Thank you, thank you from the bottom of our heart. From the very start of the project, we poured the passion we had for Tabletop RPGs into Solasta: Crown of the Magister. We stayed in the dark for some time, turning a prototype into a real, solid and beautiful game - followed by working on a public Demo.
During that time, there is one question that's always in the back of every game developer's head - will players like it? Then we went to Gen Con this summer with the first version of the playable Demo, and the tabletop crowd loved it. We went to Gamescom, and the journalists loved it. We went to Pax West, and the video game community loved it.
Finally, we went to Kickstarter and you guys loved it. It's thanks to every last one of you that we're funded today, and that we'll be able to expand beyond the initial scope of the game. As promised, these $200,000 will go towards many things, the most important being more content!
Stretch Goals will be gradually revealed as we reach more and more of them!
The first Stretch Goal is the New Background: Lawkeeper!
You have an instinct for spotting trouble and the force of personality to nip it in the bud. As a deputy, you learned how to spot a lie and how to discourage a troublemaker with nothing but a cold-eyed stare. And if keeping the peace and protecting the innocent requires you to break a few heads, you're ready. After some time working in law enforcement in the Principality of Masgarth, you discovered that dealing with petty criminals on a daily basis wasn’t enough for you, and you left for a different life - one of travel and discovery, hoping that your experience and personal qualities would serve you well.
The second Stretch Goal is the New Feature: Party Banter!
Part of the fun of Tabletop RPGs is the "friendly" and "wholesome" remarks from your companions when you roll the dice - even more so when you fail repeatedly. It just wouldn't have the same charm without these jabs and sarcastic comments now, would it?
Well, worry not - you will now be able to experience this in Solasta: Crown of the Magister as well! The kind Cleric that encourages you to do better next time, the wholesome Paladin who tells you not to give up... Or the Rogue who simply laughs at you and tell you how much you suck. It's always the Rogue. Why is it always the Rogue.
The third Stretch Goal is... Thought I would tell you? You'll see soon enough!
As a reminder, the Paladin is already unlocked from reaching 100% of the Campaign Goal.
As good news come in pair (wait what), we're happy to announce that we've reached the first tier of the Referral Program, meaning every backer gets the In-Game Item: Dwarven Bread! Keep spreading the word of Solasta out there!
Delicious (not really) AND deadly as an improvised weapon!
As we're getting awfully close to being fully funded and some of you are getting really eager to know what's in store, we're giving you a sneak peek of the upcoming Stretch Goal Table!
First comes the Paladin, who will be unlocked immediately when the project is funded as a result of the Community Votes. And ooooh what's next? A new Background to add to the Character Creation!
Backgrounds in Solasta
There's more to Backgrounds than the usual Bonus Proficiencies, Languages & Equipment. In Solasta: Crown of the Magister, Backgrounds will also be crucial in shaping your Characters' personality, giving them different dialog options in various situations. There will also be quests that are background-specific, meaning replaying the game with different Backgrounds may unlock different questlines.
Adding New Backgrounds thus means adding more Dialog Options & more Quests! Note that due to how Backgrounds interact with Personality, Characters in Solasta currently aren't allowed to share the same Background. That being said, remember that we're still early in the development cycle so design may change along the way!
You were many to ask about Character Creation, as it was absent from the Pre-Alpha Demo on Steam. And for good reasons too! Tabletop RPGs wouldn't be half as fun if you were stuck with Pre-generated characters.
Today we'll be sharing with you our progress on the Character Creation Tool, which is currently being implemented by none other than our Creative Director (and CEO). Please keep in mind that a lot of what you will see is still work in progress, so do not make assumptions based on these images (like the number of races / classes displayed). There might also be some placeholders. But first, a word from the Boss (who's sitting at his desk tinkering with what you're about to see):
The Character Creation was actually the first part of the game I developed (more than a year ago, before the studio was established), in conjunction with the database of classes, races, etc. It made sense to start working on this first, as a good tabletop game starts with character creation. The complexity was to figure out how to handle all the possibilities of character creation in a unique interface. It was fully functional in our early prototype, then set aside as we focused on the Ruins of Telema and in-game features. Now that we are moving our focus towards developing the full game experience, our UI/UX partners FIGS have produced the gorgeous concepts that you see today. They know RPGs, but they are not SRD experts so there may be incorrect / temporary fluff in some screens. I have also started implementing this new design to enable the final Character Creation feature for the game.
