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Tenthorah Instruction Booklet Table of Contents

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Tenthorah

Instruction Booklet

Table of Contents

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StoryTenthorah revolves around a historic battle of that repeatedly comes up in tellings of history known as the Tenthorah Campaign.

The Tenthorah Campaign recalls the pivotal clash of multiple factions across the Tenthorah Range - a strategically crucial tract of land - as they vie for control it, and as a result, exclusive control of the continent of Alcabin on which it sits. The recollection of details shifts with every telling; sometimes there are two factions, sometimes there are four. No matter the details, however, the outcome is the same: In the end, one stands above all. Each play is a new telling of this story.

There are those among the people inhabiting the world of Eisthamar that have the natural ability to telepathically sync to select others and control them. Specialized training of both controllers and controlees brings about a higher purity in the sync and allows for finer control. While the people of Eisthamar have found numerous uses for this, the most respected are the hardened battle commanders skilled in direct combat and tactical brilliance known as the Risen.

However the story is told, there are only four factions known to have been involved:

● The Mor-Delaan: A people steeped in mystery and superstition, these quiet invaders from overseas see the value of the Tenthorah Range in their enigmatic plans.

● The Kinheart: Claiming the continent of Alcabin to be their ancient birthright, the old ways of the Kinheart need the Tenthorah Range to keep their supposed homeland.

● The Astral Demesne: A culture fraught with infighting and arcane sovereignty. They believe they have rights to all lands where Eisthamarans wander, as they, supposedly, all fall under Astral Demesne jurisdiction thanks to their natural telepathy--the Tenthorah Range included.

● The Itinerant: This nomadic, yet surprisingly strong people have no desire to be penned up by others’ politics. They mean to hold the Tenthorah Range to keep their ways open.

During the Tenthorah Campaign, each faction sent a Risen to the Tenthorah Range with a carefully chosen array of fighters that they can mentally sync with, called the “Culled Few.” The Risen gives orders and the Culled Few follow, but when conflict with other Culled Few arises, the Risen mentally syncs with the ones in conflict to directly influence the fight. The Risen’s experience and skill is unequalled, save for by other Risen, and controlling their Culled Few in this fashion ensures the greatest chance of victory.

You are the Risen representing your faction.

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The Tenthorah Range

TERRITORIESNorth-West Side: River (Mistbank River)

1. South Tenthorah Fields – The Southern farmlands make the best use of a hilly landscape that they can, though the lowest areas are avoided because of easy flooding in the wet seasons.

2. The Onyx Bridge – This huge bridge spanning the mighty rushes of the Mistbank River is made of a mysterious black stone that seems to absorb light. Predating even the ancient Andel-Maas empire, all Eisthamarans say they can hear a hum just on the edge of hearing coming from the bridge itself.

3. Kinheart Crossing – Named for the people who settle the Tenthorah Range the most, this wide but very shallow section of the Mistbank river is crossable on foot all year long, save for the flooding days of spring.

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4. North Tenthorah Fields – These northern farmlands are flat, large, and fertile. Armies camping here can see for miles, but so can they be seen for miles.

5. The Warped Forest – This forest is great for moving armies into the area unseen, but it’s also plagued by stories without count of curses, disappearances, scientifically impossible experiences, and even deaths. People don’t often travel here without great need.

6. The City of Amerlane – The only city in all of the Tenthorah Range, militant factions prize Amerlane’s obvious influence over the entire range. While the city has no military outside of their own City Watchguard, only fools discount the utility of a city situated in the Range.

South-East side: Mountain Range (Sharpspire Peaks)

7. The Snowy Bowl – A natural opening in the ridged cliffs deep in the Sharpspire peaks, this partially forested and nearly level area is large enough to comfortably hold a small army safe from bitter wind and attackers alike.

8. The Kor’all Pass – This deep cut in the mountains is a well-used route that acts as the main trading pass through the Sharpspire Peaks from the Tenthorah Range to the eastern half of the continent.

9. Andel-Maas Hold – The ancient people of Andel-Maas once saw Tenthorah’s significance and built a defensible fortress here to keep watch over the Sharpspire Peaks during the years of the Continental Hostilities. Almost a thousand years later, it still stands strong.

