Villagers and Heroes - alicornat
Meet the Team of Mad Otter

Hello Everyone!

We’re located in Eugene, Oregon, in the Northwest corner of the USA. Eugene is a town of 150,000 people. It is home to a surprising number of game developers. It has more game developers than any other city between Seattle and the San Francisco Bay area.

We picked our name Mad Otter when we watched a video of a tribe of otters chasing away a large crocodile from the local watering hole. The crocodile was too large, too slow, and most importantly, too cold-bolded to compete with the more agile (and fun-loving) otters. This was a metaphor for the kind of studio we wanted to build.

Damon Slye -- Director, Designer

Damon has been building games since 1978. In 1983, he co-founded Dynamix, a successful game studio that grew to 200 employees. Dynamix built games at the forefront of design innovation and technology, and had the most advanced 3D engine at the time. He is best known for creating a popular series of historic flight simulations that included Red Baron, A-10 Tank Killer, and Aces of the Pacific. At Dynamix, he led the development of many of its core technologies, including its 3D engine. His gameography includes Red Baron, Arcticfox, Stellar 7, MechWarrior, A10 Tank Killer, Abrams Battletank, Project Firestart, Aces of the Pacific, Aces Over Europe, Ace of Aces, and Villagers and Heroes.

Paul Bowman -- Programmer

Paul has been leading the development of games for over 30 years. He has specialized in building technologically advanced games like simulations, first-person shooters, and MMOs. He was a Lead Engineer at Dynamix and Sony. His gameography includes Syphon Filter: Dark Mirror, Syphon Filter: Combat Ops, Syphon Filter: Logan’s Shadow, Red Baron, Aces of the Pacific, Nova 9, Project Firestart, MechWarrior, MetalTech, and Villagers and Heroes.

Liam Ryan -- Programmer

At the age of 10 Liam received a book of programming from his father, and has been programming ever since. After working with GarageGames and Top Meadow on such games as Marble Blast, Minigolf Mania, and Puzzle Poker (not to mention on innumerable personal projects) Liam joined Mad Otter in 2011.

Cameron England -- Designer

Cameron has been working with Mad Otter as lead content designer for 2 years. He is a graduate of the excellent Game Development program at Lane Community College. Cameron especially loves world creation and system design, but also enjoys story writing, boss scripting, and filling the world with wonderful and kooky characters. Cameron has been playing games since his first Windows 3.1 computer, and has always had a particular fascination for RPG’s and MMO’s.


Chris Fulkerson -- Artist

Chris has a background in both traditional and digital art and has always had a passion for games and art. He enjoys painting both on the computer and with actual paint. He graduated from the University of Oregon Digital Arts program in 2012 and started working full time with Mad Otter shortly after. For the past two years he's been working on the art of Villagers & Heroes as well as the new Red Baron game. For Chris, bringing together all the details in a fantasy world and increasing immersion is one of the best parts of the job.

Adam Alexander -- Artist

Joining Mad Otter in the summer of 2013, Adam helped both develop art content for the new "Fury of the Stone Lord," expansion and helped port the game to the upgraded engine. He loves working on new zone environments, and in his spare time, playing bluegrass and board games.

Sarah Skibinski -- Writer

Sarah joins us this year from the indie film world, where she has spent the past ten years writing a number of award winning screenplays, including ‘The Rhythm of Chaos,’ ‘The Punishing Business’, and an adaptation of Michael Dorris’ bestselling novel, ‘A Yellow Raft In Blue Water’ to name just a few. Sarah currently writes the game lore and quests for Villagers and Heroes.

Clark Fagot -- Programmer
Clark is helping Mad Otter on a temporary basis, focusing on improving the performance of the core technology (memory usage, bandwidth, loading times). He’s an expert in the game engine since he wrote parts of it while he worked at GarageGames. He has his PhD in Psychology from UCSD, and Bachelor’s of Science in Mathematics and Computer Science. He has worked at Dynamix, Brave Tree, GarageGames, and Kontagent.

We are also being very ably assisted by Ben Johnson and
Addy Taylor
.

They are doing internships through the excellent program at Lane Community College. Ben is contributing artwork, and Addy is helping Mad Otter with promotion, and the creation of videos and other promotional assets.

Cheers!
Villagers and Heroes - alicornat
Meet the Team of Mad Otter

Hello Everyone!