I believe most of you will be very familiar with Character Creation works, though I'll still be explaining for those who may not know the system so well. You will first be selecting the Race & Sub-Race of your character, which will grant you Racial Features and Stat Bonuses.
After that, you'll be choosing your Class. This will give you Class Features, Proficiencies and Saving Throws on top of what you already got from selecting your Race. Skills will be selected later down the line, and Spellcasting Classes such as the Wizard here will be selecting their Spells after that.
We're now reaching Background Selection. As we presented at the beginning of this article, Backgrounds in Solasta actually have a lot of hidden attributes on top of the usual Proficiencies and Equipment, so do keep that in mind when selecting one!
You've been patient so far, now is finally the time to roll the dice! In the current system, we're using the standard 4d6 drop 1 - meaning you throw four 6-faced dice, keep the three best rolls and add them up to get an attribute score (rinse & repeat 6 times). And for those who like to "force their luck" we have an option to reroll the dice as many time as you want. It's a single player game, no-one will judge you. Maybe. For those who want, you also have the option to use the Standard Array as shown here in the "Predetermined" option. Standard Array gives you a score of 15, 14, 13, 12, 10, 8 - which you can then distribute as you want in the different Attributes.
We also have the Point Buy System for those who prefer it that way. How it works is that all your Attributes start at 8, and you have 27 points to spend. You can't get an Attribute past 15 (before Racial Bonuses), and increasing one past 13 cost 2 points instead of 1 per Attribute point (so 12 -> 13 costs 1 point, but 14 -> 15 costs 2 points). This is the end of our Character Creation Preview for today! We'll have more to show in the weeks to come.
Today we're featuring an adorable and fairly original Fan Art by Sarraiah: a cute Space Hamster holding a D20! The story behind it is fairly sweet - SpaceHamster is one of our most active community members in Discord, and there was a lot of discussions about Rangers & Pets. So... Space Hamster Pet. Note that while absolutely adorable, we have already stated that Pets are not currently planned for Solasta - and not even a cute drawing will make us go back on that decision.
Now it's been quite some time, here is an update of where we're sitting at for the Social Goals!
The Tactical Adventures crew will be holding an AMA (Ask Me Anything) on Reddit /r/games starting Thursday 26th at 7 am PDT / 10 am EDT / 4 pm CEST. Tactical Archimat (CEO & Creative Director), Tactical Zaz (Gameplay Director) and myself (Community Lead) will be answering questions live for at least 3 hours (and maybe a few more).
So don't be shy, come and ask us what you want to know! On another note, only 5% more to go and we'll be funded!
By Aileen Rendyll, Loremaster of the Einarium
Origins and History
Unlike elves, dwarves, and halflings, humans are not native to Solasta. Their race appeared on another world, called Tirmar.
Humans are short-lived, and value the present and the future more highly than the past. After a millennium on Solasta their memories of Tirmar have become legends, studied only by priests and scholars. The high elves say that humans have three talents: multiplying, forgetting, and worshipping.
Human Cleric (Early Draft, Research)
Where Solasta was a world of magic, whose peoples learned to shape mana using arcane spells and rituals, Tirmar was a world of gods. Instead of studying arcane magic, humans worshipped the gods, and strengthened them through their devotion. There were gods for every aspect of life on Tirmar, even for the darkest purposes. In return, they gained a mastery of divine magic.
Years of war and fear led to the birth of the Tirmarian Inquisition, an institution created to protect humans, but that ended up corrupting them instead. An evil god grew in power, threatening all that was good on Tirmar. Many gods left their homeworld with their followers, passing through the Rift to Solasta. Humans arrived on this new world, full of hope and praying for safety, but before they had time to settle, the Cataclysm struck.
After the Exodus and the Cataclysm, humans found themselves welcome across most of Solasta. Unlike the elves, they knew how to build, farm, and survive without magic, which was a great advantage in a mana-depleted world, and even their divine magic relied on the power of the gods instead of the mana of the world.
Human Spellcaster (Sketch, Research)
The humans and their deities became part of Solasta. They have been integrated into almost every nation, and some have become powerful, well established lords, wizards, or kings. They settled the majority of their population in Borealis and south of the Badlands, and are also numerous in Gallivan, the Snow Alliance, and the Principality of Masgarth.