10. The Howling Ridge – Once a well-traveled ridge path, this collection of sprawling mountain passes provides one of a select few relatively safe ways through the Sharpspire Peaks.

11. The Shallows – The steppes at the base of the mountain range towards the south form miles of shallow pools that hold water so potent with beneficial minerals that the water is said to have healing qualities. Critical for watching southern movements and incredible for morale, it’s no wonder everyone wants it.

12. The Lookout – Amongst the steeper points of the Sharpspire Peaks, one particular mountaintop has been hollowed out ages ago and turned into an observation post with a commanding view of the entire Tenthorah Range. This Lookout is crucial for watching movements throughout.

Neutral buff point: A mercenary group calling themselves The Freelander Company have set up camp dead center of the Tenthorah Range. The Freelanders will help whoever controls their territory in return for being left alone, but they swear allegiance to none but their own and will only help for so long.

Game Components

● 1 Game Board (See above)● 13 Blue glass counters representing The Mor-Delaan● 13 White glass counters representing The Kinheart

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● 13 Red glass counters representing The Astral Demesne● 13 Green glass counters representing The Itinerant● 11 Mor-Delaan cards (Shown below)

○ 10 Mor-Delaan Fighter Cards○ 1 Mor-Delaan Buff Card

● 11 Kinheart cards (Shown below)○ 10 Kinheart Fighter Cards○ 1 Kinheart Buff Card

● 11 Astral Demesne Cards (Shown below)○ 10 Astral Demesne Fighter Cards ○ 1 Astral Demesne Buff Card

● 11 Itinerant Cards (Shown below)○ 10 Itinerant Fighter Cards○ 1 Itinerant Buff Card

● 20 Spell Cards (One of each per faction, shown below)○ 4 Braver Spell Cards○ 4 Unwavering Resolve Spell Cards○ 4 Hubris Spell Cards○ 4 Warpath Home Spell Cards○ 4 Eye of the Storm Spell Cards

● 1 Neutral Point Buff Card (Shown below)● 108 time counters made of cardstock. (108 is more than you should need. For the sake of

this assignment players may use anything they have on hand).● 108 damage counters made of cardstock. (108 is more than you should need. For the sake

of this assignment players may use anything they have on hand).● 4 d20 dice (for player vitality)● 4 d6 dice (for player vitality)

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The RulesThings to Note Before Beginning

Buffs - Buffs are continuous effects that help you in battles. Each faction starts with a buff card. Control of the card transfers to the player that eliminated that faction.Vitality - How much damage the card can take before it is defeated. This state may never exceed 10.Power - How much damage a card can deal in a single attack. This state may never exceed 10.Speed - If an attacking card’s speed is double the value of the card being attacked then it is allowed to attack twice. If it defeats the card on the first hit then it may attack the leader with its second attack. If it has triple or more speed than the other card, it gets to attack the card in front of it three times. These effects do not apply when the only available target is the leader. This state may never exceed 10.Spells - Only one spell can be used per battle and then it enter a cooldown phase.Neutral point:

● Only can be taken after three strategic turns when all time counters are removed.● Owning the neutral buff card allows the player to have two strategic turns during his turn

instead of one. (This also means that they will have two battles turns).● Allows control for three turns, then returns to neutral, forcing the controlling player to

remove their control marker back to their pile of unused markers.

Game Setup

1. Players gather all of their chosen faction’s cards and buff card2. If the players are playing a short game (card battles only), proceed to step 83. Lay out the game board on a flat space in the center of the players4. They then place the Neutral Buff Card, onto the Neutral Buff Point and place three time

counters on it.5. Each player gather up all thirteen faction control markers with their color representing

whichever faction they chose6. Players determine their starting control points according to how many players are in the

gamea. 2 players each have six starting territories each

i. Player 1 will have 1, 2, 3, 4, 5, 6ii. Player 2 will have 7, 8, 9, 10, 11, 12

b. 4 Players will have three starting territories eachi. Player 1 will have 1, 2, 3

ii. Player 2 will have 4, 5, 6iii. Player 3 will have 7, 8, 9iv. Player 4 will have 10, 11, 12

7. Players will then place one control marker on each of their assigned control points.8. Players then determine who goes first by shuffling a deck and each player pulling a random

card from that deck

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a. The fighter with the highest power goes first and then proceeds clockwise around the board.

b. In a short game, the player who draws the highest power is the attacker.c. In the event of a tie, the tied players draw another card until the tie is broken.d. Cards are replaced into the deck before continuing.

