matriarch sent ripples of despair across Akanthara. It was a wound beyond Silver's healing, a loss that pierced the very essence of her being. Her grief was profound, but from its depths rose a warrior cast in the image of her lost sibling.
Donning the mechanized wings and battle-tech she had fashioned for her brother, Silver entered the Malakhra. She was no longer the healer in the shadows but the avenging angel of Akanthara. Her presence in the pits was a somber reminder of the stakes, her every move a tribute to her brother's memory.
The final confrontation was as poetic as it was vicious. Silver, facing the very warrior who had slain her brother, demonstrated the supremacy of Akanthara with a display of overwhelming prowess. Yet, in her victory, she did not seek vengeance. Instead, she extended the wings of mercy, healing her fallen opponent with the same technology that had claimed her brother's life.
This act, a confluence of compassion and justice, resonated throughout both empires. Silver's mercy reverberated more profoundly than any show of force could. It was a political stroke genius, cementing Akanthara's claim and setting the stage for a new era of diplomacy.
Now, as a permanent contender in the Malakhra pits, Silver Keer stands as a paragon of her people's values. Her every battle is a testament to her brother's legacy, her every healing a message of peace in a world accustomed to war. She is the embodiment of the warrior-healer, the one who fights not just for glory, but for the betterment of all.
Silver can retreat without contest.
Heal the ally in attack tile by 1 HP at cost of 1 Mobility
Mobility +1. Stacks Infinitely
Silver can Move before playing declared action.
Evade all incoming attacks this turn.
Silver enters a trance (stunned for 1 turn). At the end of her trance, she Resurrects the fallen ally.
In the twilight of her youth, Sybil pleaded with her mother, Erisa, to abandon the vice-like grip of gambling that had come to define her existence. But the allure of chance was a siren's call Erisa could not resist, leading to her tragic downfall. Her debts to the Crimson Matrons, unforgiving overseers of the Malakhra pits and the empire's shadowy arbiters, became insurmountable. By their merciless decree, Erisa was condemned to a life of servitude within the pits, her dignity stripped, her freedom a forfeit to the law of the arena.
Haunted by her mother's desperate plea to flee, Sybil departed the empire with a heavy heart. Yet, exile did not dampen the fire within her. In the Mingmei Divide, she transformed sorrow into strength, mastering the dance of death with her bare hands, each technique a silent ode to her mother's suffering.
Years passed, and whispers of a new ruler's ascension reached Sybil's ears. The Firdosi Empire flourished under the gaze of Empress Salsabeel, a sovereign of both justice and ambition, who sought to shepherd her people into an era of unprecedented prosperity. With the empire thriving and unrecognizable from the corrupt realm of her memories, Sybil deemed it time to return.
Disguised within the ranks of the Malakhra fighters, her body now a vessel of lethal grace, Sybil sought out the ghost of her past. She found Erisa, a shadow of the vibrant woman she once knew, chained to the toils of the pits. In that place of despair, Sybil encountered Zeba Bakhti—a warrior whose beauty was matched only by her ferocity in the arena. Zeba became an ally to Sybil, their destinies unknowingly entwined.
Rising through the ranks with the might of her Mingmei training, Sybil claimed the local championship, a victory that caught the eye of Empress Salsabeel herself. The invitation to dine at the empress's table was an honor bestowed upon few, and it was there, amidst the splendor of the imperial palace, that Sybil glimpsed the truth behind Salsabeel's enigmatic facade.
A subtle gesture, a mirrored mannerism, an unguarded look—Empress Salsabeel revealed her dual life as Zeba Bakhti. Sybil, with her perception honed by years of vigilance, saw through the sovereign's veil.
Empress Salsabeel, in her wisdom, recognized the strength and loyalty that pulsed within Sybil. She offered to absolve Erisa's debt, releasing her from the pit's grasp. In return, she sought to anoint Sybil as her ally within the Malakhra, a champion to call upon when the shadows of power shifted, a guardian against the schemes that threaded through the empire.
For every enemy in immediate vicinity tiles, defense +1 and dodge chance + 10%
Kick the enemy in the rear tile, pushing them 2 tiles backwards. No damage but can push them into deadly tiles. If the enemy cannot be pushed away because of blockade, triggers an execution (instant kill)
Health +1. Stacks Infinitely
Attack +3 for the round.
Defense +3 for the round.