Despite this widespread integration, a few humans still revere the old culture of Tirmar. In certain regions, these traditionalists preserve the old Tirmarian language through religious ceremonies and profane rituals. Scholars traveling in remote areas have encountered human villages where the pure Tirmarian language is still spoken, a thousand years after the Exodus.
Some elements of Tirmarian architecture have also survived, partly through the inexplicable workings of the Cataclysm that brought entire buildings from one world to another, but mainly because most temples on Solasta are constructed following the same architectural principles as their predecessors on Tirmar.
The Church of Einar, god of valor and fidelity, is the chief preserver of relics and stories from the past, from the rise of the Inquisition to the Exodus and the Cataclysm. Paladins of Einar swear an oath to Tirmar itself and devote themselves to following the tenets of the Inquisition, continuing the fight against the evil that cause the fall of Tirmar and that followers of Einar swore to never let rise again. We, at the Einarium, make sure the past is never forgotten.
Male Paladin (Early Draft, Research)
Appearance
Humans are as diverse on Solasta as they had been on Tirmar, with a much wider variation in height, build, and coloration of skin, hair, and eyes than any of the Solastan races. On average they are taller than dwarves and broader than elves, with facial features that are not unlike those of halflings.
Origin Story
Scholars agree that there were no orcs on Solasta before the Cataclysm. They are also absent from the surviving human histories of Tirmar. They seem to have appeared in the aftermath: a new threat in a beleaguered world.
Some speculate that they came through the Rift from some third place, but the archivists of the Einarium are firmly against this theory.
Orc Warrior (Sketch, Research)
The truth is that the orcs are linked to the Cataclysm. Their story is a sad one, for their ancestors were proud Tirmarian humans. Members of barbarian tribes from the high, jagged mountains of Tirmar, they were fearless in battle, for their harsh environment fostered a contempt for death within them. While they respected the Tirmarian pantheon, each tribe also venerated a totem animal, typically one renowned for its strength and ferocity. They made ideal shock troops, and the Tirmarian Inquisition regularly sent them into the toughest spots.
As the Cataclysm unfolded, the Bear Brothers and the Snow Lions fought on the front lines, side by side with the Imperial Iron Legions. Heedless of casualties, they slowly forced the enemy back so that the Imperial wizards could come close enough to close the Rift.
As the rift closed, the enormous strain on the mana of the land had a devastating and varied series of consequences. All know of the centuries when there was not enough magic to cast even the simplest cantrips; of the earthquakes, floods, and famines; the cold and the drought – but the fate of the Tirmarian barbarians was crueler still.
As the Rift closed, a backlash of magic engulfed the front lines, wiping out the Iron Legionnaires. For some reason, though – their human physiology, or their unyielding barbarian toughness – the Tirmarians survived. However, they were no longer human. The twisting magic ripped through their bodies, turning human intelligence into orcish ferocity and barbarian honor into monstrous bloodlust. The men and women were transformed into half-beasts, warped parodies of humanity’s basest instincts.
Orc Tribe Variations (Sketch, Research)
Over the days following the battle, the transformation became complete and the survivors began to move away from the Rift. They called themselves orcs, from the dim memory of a word in the mountain dialect: urrak, meaning strong or capable. Strength and capability had become the only virtues they understood. They wandered the land looting and killing. Many became cannibals, eating the bodies of their fallen foes as much to show dominance as to satisfy hunger. As they spread across the ruined world, sub-groups gathered behind particularly strong leaders, sometimes taking over a tribe and sometimes splitting off to form a new one. Tribes fought whenever they met, but all followed the violent orc way and all would band together against a foe who wielded the hated power of magic.
In time, the orcs moved out of the Badlands and into the Marches. Occasionally a tribe will grow strong enough to raid civilized areas and bring back captives as slaves or as food. Even less frequently, a cunning leader is able to forge a temporary alliance of tribes for the same purpose, but orcs are fractious by nature and such alliances seldom last long.
With strongholds in the mountains that separate the Marches from the Badlands, each orc tribe developed its own form of orc culture, fully orcish and yet distinctive, as each tribe forged its own path.
Although orcs share a common hatred of magic, their shamans wield a quasi-religious power through pacts with local spirits. They strive to prevent clan rivalries and petty feuds from developing into all-out war, often by organizing ritual combats between the champions of both sides. These fights sometimes settle a dispute, but just as often the losing side resorts to war rather than accepting defeat.