9. Players are then done with the setup and begin playing with the first player

Turn Sequence - Long Game

1. Start Phase - Players prepare for their turn by checking to see who controls the neutral buff.2. Strategic Phase - Players plan and declare which control point they’d like to attack.3. Battle Phase - Players battle for control of the control point.4. Clean-up Phase - Players determine winnings, and reset their cards for the next turn, and

add time counters to any used spells and the neutral buff card if they control it.

Start Phase:

If the Neutral Buff Card is in the Neutral Buff Point, players remove one time counter from it. If there are no time counters on the Neutral Buff Card, then players may choose to enter the Neutral Buff Point during their Strategic Phase.If you have a control marker on the Neutral Buff Point, you gain control of the Neutral Buff Card, unless another player is currently in control of it.If you already control the Neutral Buff Card and it has three time counters on it, replace the card to the Neutral Buff Point, with all it’s time counters and remove your control marker from the neutral buff point.Otherwise continue to Strategic Phase.

Strategic Phase:

During Strategic Phase, a player chooses a control point they’d wish to attack. In order to attack an enemy or neutral control point, attacking players must have access to a road that connects a control point they currently own, to the control point they wish to attack. Players have access to any road that connects to a control point they have a control marker on. If the point they choose to attack is controlled by another player, then those two players enter Battle Phase as attacker and defender. If the point is not controlled by any player, then the attacking player may place their control marker on that point and proceed to Clean-up Phase.

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Battle Phase:

The Card Battle Layout:

Defender Vitality Score:

25

Defender Graveyard

Defender Fighter Space

1

Defender Fighter Space

2

Defender Fighter Space

3

Defender Fighter Space

4

Defender Fighter Space

5

Defender Spell

Attacker Fighter Space

1

Attacker Fighter Space

2

Attacker Fighter Space

3

Attacker Fighter Space

4

Attacker Fighter Space

5

Attacker Spell

Attacker Vitality Score:

25

Attacker Graveyard

Attacker/Defender Fighter Space - Players may put one fighter in each of these spaces when designated.Attacker/Defender Vitality Score - The amount of damage the player can take before they lose the battle.Attacker/Defender Spell - Players place the spell they wish to use here when designated.Graveyard - This space is for fighters whose individual vitality have dropped to zero. These cards are placed here face down.

A team’s leader, or Risen, starts each battle with 25 Vitality score.

The player may choose any of their 10 fighters from their deck to play when they are able to play fighters during their turn. The exact number of fighters you can play is detailed under turn sequence.

The attacking player always goes first and may choose up to two fighters to play, only one fighter can be placed in any one fighter space face up, the fighter is turned sideways to indicate that he cannot attack this round, unless a card says otherwise.Players may choose not to play any fighters this step; in order to play more fighters in their next main step.

When a card is played it enters sideways, and it has to wait a turn to attack.

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Players may not play fighters from their Graveyard.

Each player has a card that can attack on the turn its played, however they must control a minimum of six control points in order to use it (shown on the card).

Afterwards players enter Combat Step (Explained below)

Starting on a players second turn, they first turn any fighters that are sidewaysif the player choose to play two fighters last turn, they may play two fighters this turn.If players choose to play one fighter last turn, they may play three fighters this turn.If players choose to play no fighters last turn, they may play four fighters this turn.The total number of fighters played by that player this battle may not pass five, and these fighters all enter sideways

Starting on a players fourth turn, they may play one spell of their choice from their deck. The player places that spell to the side of their fighters face up, and initiate its effect. Once its effect ends, the player flips that spell upside down, they may not play another spell this battle.

Combat Step:

After each main turn, there is a Combat Step if a player has fighters that are able to attack. Any fighter you control who is not turned sideways may attack during a combat step.If they do not have any fighters able to attack, then the turn passes to the next player.