We’re located in Eugene, Oregon, in the Northwest corner of the USA. Eugene is a town of 150,000 people. It is home to a surprising number of game developers. It has more game developers than any other city between Seattle and the San Francisco Bay area.

We picked our name Mad Otter when we watched a video of a tribe of otters chasing away a large crocodile from the local watering hole. The crocodile was too large, too slow, and most importantly, too cold-bolded to compete with the more agile (and fun-loving) otters. This was a metaphor for the kind of studio we wanted to build.

Damon Slye -- Director, Designer

Damon has been building games since 1978. In 1983, he co-founded Dynamix, a successful game studio that grew to 200 employees. Dynamix built games at the forefront of design innovation and technology, and had the most advanced 3D engine at the time. He is best known for creating a popular series of historic flight simulations that included Red Baron, A-10 Tank Killer, and Aces of the Pacific. At Dynamix, he led the development of many of its core technologies, including its 3D engine. His gameography includes Red Baron, Arcticfox, Stellar 7, MechWarrior, A10 Tank Killer, Abrams Battletank, Project Firestart, Aces of the Pacific, Aces Over Europe, Ace of Aces, and Villagers and Heroes.

Paul Bowman -- Programmer

Paul has been leading the development of games for over 30 years. He has specialized in building technologically advanced games like simulations, first-person shooters, and MMOs. He was a Lead Engineer at Dynamix and Sony. His gameography includes Syphon Filter: Dark Mirror, Syphon Filter: Combat Ops, Syphon Filter: Logan’s Shadow, Red Baron, Aces of the Pacific, Nova 9, Project Firestart, MechWarrior, MetalTech, and Villagers and Heroes.

Liam Ryan -- Programmer

At the age of 10 Liam received a book of programming from his father, and has been programming ever since. After working with GarageGames and Top Meadow on such games as Marble Blast, Minigolf Mania, and Puzzle Poker (not to mention on innumerable personal projects) Liam joined Mad Otter in 2011.

Cameron England -- Designer

Cameron has been working with Mad Otter as lead content designer for 2 years. He is a graduate of the excellent Game Development program at Lane Community College. Cameron especially loves world creation and system design, but also enjoys story writing, boss scripting, and filling the world with wonderful and kooky characters. Cameron has been playing games since his first Windows 3.1 computer, and has always had a particular fascination for RPG’s and MMO’s.


Chris Fulkerson -- Artist

Chris has a background in both traditional and digital art and has always had a passion for games and art. He enjoys painting both on the computer and with actual paint. He graduated from the University of Oregon Digital Arts program in 2012 and started working full time with Mad Otter shortly after. For the past two years he's been working on the art of Villagers & Heroes as well as the new Red Baron game. For Chris, bringing together all the details in a fantasy world and increasing immersion is one of the best parts of the job.

Adam Alexander -- Artist

Joining Mad Otter in the summer of 2013, Adam helped both develop art content for the new "Fury of the Stone Lord," expansion and helped port the game to the upgraded engine. He loves working on new zone environments, and in his spare time, playing bluegrass and board games.

Sarah Skibinski -- Writer

Sarah joins us this year from the indie film world, where she has spent the past ten years writing a number of award winning screenplays, including ‘The Rhythm of Chaos,’ ‘The Punishing Business’, and an adaptation of Michael Dorris’ bestselling novel, ‘A Yellow Raft In Blue Water’ to name just a few. Sarah currently writes the game lore and quests for Villagers and Heroes.

Clark Fagot -- Programmer
Clark is helping Mad Otter on a temporary basis, focusing on improving the performance of the core technology (memory usage, bandwidth, loading times). He’s an expert in the game engine since he wrote parts of it while he worked at GarageGames. He has his PhD in Psychology from UCSD, and Bachelor’s of Science in Mathematics and Computer Science. He has worked at Dynamix, Brave Tree, GarageGames, and Kontagent.

We are also being very ably assisted by Ben Johnson and
Addy Taylor
.

They are doing internships through the excellent program at Lane Community College. Ben is contributing artwork, and Addy is helping Mad Otter with promotion, and the creation of videos and other promotional assets.