Swap positions with the enemy in any rear tile.
In the mining city-state of Grendarik, wedged between the barren Volchitsa Wastes and the treacherous Mingmei Divide, Vidaa Bahi forged her destiny amidst ore and stone. This bastion of independence, rich with minerals, was a place where honor was as precious as the gems unearthed from its depths.
Vidaa, born to a family of esteemed miners and gem-cutters, was known for her unparalleled strength, a trait that saw her ascend quickly within the local militia, tasked with defending Grendarik's valuable resources. Her life, however, was upended by a single act of familial loyalty.
It was her sister, Lirael Bahi, whose honor was sullied when a noble from a neighboring city-state accused her of theft—a grave affront for a family whose name was synonymous with integrity. In a fit of righteous fury, Lirael confronted and slew the accuser, an act justified in her heart but condemned by Grendarik's laws.
In the dead of night, Vidaa, guided by a deep-seated bond, orchestrated Lirael's escape, knowing full well that aiding a felon was a crime of the highest order. When the morning light revealed the empty cell and the missing Bahi sister, Vidaa stood before the city's council and proclaimed her role in the escape, her chin held high, her voice unwavering.
Grendarik, though sovereign, was strict in its justice. Vidaa was sentenced to life in the Malakhra pits—not as a punishment in her eyes, but as a chance to display the indomitable spirit of her people. With every heaved stone and shattered ground in the arena, she would honor the family name she had fought to protect.
For every fallen ally, gain attack +2
Take over the enemy's position, pick them up and slam them into the deadly tile nearby.
If neighboring enemy is dominant over an ally, reorient to face them, end the existing engagement and then subdue the enemy.
Toss a neighboring ally up to 2 tiles away (without causing damage)
If any ally is subdued, gain attack +1 permanently.
Render the current tile deadly and move to an empty rear tile.
Empress Salsabeel, sovereign of the burgeoning Firdosi Empire, felt a growing sense of disquiet. The thrill of direct engagement in battle, which once filled her with unbridled joy and a sense of purpose, had been replaced by the intricate dance of politics and diplomacy. The shift from warrior to stateswoman, from the visceral clarity of combat to the murky depths of political maneuvering, weighed heavily on her.
However, an unexpected assassination attempt, masterminded by her rivals from the technologically advanced empire of Akanthara, rekindled a spark within her. Salsabeel's deft handling of the attempt not only reminded her of her exceptional combat skills but also ignited a yearning for the raw, uncompromised confrontation of the battlefield. Seeking to recapture the essence of her warrior spirit, she ventured incognito by the psuedonym Zeba Bakhti into the notorious Malakhra pits, craving the adventure, glory, and the pure, unadulterated display of her might.
The Malakhra pits, a realm where only strength and skill dictate one's fate, promised Salsabeel/Zeba an escape from the burdens of her crown. Yet, what began as a personal quest for fulfillment soon morphed into a crucial battleground for her empire's survival. Unbeknownst to her, the pits became a nexus of intrigue, revealing the sinister plots woven against her and the Firdosi Empire by her technologically superior adversaries from Akanthara.
Amidst this web of deceit and power plays, a shocking betrayal comes to light. One of the Crimson Matrons, revered guardians of the Malakhra tradition, is implicated in the conspiracy, her loyalty not to the honor of the pits but to the ambitions of Akanthara. This revelation serves as a stark reminder to Salsabeel/Zeba that the enemy can wear many guises, and the fight for her empire extends far beyond the battlefield.
As Zéba navigates the perilous intersections of martial prowess and political intrigue within the arena of Malakhra, she discovers that the pits offer more than just an outlet for her warrior's soul. They become a crucible for unearthing the treachery that seeks to undermine her reign. The path ahead is fraught with danger, but for Zéba Bakhti, the stakes are clear—unravel the plots of Akanthara and secure the future of the Firdosi Empire, all while reclaiming the essence of her identity as a warrior.
Every subsequent attack roll against zeba by the same enemy will permanently be reduced by -1. This debuff can go down to -5
All positional attack bonuses are doubled for Zeba
All enemies within effect radius can only move towards Zeba in the next round or stay their ground.
All enemies in the effect radius are dazed.
Zeba Evades all incoming attacks this turn.
Swap positions with a neighboring ally without consuming any of her own mobility but consumes ally's mobility. then Gain 1 Mobility point to consume at will.