Orc Warrior (Concept Art)
Psychology
Although other races regard them as savages, orcs do have a culture, however barbaric. Orcs define themselves by their clan. For an orc, being clanless is, in many ways, worse than death, and in many clans banishment is regarded as a harsher punishment than execution.
As well as identity and protection, the clan provides structure and order. In the chaotic environment of the Badlands and the Marches, these are things that orcs crave. Each orc has a rank and a place within the clan, with superiors, inferiors, and duties. Ambitious individuals scheme to improve their position, usually under the watchful gaze of the tribe’s shaman.
Orcish mercenaries are occasionally hired by Solastan employers, most often the petty warlords of the Marches rather than the rulers of the more civilized nations. They are generally employed as expendable shock troops as well as for those unsavory tasks which might cause their employers’ regular troops to mutiny. A clanless orc takes surprisingly well to the mercenary life, with the mercenary band filling the role of the clan in providing security and structure. The colors of a mercenary company usually ensure that orcs are not taken for raiders and killed on sight, and as harsh as mercenary discipline can be, it is seldom as brutal as life within an orc clan
Description
Orcs are of a similar size and build to unusually large and muscular humans. Their skin is a dark olive green in color, and often decorated with clan tattoos and brands. Their hair is usually black and coarse. Their jaws are heavy and their teeth are large, with especially pronounced canines.
Orc Types (Early Draft, Research)
Orc Types
Even though the Cataclysm destroyed much of their humanity, orcs retain a notion of classes and professions, and they are encountered in greater variety than most other monsters.
Orc fighters are melee fighters, tough and brutal.
Orc archers are not as strong as fighters, but make up for that with cunning. Their skill with bows, makes them effective hunters and secures them a place within the tribe. They sometimes use poison on their arrows, usually to subdue or paralyze rather than to kill.
Orc Shamans pray to the totems of their clan, keeping the ancient animistic traditions, albeit in a dark and twisted form. Shaman spells are based on divine magic, but shamans do not specialize in a particular domain. Indirectly, and unknown even to the shamans themselves, their prayers are answered by Arun in one of his more primitive manifestations.
Orc Chiefs are almost always the biggest, strongest, and most brutal members of their tribe. Most are more intelligent than average, and possessed of an animal cunning that serves in place of education. Having the first choice of any loot (or rather, the strength to take anything they want from anyone else in their clan), they usually have better armor and weapons than other orcs. As a sign of prestige and power, some orc chiefs employ ogres as a personal guard.
The Paladin is in and ready to kick some major butt!
Paladin wins this round... barely! The Ranger did not go down without a fight. Keep an eye out - he lost the battle, but not the war.
Some of you voiced their issues over the week-end with our current Referral Program. As one of the pillars of Tactical Adventures is to be transparent with our community, we promised we'd give a bit of insight about it, and so here we are.
At the end of the day, it's still your money and the final decision falls to you. While we're always sad to see people leave, we will always respect your choice.
Why make a Referral Program?
It's fairly simple, really: our current goal is get as many people as possible to know about Solasta: Crown of the Magister, and back the project. Referral Programs work well in encouraging people to share the project, and the promise of rewards give an extra push to those who might have been on the fence.
Why did it launch so late? I already shared the project with my friends!
First of all, our upmost thanks to you if you did. You just need to send us a mail over at contact@tactical-adventures.com with "Referral Program" in the title, and your Backer Name + the Kickstarter names of your backer friends, and we'll add you to the list.
The late launch was not on purpose - we're using Beta Tools provided by BiggerCake. Between ensuring the good launch of our Kickstarter Campaign and testing those tools to make sure they work properly, the Referral Program unfortunately launched a fair bit later than we would have liked.
Isn't this unfair? Most people won't have access to those items!
Our reasoning was the following: "Let's create a few weak but entertaining magic items to encourage people to share the project". By doing so they bring more people, and in turn we can reach more stretch goals - adding more content for everyone. However, we noticed that quite a few of you were unhappy with not being able to get these small magic items. To be completely honest, we didn't think they would be that important in your eyes.
Which is why we decided to update the rules a little. The Referral Program stays as it is, but if we reach a certain number of Referrals, we'll progressively unlock the Items to every backer. This way people are still incentivized to bring in new friends, but on top of it everyone benefits if it works!