Cheers!
Villagers and Heroes - alicornat
(German version below / deutsche Version im Anschluß)


Movies last an hour and a half, maybe two, or three, if you’re Spielberg or Peter Jackson and have that kind of enviable budget, but even those storytellers are restricted by the timeframes of their medium – a film inevitably has to come to an end, and the fantastical world that we viewers had the extraordinary pleasure of being a part of, sadly, comes to a close the very second the lights in the movie theater jarringly bring us back to reality.

Games are different. The lights don’t have to come back on. As developers, we have a medium that not only allows us to create a fantastical world in which individuals, players like you, get to live and be a part of every single day, but we likewise have the opportunity to create a colorful collection of stories that, like those first seeds planted by villagers in the garden, will sprout and steadily grow over time, and will ultimately provide the world with a unique and lasting flavor that speaks to the imagination of all.

The lore of Villagers and Heroes continues to grow, and the gardeners, so to speak, have been many over the years. Players need only wander the quirky zones where they might, for example, run into an Albino Boar with addiction problems, or come across the vile, but musically inclined Banshee Queen’s organ of human souls to get a sampling of some of the varied and original voices within the game. And as we continue to expand our world, literally adding new zones and features, we want also to create lore that doesn’t just serve merely as a backdrop, but rather provides players with an on-going interactive experience. We want you to affect the story being told, and to be active participants in the outcome!

To that end, ‘The Fury of the Stone Lord,’ marks a new direction for Villagers and Heroes in that we’ve placed an added emphasis on story driven content. And when players at last successfully navigate their way through the many tiers of quests which await them in Pyrron Castle and meet the formidable Stone Lord himself, they will find, not that a story has ended, but rather that a new one has just begun….

But enough talk. Come have a look for yourselves. We invite you with this trailer to please step into a land you’ll never want to leave.

https://www.youtube.com/watch?v=08i0a4c9V6I

------------------------------------------------------------------------------------------

Filme dauern ca. 90 Minuten, vielleicht auch einmal 2 Stunden oder 3, wenn du Steven Spielberg oder Peter Jackson bist und haben ein beneidenswertes Budget. Aber selbst diese Geschichtenerzähler sind eingeschränkt durch diese begrenzte Zeitspanne ihres Mediums – ein Film muss nun einmal unweigerlich irgendwann enden und die fantastische Welt, die man als Zuschauer in diesen Minuten lieben gelernt hat, endet leider in dem Moment, in der Sekunde, in der im Kinosaal wieder das Licht angeht und uns jäh in die Realität zurück katapultiert.

Spiele sind da ganz anders. Die Lichter müssen nicht wieder angehen. Als Entwickler bespielen wir ein Medium, das uns nicht nur erlaubt, eine fantastische Welt zu erschaffen, in der Individuen, Spieler wie ihr, jeden Tag Abenteuer erleben dürfen, sondern wir haben auch die Möglichkeit, eine bunte Vielfalt an Geschichten zu erschaffen, die, wie die ersten Samen, die ein Dorfbewohner in seinem Garten pflanzt, mit der Zeit wachsen und gedeihen und sich am Ende zu einer dichten Welt entwickeln, die aus den Vorstellungen aller Spieler besteht.

Die Geschichte von Villagers and Heroes wächst dabei stetig und die Anzahl der „Gärtner“, also der Spieler, ist dabei über die Jahre in die Zehntausende gestiegen. Spieler müssen nur durch die skurrilen Zonen streifen, wo sie irgendwann einem Albinokeiler mit Suchtproblemen begegnen oder der musikalischen Todesfeenkönigin und ihrer gruseligen Orgel aus menschlichen Seelen, um ein Gefühl dafür zu bekommen, was für schrullige und liebenswerte Charaktere auf sie warten werden. Und wir sind konstant dabei, unsere Welt zu erweitern, indem wir neue Zonen und Features hinzufügen und wir legen außerdem großen Wert darauf, dass unsere Hintergrundgeschichte nicht nur eine Kulisse darstellt, die keine wirkliche Rolle spielt, sondern den Spielern die Möglichkeit gibt, aktiv an ihr teilzunehmen!