A card can only attack the card across from it. If there is no card to attack it then attacks the Team leader.

First, address any attacking fighter that does not have a fighter across from it. Those fighters deal damage equal to their power to the opposing player’s vitality score, players move their dice to match the number of vitality points they should have left. If the players vitality score hits zero (they gain 25 damage counters), they lose and players may proceed to Cleanup Phase.

Provided the opposing player is still alive, players then address any fighters that have opposing fighters across from them. Attacking fighters deal damage to opposing fighters based on the power and speed scores. If the attacking fighter has triple or more the opposing fighter’s speed score, the attacking fighter deals damage equal to three times their power to the opposing fighter’s vitality scoreIf the attacking fighter has double the opposing fighter’s speed score, the attacking fighter deals damage equal to twice their power to the opposing fighter’s vitality score.Otherwise, the attacking fighter deals damage equal to its power to the opposing fighter’s vitality score.Put a damage counter on the fighter for each point of damaged they received.

Any fighter’s whose vitality score drops to or below zero (damage counters are equal to or exceed vitality score) are removed from their fighter space and placed facedown in a pile known as “The Graveyard”

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Afterwards, control passes to the next player who then enters their Main Step, depending on the number of turn cycles that have passed. (Main Step I for turn cycle one, Main Step II for turn cycle two and three, and Main Step IV for turn cycle four and up).

Cleanup Phase:

All fighters used in the battle are returned to their owner’s deck.All spell cards used in battle are placed face up in front of their respective owners. Any spell cards that were already in front of either the attacking or defending player receive another time counter. Any spell that has time counters equal to is cooldown number, is returned to your deck and able to be used next battle.If the attacking player won the battle, then the defending player removes his or her control marker from the control point, and places it with his other markers. Then the attacking player places one of his spare control markers there. If the defending player controls no more points, then the attacking player receives the defending player’s faction buff card.If the defending player won the battle, the then the attacking player removes his or her control marker from the control point they attacked from, and replaces it with their other markers. Then the defending player places one of his spare control markers there. If the attacking player controls no more points, then the defending player receives the attacking player’s faction buff card.

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If there are no more players who control points on the board, then the last player standing wins.If the attacking player controls the neutral buff card, and this was his first battle, he may attack another control point. Otherwise, play proceeds to the next player.

Short Game:

In the short game, players only use cards to play against one another. It plays entirely similar to the Battle Phase in the main game. Players ignore the cooldown on spells, but still may only play one per battle.

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The Factions, the Culled Few, and the Risen Spells

The first card of every faction is the image on the back of each faction card. the second is faction buff card, following that are the ten fighters. The second to last section includes all the spells that all factions have, and the final card is the Neutral Buff Card.

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The Astral Demesne

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The Itinerant

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The Kinheart

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The Mor-Delaan

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Risen Spells

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Neutral Buff Card

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ResourcesDamage Counters

☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠

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Time Counters

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CreditsProducer

Tyler Dewalt

Lead Story Writer

Anthony Cravatta

Lead Mechanics Designer

David Hendershot

Lead Artist

Tyler Dewalt

Head Editor

Anthony Cravatta

Lead Tester

Sonny Liu

Playtesting Volunteers

Christian SoltNicholas GerrityGunner LieroBrittany DewaltThomas GerrityGavin LilyLindsey StanglNick HendershotSteven HendershotElizabeth HendershotRon Hendershot

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Image Citations

AD Arcane Assassin

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/Assasin-31335923

AD Archer

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AD Assailant

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/Servant-271176712

AD Banisher

http://diablo.incgamers.com/gallery/showphoto.php/photo/259/title/non-d3-monk/cat/501

AD Fighter

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://heise.deviantart.com/art/the-fighter-146359935

AD Guardian

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/Paladain-489500515?q=gallery%3Achevsy%2F597534&qo=8

AD Homunculus

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/Skeleton-509816826?q=gallery%3Achevsy%2F597534&qo=1

AD Survivor

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://serushins.deviantart.com/art/warrior-110872840

AD Trooper

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AD Warrior

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://numonquallet.deviantart.com/art/Etude-Paint-Warrior-191872922