Hopefully those changes should address the issues that were brought up over the week-end. If not, don't hesitate to tell us in the comment!
We noticed that a lot of people were confused or unaware of the option to purchase physical add-ons separately from their pledge. As a reminder, here is how it works:
You decide which Kickstarter Tier you want to Pledge
You check the price of the Add-On you want
You add that amount to your Pledge
When the Kickstarter Campaign is over, you get to select the Add-On in our Pledge Manager
What Add-Ons are available?
The Adventure Box, with a GM Screen, Dice Set, Short Adventure (lvl 1-3), Standees, Battle Board, Character Sheets & more
The Solasta Campaign Rulebook, detailing the World & Factions of Solasta, as well as Archetypes & Sub-Races specific to the setting
The Kickstarter version of the Solasta Campaign Rulebook, sporting an additional section with various Illustrations, Sketches & Concept Art
The Solasta Original Soundtrack on Vinyl Records
Can't I wait until the Kickstarter Campaign is over?
Well, technically you can simply wait and purchase the Add-Ons in the Pledge Manager, but doing so in Kickstarter will contribute to the Stretch Goals, whereas doing so in the Pledge Manager won't.
Why do I have to wait after the Kickstarter Campaign is over to choose?
Kickstarter unfortunately does not have an interface for Add-Ons, meaning that you will only be able to choose what you do with that extra money you added on top of your pledge after the campaign ends, when the Pledge Manager takes over. It's more a technical limitation than anything else.
New week, new friends! If you’re looking to get your blood pumping, check out the fast paced action-adventure platformer that is Savior ! Not only does the gameplay and the animations look smooth as butter, there’s an undeniable charm behind its lovingly-crafted Pixel Art. And the combat is shaping up to be incredible too!
So, interested in exploring the open-world of Arcadia to help its inhabitants? It’s just a click away!
We've now officially received the license to use the System Reference Document 5.1 from Wizards of the Coast, further anchoring our will to make the most faithful video game adaptation with the Tabletop Ruleset to craft the game you are hoping for!
For those who may not be aware of it, SRD 5.1 is an official document with all the necessary rules to play, upon which we will be building compatible Solasta content such as Sub-classes, Backgrounds, Feats and plenty of other things!
Wishing everyone a great week-end, we're also almost up 90% funded!
Don't forget to vote, Paladin vs Ranger poll ends tomorrow!
Children of earth, the dwarves evolved underground, and came to rule an extensive realm beneath the mountains in the west of the continent, with great tunnel-highways connecting the dwarven undercities.
Toward the end of the Elven Wars, a series of earthquakes led to the creation of the Inner Sea. Many tunnel-highways collapsed, and others were flooded. The dwarven realm was broken two parts: the hill dwarves to the south and west of the Inner sea, and the snow dwarves to the north and east.
The Hill Dwarves
The hill dwarves have changed little in the intervening millennia. They still live mostly underground, and their skills in working stone and metal are legendary.
Numerous inventions have been developed to make life easier and improve the quality of dwarven crafts: not least among them are the great pumps that emptied the flooded tunnel-highways and continue to keep them dry.
The Snow Dwarves
Cut off from the rest of the dwarven realm, the snow dwarves adapted to survive and thrive in their harsh, frigid environment. While still a predominantly underground people, the snow dwarves spend more time above ground, hunting and trapping food and prospecting for minerals. They have developed considerable outdoor survival skills as a result, perhaps, becoming even coarser and rougher in the process.
The Cataclysm and After
The Cataclysm further devastated the hill dwarf kingdom. Ancient enchantments had kept two great volcanoes dormant for uncounted ages, but as mana drained from the land in the aftermath of the Cataclysm, the protections were broken.
Countless lives were lost to earthquakes and lava, and more to flooding as the Inner Sea claimed more of the land. Whole settlements were destroyed, and the hill dwarf lands were cut in two by a new volcanic wasteland. The northern and southern kingdoms survived thanks in part to some expansion on the surface, as many of the deeper tunnels were still unsafe.
The snow dwarves fared better, being far from any active volcanoes. They were affected by the loss of mana from the land, but having been among the first to welcome human refugees, they profited greatly from their divine magic.
Enjoying the wilderness and the simplicity of life in the wilds, the snow dwarves also forged an alliance with the like-minded sylvan elves living in their territory, and the Snow Alliance, as it was named, has enjoyed prosperity and peace with its neighbors. Its people remain vigilant, though, as the time since the Cataclysm has not been without strife.