Unsere Erweiterung „The Fury of the Stone Lord“ schlägt dabei eine ganz neue Richtung für Villagers and Heroes ein, denn wir haben noch mehr Wert auf von der Hintergrundgeschichte angetriebenen Inhalten gelegt. Und wenn unsere Spieler dann endlich ihren Weg durch die vielen verschiedenen Quests gebahnt haben, die sie im Schloss Pyrron erwarten und dem respekteinflößenden Lord Pyrrus selbst gegenüber stehen, werden sie herausfinden, dass die Geschichte nun nicht zuende ist, sondern das eine neue Geschichte gerade begonnen hat …

Aber genug geredet. Kommt und schaut es Euch einfach selbst an! Wir laden Euch mit diesem Trailer ein, ein Land zu betreten, das Ihr nie mehr verlassen möchtet!

https://www.youtube.com/watch?v=r5_dSOA0mWs
Villagers and Heroes - alicornat
(German version below / deutsche Version im Anschluß)


Movies last an hour and a half, maybe two, or three, if you’re Spielberg or Peter Jackson and have that kind of enviable budget, but even those storytellers are restricted by the timeframes of their medium – a film inevitably has to come to an end, and the fantastical world that we viewers had the extraordinary pleasure of being a part of, sadly, comes to a close the very second the lights in the movie theater jarringly bring us back to reality.

Games are different. The lights don’t have to come back on. As developers, we have a medium that not only allows us to create a fantastical world in which individuals, players like you, get to live and be a part of every single day, but we likewise have the opportunity to create a colorful collection of stories that, like those first seeds planted by villagers in the garden, will sprout and steadily grow over time, and will ultimately provide the world with a unique and lasting flavor that speaks to the imagination of all.

The lore of Villagers and Heroes continues to grow, and the gardeners, so to speak, have been many over the years. Players need only wander the quirky zones where they might, for example, run into an Albino Boar with addiction problems, or come across the vile, but musically inclined Banshee Queen’s organ of human souls to get a sampling of some of the varied and original voices within the game. And as we continue to expand our world, literally adding new zones and features, we want also to create lore that doesn’t just serve merely as a backdrop, but rather provides players with an on-going interactive experience. We want you to affect the story being told, and to be active participants in the outcome!

To that end, ‘The Fury of the Stone Lord,’ marks a new direction for Villagers and Heroes in that we’ve placed an added emphasis on story driven content. And when players at last successfully navigate their way through the many tiers of quests which await them in Pyrron Castle and meet the formidable Stone Lord himself, they will find, not that a story has ended, but rather that a new one has just begun….

But enough talk. Come have a look for yourselves. We invite you with this trailer to please step into a land you’ll never want to leave.

https://www.youtube.com/watch?v=08i0a4c9V6I

------------------------------------------------------------------------------------------

Filme dauern ca. 90 Minuten, vielleicht auch einmal 2 Stunden oder 3, wenn du Steven Spielberg oder Peter Jackson bist und haben ein beneidenswertes Budget. Aber selbst diese Geschichtenerzähler sind eingeschränkt durch diese begrenzte Zeitspanne ihres Mediums – ein Film muss nun einmal unweigerlich irgendwann enden und die fantastische Welt, die man als Zuschauer in diesen Minuten lieben gelernt hat, endet leider in dem Moment, in der Sekunde, in der im Kinosaal wieder das Licht angeht und uns jäh in die Realität zurück katapultiert.

Spiele sind da ganz anders. Die Lichter müssen nicht wieder angehen. Als Entwickler bespielen wir ein Medium, das uns nicht nur erlaubt, eine fantastische Welt zu erschaffen, in der Individuen, Spieler wie ihr, jeden Tag Abenteuer erleben dürfen, sondern wir haben auch die Möglichkeit, eine bunte Vielfalt an Geschichten zu erschaffen, die, wie die ersten Samen, die ein Dorfbewohner in seinem Garten pflanzt, mit der Zeit wachsen und gedeihen und sich am Ende zu einer dichten Welt entwickeln, die aus den Vorstellungen aller Spieler besteht.

