For this week’s post, we’d like to draw attention to several pieces of artwork by our wonderful painter, Bence, or Benmonor. Bence is always ready to create multiple iterations of environmental paintings, filling Xeryn with awe-inspiring art. Here we have included a few of his works that quietly made it into the game’s main campaign.
The teasers just keep coming, and with good reason; we are inching closer and closer to the release of Sunfire and Moonshadow, and we’ve no shortage of intriguing points of interest to share with you. This week features one of the Bronze Desert’s more mysterious locales: the Katharaka Hills. Once covered in a lush forest that surrounded the long-lost Elven ruins of Vaelenesthil, the land here succumbed to the destruction wrought by the Calamity, leaving it in a rocky, barren state.
The Forest of Shadows is a vast expanse of tangled trees that extends across the western side of the Penumbral Plains, covering the feet of the abandoned mountain range that rises high and stands mighty over the benighted lands. Many theorize that this woodland and the Dead Forest were once united; a tale the proof of which is lost to the annals of time. Old stories circulate about the Forest of Shadows enduring the wrath of the Calamity and its fallout, only to succumb to the enigmatic arachnids that now plague its shadowy expanse. The creatures killed everything there and built their nest in the forest, covering it with their webs so thickly that not even light itself could penetrate them.
The origins of Malkin remain a tantalizing mystery. Among the prevailing speculations the most accepted one is that they are the results of sorcerous experiments. They clawed their way to the summit of the ecosystem following their appearance post-Calamity, assuming dominion with an insatiable appetite and the hunting skills to back it up. Just like many apex predators, they are rare in and around populated areas, but they don’t mind a human snack every once in a while. Their sharp claws and fangs, as well as a deadly fusion of reptilian tenacity and feline swiftness make them formidable foes indeed. Keeping a watchful eye is in the best interest of every traveler, for to be caught unaware in their sights as potential prey is to court a perilous fate!
Hey everyone,
With the announcement of Vagrus’s first expansion behind us, we thought that it’d be a good idea to create a short series of devlogs about certain frequently appearing topics regarding Sunfire and Moonshadow. The first of these – the one you’re reading – is about the region itself and its boundaries, with some lore tidbits sprinkled in. So, let’s get to it!
The time has finally come to announce our upcoming expansion for Vagrus and go into a little detail about what we’ve been working on for the past seven months. It’s been a long, hard road, and while we’re slowly making our way to the finish line, we still have a great deal of testing to do, plus numerous final touches to iterate upon. It’s a terribly exciting time at Lost Pilgrims Studio, and it’s time to share at least some of it with those who made it possible: you, the players. The expansion’s store page is available for viewing and is ready to be wishlisted on Steam, GOG, and Epic.
This week’s post continues in the vein of teasers; we’re very excited to reveal just the right amount of information. Thus, we present to you a place you will be able to visit, one brimming with dread and decrepitude: the Dead Forest. Shrouded in perpetual darkness with a smattering of blackened, lifeless trees, the Dead Forest offers little save an eerie death to those unfortunate enough to discover its curse firsthand. That, however, does little to stop many an adventurer or vagrus from exploring its tenebrous glades – there is profit to be made here, and those in the service of the Empire or the Dragonlands are Tartaris-bent on pursuing it. As for what the place looks like? See it for yourself above.
Another week, another lore post - this time we return with the third part of our ongoing series of articles about perilous ruins of the Riven Realms (more specifically, the northern regions called terra supra). We will look at three more very dangerous places that used to be centers of civilization in the fabled past, before the Calamity ruined most of Xeryn. This time, on the chopping block are Urad, the city lost in the fog, once-mighty Quathos of the Dwarves, and ominous and all too quiet Valley of Sleepers. Let’s dive in!
Happy New Year everyone! We hope that you all had as wonderful a holiday season as we did. Today’s post is little more than a shameless teaser; something is brewing in our kitchens at Lost Pilgrims, and it’s not just coffee. This week we simply wish to present you with an image, of a land whose denizens and inhabitants have been exterminated, but not by the Calamity… What could have happened? You will be able to find out, in time.
Following on from our earlier post in October, we now present the second installment of our ongoing series, ‘The Most Dangerous Ruins of Terra Supra’. This week we’re taking a look at three more of Xeryn’s most feared and dreaded ruins, several of which once stood as proud loci of a formerly glorious civilization, before the Calamity’s fallout wrought unforeseen destruction and corruption upon the Riven Realms. Without further ado, let’s delve right in!