Appearance
Dwarves are shorter than humans by a head or so. However, their broad and muscular build means that they weigh about the same.
Snow dwarves are a little taller and slimmer on average, but still significantly shorter and stockier than humans. Their overall range of skin tone is similar to that of humans, although snow dwarves often have a slight blue-gray tint, almost the color of slate. Dwarven hair color varies from black through chestnut brown and red-brown to gray. The hair is most often bound up in a braid or a ponytail. Their eyes are generally on the dark side.
Clothing usually reflects the colors of a dwarf’s clan. Hill dwarves favor sashes in their clan colors, while snow dwarves wear clan emblems embroidered into the trim of their cuffs and collars.
Origins and History
The elves are native to Solasta. Not even they know how old their race is, or how it came to be: it seems as though they always existed, surrounding and watching as the world came into being, yet remaining apart, just as the air surrounds and permeates the world without being noticed. Some elves say that their race was never created, but has existed since the beginning of time. Others claim that they are the children of air and mana.
The elves came into being into a region which they called Aer-Elai. This region became the heart of their empire, and, later, the Badlands. After the Elven Wars, the elven race underwent as schism as some pursued imperial power while others preferred to stay close to nature. The Manacalon Empire expanded steadily thanks to the elves’ natural affinity for magic, while the forest of Colthannin became a secretive refuge.
The Cataclysm tore the heart out of the Empire. The New Empire was born from the only former Imperial province that managed to keep the old ways. Its high elves dream of restoring lost glory and still follow most of the ancient customs aimed at bringing civilization to all races.
High Elves
The elves of the Empire had called themselves Sitherna, which means “lords” or “exalted” in their language. In the common tongue, it is generally translated as “high elves.” They consider themselves superior to all other races, including their sylvan cousins. They take great pride in the purity of their blood, their mastery of arcane sorcery, and their self-appointed position as the rightful rulers of Solasta.
Sylvan Elves
Some elves refused to follow the way of Empire and civilization. These "followers of the old ways" (dilynwyr henfyrd in the elvish language) used their magical heritage to grow closer to nature and strive for harmony rather than civilization, as they felt it should have been for all elves. These elves moved far from the lands of the Empire, settling far to the east in the forest of Colthannin. In the millennia that followed, these sylvan elves effectively became a separate race from the high elves.
The Sylvan Realm does not welcome visitors, but many of its sons and daughters suffer from wanderlust and can be found outside its borders as traders, trappers, travelers, adventurers, and explorers. Colthannin is said to be a place of wonders, which shows not traces of the Cataclysm. Keen-eyed archers and subtle greenmages patrol its borders, watching for invaders and punishing those who threaten the balance of nature.
Outside Colthannin, smaller sylvan elf settlements may be found in forests all over Solasta. Many sylvan elves live in the lands of the Snow Alliance, and a few may be found further to the west in the dwarven kingdoms.
Appearance
Most elves are slightly shorter than the average human, and lighter of build. To most other races, their pointed ears are the elves’ most distinctive physical characteristic.
If it were not for the differences in their dress and demeanor, most non-elves would find sylvan and high elves very difficult to tell apart. High elves tend to have pale, almost silver-white skin, with hair ranging from ash-blond to pale red and eyes of pale blue, silver-gray, and pale gold. The skin of sylvan elves has a slight copper hue, and their hair tends to be a little darker than that of the high elves. Red hair is not uncommon. Sylvan elves frequently have green or amber eyes.
Solasta's Referral Program is now up and running! Invite your friends to the world of Solasta, and gain fun magical items if they become backers through your referral.
Note: These items are designed to avoid breaking balance, and exist for entertainment purposes. They are in no way required for the storyline or particular encounters.
So, how does it work? Read on, and click on the banner below the tutorial!
Is everything clear? Great! If not, please don't hesitate to ask your questions below. Remember that the more people we bring, the more content we can add to the game!
Now click on the banner below to get started!
Don't forget to cast your vote before Sunday 22nd. The gap is closing, the Ranger is not too far away from the Paladin anymore!
Paladins of Solasta are elite warriors who swore an oath to fight against evil. In addition to weapons and armor, they wield the divine power of their deity.