Die Geschichte von Villagers and Heroes wächst dabei stetig und die Anzahl der „Gärtner“, also der Spieler, ist dabei über die Jahre in die Zehntausende gestiegen. Spieler müssen nur durch die skurrilen Zonen streifen, wo sie irgendwann einem Albinokeiler mit Suchtproblemen begegnen oder der musikalischen Todesfeenkönigin und ihrer gruseligen Orgel aus menschlichen Seelen, um ein Gefühl dafür zu bekommen, was für schrullige und liebenswerte Charaktere auf sie warten werden. Und wir sind konstant dabei, unsere Welt zu erweitern, indem wir neue Zonen und Features hinzufügen und wir legen außerdem großen Wert darauf, dass unsere Hintergrundgeschichte nicht nur eine Kulisse darstellt, die keine wirkliche Rolle spielt, sondern den Spielern die Möglichkeit gibt, aktiv an ihr teilzunehmen!

Unsere Erweiterung „The Fury of the Stone Lord“ schlägt dabei eine ganz neue Richtung für Villagers and Heroes ein, denn wir haben noch mehr Wert auf von der Hintergrundgeschichte angetriebenen Inhalten gelegt. Und wenn unsere Spieler dann endlich ihren Weg durch die vielen verschiedenen Quests gebahnt haben, die sie im Schloss Pyrron erwarten und dem respekteinflößenden Lord Pyrrus selbst gegenüber stehen, werden sie herausfinden, dass die Geschichte nun nicht zuende ist, sondern das eine neue Geschichte gerade begonnen hat …

Aber genug geredet. Kommt und schaut es Euch einfach selbst an! Wir laden Euch mit diesem Trailer ein, ein Land zu betreten, das Ihr nie mehr verlassen möchtet!

https://www.youtube.com/watch?v=r5_dSOA0mWs
Apr 8, 2014
Villagers and Heroes - alicornat
Every Monday we release a new featured Bounty Boss, sharing a bit of lore and information about the Seven Realms most treacherous creatures. We are sharing our backlog of Monster Mondays for our Steam users to enjoy.




Tokie
Race: Rock Elemental
Location: Trader's Path

All rock elementals come from the same source, Karakcus, and Tokie is no different.

However, being one of the more ancient rock elementals, Tokie had felt that there was much in his existence that he was missing. The flowers he attempted to pick always crushed in his grasp, and the small fleshy creatures he tried to hug always fled or attacked him. Tokie eventually learned to be wary of offering his kindness to softer, lesser beings, and has grown bitter and jaded to any none-rock creature to cross his path.

Approximately 2 years after the discovery of Karackus in Hell’s furnace, some intern Monsterlogoists set about trying to capture Tokie and take him to see Karakcus, giving them the opportunity to study the encounter. Unfortunately, they failed miserably, as moving an elemental by any means seems to be nearly impossible.

Perhaps Tokie is, after all, still just looking for a hug?
Apr 8, 2014
Villagers and Heroes - alicornat
Every Monday we release a new featured Bounty Boss, sharing a bit of lore and information about the Seven Realms most treacherous creatures. We are sharing our backlog of Monster Mondays for our Steam users to enjoy.




Tokie
Race: Rock Elemental
Location: Trader's Path

All rock elementals come from the same source, Karakcus, and Tokie is no different.

However, being one of the more ancient rock elementals, Tokie had felt that there was much in his existence that he was missing. The flowers he attempted to pick always crushed in his grasp, and the small fleshy creatures he tried to hug always fled or attacked him. Tokie eventually learned to be wary of offering his kindness to softer, lesser beings, and has grown bitter and jaded to any none-rock creature to cross his path.

Approximately 2 years after the discovery of Karackus in Hell’s furnace, some intern Monsterlogoists set about trying to capture Tokie and take him to see Karakcus, giving them the opportunity to study the encounter. Unfortunately, they failed miserably, as moving an elemental by any means seems to be nearly impossible.

Perhaps Tokie is, after all, still just looking for a hug?
Villagers and Heroes - adamalexanderart


Hello Players,

Adam here, one of the artists over here at Mad Otter Games. We wanted to share with all of you a sneak peek of what's to come, something that we are really excited about. As many of you may have noticed, Ardent and the Seven Realms have gotten a pretty significant makeover in the last few months, and we hope you are all enjoying it. But what's the good of gorgeous new environments without also giving some love to the most important part of the game: all of you! So without further ado, I would like to give you a little preview of some updates to the player character models!



We have added more geometry to the faces themselves so that the characters you have all created and come to love should look smoother and more defined than ever before, as well as redoing many of the hair models in the game to have more detail. You should all notice the new models in the next update. You will find that the new faces improve on the old ones, while maintaining their iconic character.