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IT Advisor

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IT Daredevil

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://kingmong.deviantart.com/art/The-Hound-s-Final-Stand-35225480

IT Footsoldier

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IT Grandmaster

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IT Juggernaut

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/Kai-the-tiger-209657616

IT Ninja

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/Ninja-179115997

IT Outcast

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://kingmong.deviantart.com/art/Kensai-31046866?q=sort%3Atime%20gallery%3Akingmong&qo=37

IT Samurai

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IT Shogun

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IT Shaman

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://anotherwanderer.deviantart.com/art/Shaman-141455926

KH Acolyte

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Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/dark-templars-284707917

KH Ambush Specialist

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://miscee.deviantart.com/art/ninja-265396370

KH Berserker

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://kingmong.deviantart.com/art/ENTERTAINMENT-88716750?q=gallery%3Akingmong%2F4310100&qo=11

KH Defender

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://sancient.deviantart.com/art/Guardian-knight-318122832

KH Guardian

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://sancient.deviantart.com/art/warlord-117861278?q=sort%3Atime%20gallery%3Asancient&qo=242

KH Hunter

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://velinov.deviantart.com/art/Uncontested-Invasion-206467655?q=sort%3Atime%20gallery%3Avelinov&qo=113

KH Warrior

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://sancient.deviantart.com/art/Doom-knight-317889953

KH Knight

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/army-320178151?q=gallery%3Achevsy%2F597534&qo=41

KH Magician

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/321de32-209353594?q=gallery%3Achevsy%2F597534&qo=95

KH Priest

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/Darkl-Lord-259181245

MD Scoutstriker

Page 34: tjdewalt.files.wordpress.com  · Web viewTenthorah. Instruction Booklet. Table of Contents. Story. Tenthorah revolves around a historic battle of that repeatedly comes up in tellings

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://dinmoney.deviantart.com/art/the-Lost-Ghost-sketch-262547904?q=sort%3Atime%20gallery%3Adinmoney&qo=193

MD Apprentice

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://carlosgarijo.deviantart.com/art/The-Warrior-432405813

MD Archer

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://showmeyourmoves.deviantart.com/art/Archer-300594191

MD Berserker

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://wen-xaeroaaa.deviantart.com/art/warrior-159756525

MB Defender

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://anotherwanderer.deviantart.com/art/Defender-261060928?q=sort%3Atime%20gallery%3Aanotherwanderer&qo=150

MD Giant

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://saryth.deviantart.com/art/Dark-warrior-325240797

MD Hero

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://unodu.deviantart.com/art/Soldier-334911455

MD Juggernaut

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://kingmong.deviantart.com/art/The-Black-Templar-43582133?q=gallery%3Akingmong%2F4310100&qo=2

MD Paladin

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://applesin.deviantart.com/art/Paladin-130709654

MD Sage

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://sakaya0313.deviantart.com/art/sage-128242536

Spells:

Braver

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/Angel-318048551

Page 35: tjdewalt.files.wordpress.com  · Web viewTenthorah. Instruction Booklet. Table of Contents. Story. Tenthorah revolves around a historic battle of that repeatedly comes up in tellings

Unwavering Resolve

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://noahbradley.deviantart.com/art/The-Burdens-of-Triumph-362042171?q=sort:time gallery:noahbradley&qo=34

The Warpath Home

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://noahbradley.deviantart.com/art/Walking-down-the-path-134571112?q=sort:time gallery:noahbradley&qo=241

Hubris

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://eventrue.deviantart.com/art/Goddess-of-Victory-358373480

Eye of the Storm

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://noahbradley.deviantart.com/art/Dictate-of-Karametra-447862055?q=sort:time gallery:noahbradley&qo=13

Buffs:

IT Buff

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/the-darkens-army-93453948?q=gallery:chevsy/597534&qo=115

AD Buff

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://www.deviantart.com/art/dark-army-284899800

KH Buff

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/army-209307324?q=gallery:chevsy/597534&qo=96

MD Buff

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://chevsy.deviantart.com/art/army-320178260

Neutral Buff

Deviant Art. (n.d.). Retrieved February 22, 2015, from http://sxeven.deviantart.com/art/The-Infiltration-Squad-252405517