Between tours of duty guarding temples and other sacred places, paladins wander the world in a quest to spread justice and to uphold their sacred oaths. Bound to their faith by this unbreakable promise, they are granted divine powers and clerical spells, as well as powerful abilities that serve them in battle.
The Oath of the Motherland
Paladins who follow the path of the Motherland are generally lone wanderers who do not find comfort within standard religious tenets.
Having encountered the mesmerizing power of the volcanoes of the Badlands, they embraced the creed of the Motherland, and hope to restore the Badlands’ purity by cleansing them of monsters and turning the fallen lands of the Manacalon Empire into a new world – one of fiery brutality and pure wilderness. That is why they call the dreaded Badlands their Motherland.
Masters of fire, they worship Arun, the prime god of the elements, and consider the volcanoes of the Badlands as the supreme manifestation of his power. Their powers seem to embody the fury of the volcano in their very soul.
Oath of Tirmar
These paladins belong to an ancient order, inherited from the Tirmarian Inquisition. Some regard them askance, as they continue to be obsessed with the ancient archenemies of humans from Tirmar, from the time before the Cataclysm. Despite this – or perhaps, because of it - their creed remembers the pain inflicted by their suspicious ancestors on their own people, and emphasizes the need to be sure that one is not fighting the wrong people. They conduct their rituals in the ancient language of Tirmar and bear the symbols of the old Inquisition, but instead of the fallen god Arivad they worship Einar, the god of valor and fidelity.
Their powers are those of a truth-seeker, designed to bring light to darkness, to reveal hidden secrets, and to embody truth with their own voice.
Oath of Devotion
The “classic” paladin is clad in bright armor and fights for justice, virtue, and order, following the path of honor, courage, faith, and chivalry. Such paladins worship either Pakri, the goddess of the law, or Maraike, the patroness of healing and mercy.
Paladins of Pakri are vigilantes first and foremost, seeking to punish lawbreakers and support those who maintain order through the land. Followers of Maraike are healers and providers of comfort for the weak and the poor.
Their powers make them perfect fighters of evil, and the undead, and protect them from the dark powers of their enemies.
Wanderers of Solasta’s wilderness, rangers are the kind of people who prefer to sleep out in the woods rather than in a town inn, listening to the sounds of nature rather than the chatter of people.
Trained survivalists and hunters, they are fierce combatants but have enough subtlety to be stealthy when needed. Excellent trackers and archers, they can also have the ability to cast spells that channel the powers of nature.
Hunters
Masters of the of melee and ranged combat, these are Solasta’s supreme predators. Able to track their prey for days through the worst terrain, they dedicate their whole being to the art of the hunt.
They develop a variety of combat techniques, depending on their prey of choice. Some hunt giants, while others specialize in fighting hordes of smaller monsters.
Marskmen
Heirs to the high elf archery traditions of the old Empire, these are undisputed masters of their art and the deadliest ranged combatants on Solasta. Their specialized training includes many different techniques:
Fast shooting, to react to opponent moves with a deadly shot. Close quarters combat, to remain efficient at close range and avoid being cornered by melee combatants. Arrow recovery, to avoid running out of ammunition. Poisoning arrows, to defeat even the toughest enemies – although high elf historians deny that this was a routine tactic of the Imperial ranger forces. Rumors have also been heard of rains of arrows, so far without proof.
Shadow Tamers
Used to wandering the desolated Badlands, these rangers know the lore and languages of darkness, traps, and the underground world. They walk without fear where others would hesitate to tread.
Simply put, a shadow tamer is at ease when others are not. The numberless hazards of the Badlands include darkness, monsters, rough terrain, bad weather, and chaos. Shadow tamers take all of these dangers in stride.
Heights, depths, darkness, monsters: none of these bother them. In fact, they make them deadlier. In the monster’s den, they are the greater monster.
Voting period ends Sunday 22nd. Paladin is currently in the lead (not by much)!
You were many to ask for it, and we promised we'd give you a glimpse into the additional content we're intending to bring with the Kickstarter Campaign's completion! Starting now until Sunday 22nd, your votes will decide which class will be added first in Solasta: Crown of the Magister!
As a reminder, this additional class will be unlocked when we reach our Kickstarter Funding Goal of $200,000 / 180,000€.
You have one vote per platform! We will count the votes at the end to see the total, so don't hesitate to vote in all three places if you want to see your class win the race!