We've added some extra subtle detail to faces as well, employing specular and normal maps to the faces (a specular map helps the game engine tell how light reacts to a surface, while a normal map helps it define more subtle face geometry such as creases and wrinkles). Previously, the faces were also mirrored, and we have now rebuilt them to allow for asymmetrical faces in the future. Think of possibilities for scars and tattoos, not to mention the previous eye texture had opposite glistens on the two eyes (perhaps a pet peeve to the artists only?) You may also notice other small changes; ambient blinking animation, increased options for hair, eye, and skin tones, and a "bald" option for female characters.

It was important to us that we refine the characters' look, but adhere to the personality of our established setting. The world of Ardent and the Seven Realms is a quirky one, more akin "The Princess Bride," than "Game of Thrones," and our art needs to support that aesthetic and feel. And perhaps most importantly, we wanted to give you, the players, more choice. You are all the heart of our game, and giving you more power to create your characters the way you want them only makes our world richer and deeper.





So why else is this facelift so important? Certainly we want to make sure that your avatars look as good as possible in the new engine, and stay up to date with the rest of the game's graphics. But the other major reason behind this overhaul is a systematic one: we are laying down some groundwork to implement many more character customization options in the new future. The way the old models were handled, it would have been very difficult to introduce any of the new plans that we have in store. With our work now, you can all look forward to a slew of new options for your characters, from new head, hair, and color choices, not to mention brand new options such as scars, tattoos, make-up, and beards. Ultimately, we want to give you all much more control to make your character truly unique. And don't worry about having to roll a new character completely to see these additions! You will eventually find a barbershop in game with the changes that will allow you to change your style on a whim.

The team is hard at work over here getting these new features ready for you, and hope you enjoy this upcoming feature. We realize some of you may want to play around with some of the new character options, so upon updating, you will find that each of your existing characters has been given a one-time-use "makeover" option, so you can change your look to your liking! In the future, changing your appearance will be as easy as visiting a vendor.

Thanks for reading, player, and hope to see you in-game!
Villagers and Heroes - adamalexanderart


Hello Players,

Adam here, one of the artists over here at Mad Otter Games. We wanted to share with all of you a sneak peek of what's to come, something that we are really excited about. As many of you may have noticed, Ardent and the Seven Realms have gotten a pretty significant makeover in the last few months, and we hope you are all enjoying it. But what's the good of gorgeous new environments without also giving some love to the most important part of the game: all of you! So without further ado, I would like to give you a little preview of some updates to the player character models!



We have added more geometry to the faces themselves so that the characters you have all created and come to love should look smoother and more defined than ever before, as well as redoing many of the hair models in the game to have more detail. You should all notice the new models in the next update. You will find that the new faces improve on the old ones, while maintaining their iconic character.



We've added some extra subtle detail to faces as well, employing specular and normal maps to the faces (a specular map helps the game engine tell how light reacts to a surface, while a normal map helps it define more subtle face geometry such as creases and wrinkles). Previously, the faces were also mirrored, and we have now rebuilt them to allow for asymmetrical faces in the future. Think of possibilities for scars and tattoos, not to mention the previous eye texture had opposite glistens on the two eyes (perhaps a pet peeve to the artists only?) You may also notice other small changes; ambient blinking animation, increased options for hair, eye, and skin tones, and a "bald" option for female characters.

It was important to us that we refine the characters' look, but adhere to the personality of our established setting. The world of Ardent and the Seven Realms is a quirky one, more akin "The Princess Bride," than "Game of Thrones," and our art needs to support that aesthetic and feel. And perhaps most importantly, we wanted to give you, the players, more choice. You are all the heart of our game, and giving you more power to create your characters the way you want them only makes our world richer and deeper.





So why else is this facelift so important? Certainly we want to make sure that your avatars look as good as possible in the new engine, and stay up to date with the rest of the game's graphics. But the other major reason behind this overhaul is a systematic one: we are laying down some groundwork to implement many more character customization options in the new future. The way the old models were handled, it would have been very difficult to introduce any of the new plans that we have in store. With our work now, you can all look forward to a slew of new options for your characters, from new head, hair, and color choices, not to mention brand new options such as scars, tattoos, make-up, and beards. Ultimately, we want to give you all much more control to make your character truly unique. And don't worry about having to roll a new character completely to see these additions! You will eventually find a barbershop in game with the changes that will allow you to change your style on a whim.

