Cards The World

The Eagle’s Guard

“Glory, my lord? I would find glory in marching alongside you, hewing down my countrymen, and looting shoulder to shoulder with your sainted knights? Perhaps. Perhaps I would. But this old fort is the glory given to me. I have a charge to guard it still, and can abandon it at no cost. You have enemies beyond your rivals for the throne, my lord, whether you ken it or no. And it is my duty to the Empire of Lyssan to see that this fort stays guarded against them, for the day they will surely march again.

May the gods smile upon you, my lord. Know that even as you march to war, you are watched over. The Eagle’s Guard has a duty, and that duty shall never be betrayed.”

– General Klaus Drendt, to the Contender Emperor Gustav Heiner

You will find them on the frontiers of the empire, manning the oldest fortresses. They watch over roads that no army has marched for a hundred years, yet they keep their swords as sharp as if war would break out the very next day. They have not fought for a generation, yet veterans of a dozen battles speak of them with respect. They are The Eagle’s Guard.

Each of the contenders have tried to gain their fealty. The Wolf offered them fame and glory. The Hawk plied them with riches and power. And what The Vulture offered them, none could say. Of all the contenders to visit The Eagle’s Nest, he remained there the longest. It is said that when he left that oldest fortress, that the general embraced him as a brother. Yet all the contenders rode away alone. None have found the key to make The Eagle’s Guard abandon neutrality and march from their posts. The fate of Lyssan may be decided on the day they do.

How we got here The World

How the Art is Made

One of the most gratifying things about making a game is seeing all the ideas that have been stuck in your head for weeks, months, or years make it out into the world. Seeing professional art – not just your imagination – makes the game suddenly real. For Lyssan, I have the honor of working with the exceptionally talented and creative Marek Madej.

The world of Lyssan is one I’ve had in my head for years now, so the cards all have stories behind them. Many of them feature characters that I’ve already explored in other, unpublished games, who have never seen a wider audience before. The first challenge is to take all this and pack it down to a short description – one that hits the essential points, and gives Marek plenty of room to play.

For the card “The Brothers of Garus”, the write-up looked like this:

Card Name: The Brothers of Garus
My image for the card: A crusader-knight wears armor covered in religious symbols. We see him at the moment of a hasty salute as he charges into battle.
What this card does in the game:This card a vassal that supplies the player with new Knights and Priests
Aspect ratio: Portait 1×2
Notes: This is another vassal card – a card representing an alliance with a powerful faction in the game. The Brothers of Garus are a militant faction within the Church of Alor. Their name is taken from Saint Garus, formerly named General Garus. According to legend, he was sainted after personally defeating the demonic general of an evil army that threatened to destroy the old empire. It is thought that the Brothers of Garus might be cast out of the church as heretics, if some orthodox priests of Alor gain power. It is said that they worship their saint above the creator, and would make all do so if they grew strong enough to try. Reminder: The church of Alor is inspired by the historical Catholic church, but they’re fictional. They have their own symbols in place of the crucifix, fish, and so on. Feel free to invent a few of these symbols.

Whew. That’s a wordy one. Not long after, Marek gets back to me with four thumbnail sketches for this image, along with the rest from this batch of images. They look like this:

The Brothers of Garus Sketch 1

The Brothers of Garus Sketch 2

The Brothers of Garus Sketch 3The Brothers of Garus Sketch 4

Marek has his own commentary on the images at this stage, and it reads like this:

The Brothers of Garus

01 – The first one… is maybe not looking like hasty salute, but I just thinked that significant version can also looks nice.
02 -The second one is my favourite.
03- I didn’t know… there wasn’t any informations about horse in this one, but… I’ve done also version with a horse.
04 – The pose in this one looks too stiff

At this stage I’m looking over the thumbnails for a favorite, but I’m also looking for any problems. It could be something that would be an anachronism in the world, or something that doesn’t fit the storyline, or something in the image that’s going to take emphasis away from the part that should be the focus for the game. In this case, they all look good, and Marek has indicated he has a favorite. I’d be a fool not to let him chase his muse. He gets the go ahead to continue with that one.

Over the next few days, the images from this batch come in, in first draft mode. Marek is giving me a chance to make any last-minute corrections to the images focus, lighting, or details. At this point, the roughed-in version of The Brothers of Garus looks like this:

The Brothers of Garus First DraftI’ve got no corrections or complaints. It’s shaping up to be a fine image, and one that captures the spirit of the card. Before diving into finishing this image, Marek brainstorms a quick dozen symbols that might be on the knight’s tabard. Now everything that happened before it fun enough, but this stage is a bonus. All the while, the world of Lyssan has been in my head. What it looks like has been a one-way flow from me to Marek to you. Now I get to look at his ideas for symbols, and figure out which one fits into Lyssan’s story. In the end, I pick the ninth symbol from his brainstorm, reasoning that:

9 is a version of General Garus’ personal Coat of Arms, as seen on his shield when he was alive. It’s been simplified over the years by the church to resemble the symbol of Alor – the three dots were originally heraldic devices like a ‘lion rampant’ or somesuch. The three lines are the dividing fields of the shield, where it was originally split into three fields. In the 200 years since Garus’ death, the story of Saint Garus has grown, so now a visitor to the church is more likely to hear that the central T represents Garus himself and the three dots are his loyal Corporals, or some other corruption of the original meaning of the symbol that makes it seem more grand.

And it’s not long after that when Marek finishes the final version of the image.

The Brothers of Garus Final…and that’s where the images come from. Cool, huh?

Cards The World

Cards: The von Hornbergs

“Battles leave empty thrones, my son. Your grandfather, Karl vor Hornberg, was a commoner, and a sell-sword, with only two men under his command: His brothers. By the Battle of Witges he commanded a platoon, and the Duke awarded him the now-vacant knighthood of the recently deceased traitor family von Kleist. By the time I took over the company, we had three battalions and a barony. For my support in the Battle of Keldbrukke, His Majesty, King Jerger awarded me the recently vacated Duchy of Beidebaum. You now take command of the greatest army west of the Neiße river. See to it that your son is called King.”

– Kristof von Hornberg to his son, Ulrich von Hornberg, on the occasion of his 18th birthday.

Recruiting vassals is one of the keys to winning Lyssan. A vassal is an influence card representing an alliance with a powerful faction within the Empire. The von Hornbergs are one of these: a noble family that built their power a gallon of blood at a time, working their way up through the gentry by fighting in every major battle and having a knack for choosing the winning side.

Vassals give a player an immediate influx of units, and the ability to hire more agents of a type than they would normally be allowed. In a game were the final victory point can come from fielding the most knights or priests or spies, this can make the difference between winning and losing!

Only one can’t depend on vassals. The alliance with the vassal is a ‘holding’, and holdings can be stolen by enemy spies, given the chance. When a vassal card moves from one player to another, the agents from the vassal also swap sides!