
Once beautiful Madrigos, a city famous for its wealth and hospitality, is now a forsaken ruin called Scorponar, dwelling of the Scortaur, a race of savage scorpion-men who hunt all other races mercilessly and uncompromisingly on and around the Plains of Bone. Only a handful of fortunate wanderers can tell the tale of seeing the city's shattered buildings and old walls at the heart of the wasteland. Those who did see it talk about bone scaffolding and fortifications, flayed bodies hanging from battlements, and banners fashioned from human skin. Scorponar is a place of horror and despair, with the old white stone of Madrigos peeking out from under the colorless sands like broken teeth or shattered bones.


'A simple matter, eh? A wee bit o' thrashin', you said, a right an' proper shindin'. Just seventeen guys, you said. What you forgot to mention is those seventeen are bloody Orcs, every single one of 'em! From the Chipped Fang tribe, no less. So here's your coin, find someone else to get killed. The Dread Reavers ain't takin' this one.'


The wind was speaking to her, telling her terrible things, singing of her demise, chanting of her worst fears becoming manifest, of her never reaching her destination, never achieving her dreams, never being content, never finding rest or refuge or love. It kept on whining and screaming and whimpering until she herself started screaming in a vain attempt to blot it all out.

We are super excited to share some of our progress as we are getting closer and closer to releasing the build that has the new trade pricing system feature.
This short video demonstrates how the comitatus carries goods from one market to the other trying to make some profit. The quantity and price of goods are calculated based on their source location and the time spent on the road to get to a certain place. Will your comitatus be able to transport them quicker than the market flow to realize a profit?


As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.


At long last, Scouting is making its way into Vagrus. It is a vital feature in navigating and surviving the many wastelands of the continent of Xeryn.
#fig #gamedesign #mapmovement #milestone #resourcefulness #scouting


Throughout your journeys as a vagrus, you will come across many people who want to get from one place to another on the broken continent of Xeryn. This might seem trivial but travel over the accursed wastelands of the Empire a perilous venture which makes most people try to avoid it whenever they can.
Those who that do undertake journeys often pay comitati such as yours to take them where they want to be. In-game, this provides an optional source of revenue to help you keep afloat but one that requires you to plan your path ahead considering several factors, including where your passengers wish to go and how long you have to deliver them there.

Just in a few days from launching the public phase of our campaign we have passed two additional milestones: Scouting and Trade Systems.
Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!
So, let's take count of where we are and what comes next.
#fig #projectupdate #development #team #crewcombat #milestone #crowdfunding


We decided to revitalize an older series of posts that detailed companion skills and displayed some poses for these characters. This time we will take a look at the Dark Elf scout Renkailon in all his grim glory.
First and foremost, Ren was designed as a ranged-melee hybrid character with some really useful support capabilities. His damaging attacks are all Armor Piercing, which helps against armored foes quite a bit. Though Ren is not very sturdy, his high Evade stat allows him to avoid damage effectively.


The greatest cause for mutations in the Riven Realms is a mysterious arcane disease that people call the Taint. There’s no telling how it spreads or why it attacks the ones it does; its workings have eluded medical science altogether. These days, every third human on the continent is Tainted. The Taint begins with a period of incubation when the victim falls gravely sick and suffers seizures and spells for days or weeks. About half of them perish during this interval.