The team is hard at work over here getting these new features ready for you, and hope you enjoy this upcoming feature. We realize some of you may want to play around with some of the new character options, so upon updating, you will find that each of your existing characters has been given a one-time-use "makeover" option, so you can change your look to your liking! In the future, changing your appearance will be as easy as visiting a vendor.

Thanks for reading, player, and hope to see you in-game!
Villagers and Heroes - Noremac407
Every Monday we release a new featured Bounty Boss, sharing a bit of lore and information about the Seven Realms most treacherous creatures. We are sharing our backlog of Monster Mondays for our Steam users to enjoy.



Mystique
Race: Wraith Spider
Location: The Cathedral

In her former life, Mystique was a small town milk maid from Vinton. Mystique was the type of person that constantly harassed those around her and found everyone else inferior. Upon recollection, several locals from Vinton noted Mystique's uncanny ability at fibbing. She was known to spin elaborate webs of falsities and deceit. Everyone watched their tongues closely around Mystique, as they didn't want something that was said to be taken out of context, and blown out of proportion.

Additionally, Mystique had illustrious illusions of grandeur, and was convinced that she would eventually become someone great and wonderful. And as it turns out, she was right… but probably not how she wanted.

The Banshee Queen eventually heard tales of the fabled fibber, and chose Mystique for the exact reasons that the townspeople of Vinton detested her. The Queen needed someone who she could name as successor that would be able to keep the undead of the Southern Coast in line.

So one completely average Tuesday night (that was not at all dark, stormy, or ominous), the Banshee Queen made an offer to Mystique that couldn't be refused. She offered power, glory, authority, and everlasting life… all of the things that Mystique greatly desired.

What the Banshee Queen failed to mention to Mystique, was that the Queen had never actually done this process before. Mystique would be her first, and the Queen wasn't exactly confident about how the transformation would go.

For the most part it went great, minus the new chelicerae and a few additional legs.

Mystique is now the spider of mystery and wonder. It is forever known that Mystique was the first soul that the Banshee Queen ever extracted from a body, and she is the closest thing the Banshee Queen has to family. Mystique is now worshiped in like manner to the Queen, and has been taught the dark ways so that if anything should happen to the Banshee Queen, she may take the reigns as the terror of the Southern Coast.
Villagers and Heroes - Diet
Every Monday we release a new featured Bounty Boss, sharing a bit of lore and information about the Seven Realms most treacherous creatures. We are sharing our backlog of Monster Mondays for our Steam users to enjoy.



Mystique
Race: Wraith Spider
Location: The Cathedral

In her former life, Mystique was a small town milk maid from Vinton. Mystique was the type of person that constantly harassed those around her and found everyone else inferior. Upon recollection, several locals from Vinton noted Mystique's uncanny ability at fibbing. She was known to spin elaborate webs of falsities and deceit. Everyone watched their tongues closely around Mystique, as they didn't want something that was said to be taken out of context, and blown out of proportion.

Additionally, Mystique had illustrious illusions of grandeur, and was convinced that she would eventually become someone great and wonderful. And as it turns out, she was right… but probably not how she wanted.

The Banshee Queen eventually heard tales of the fabled fibber, and chose Mystique for the exact reasons that the townspeople of Vinton detested her. The Queen needed someone who she could name as successor that would be able to keep the undead of the Southern Coast in line.

So one completely average Tuesday night (that was not at all dark, stormy, or ominous), the Banshee Queen made an offer to Mystique that couldn't be refused. She offered power, glory, authority, and everlasting life… all of the things that Mystique greatly desired.

What the Banshee Queen failed to mention to Mystique, was that the Queen had never actually done this process before. Mystique would be her first, and the Queen wasn't exactly confident about how the transformation would go.

For the most part it went great, minus the new chelicerae and a few additional legs.

Mystique is now the spider of mystery and wonder. It is forever known that Mystique was the first soul that the Banshee Queen ever extracted from a body, and she is the closest thing the Banshee Queen has to family. Mystique is now worshiped in like manner to the Queen, and has been taught the dark ways so that if anything should happen to the Banshee Queen, she may take the reigns as the terror of the Southern Coast.
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