Duskmyr



=Introduction= Duskmyr is a medieval realm of humans ruled over by a Vampire aristocracy. The planet itself is alive, and attempting to exterminate its own inhabitants with an army of demons.

Mechanically, cards from Duskmyr care about sacrificing allied creatures and gaining life.

Locations

The Court of Sangwald is an ancient aristocratic house overrun with Vampires. They brook no boundary in wealth or depravity, and were the impetus of the realm's transformation. They hold the Heart of Duskmyr, defending it from the Demontide.

Feuerloch Deep is an enormous hellhole at the center of a black oak forest. It is the largest demon spawning ground in the realm, and the source of the Demontide.

The Kingdom of Kazhpar is a frigid theocratic nation famed for their black iron. Their lands are cold, barren, yet untainted by Vampyrism. After a coup by the priest-king Omsk, the kingdom has turned towards the zealous hunting of non-humans.

Sangwald

The Court of Sangwald is the impetus of Duskmyr's transformation. They sought immortality by stealing the Heart of Duskmyr, but turned the world into a demonic hellscape in the process.

Thanks to their Vampyrism, the Court can defend itself from Duskmyr’s monstrosities. However, the common folk are defenseless against the demon tide, and must accept the protection of Sangwald’s knights at tremendous cost. Particularly destitute provinces send villagers to work for the Court in place of payment; they never return, butchered for dark rituals or bled for drinks.

Not all vampires live within the confines of the Court. Some escape to establish their own dens in sewers and old mausoleums, struggling against their mounting blood hunger. These rogue vampires provide the perfect scapegoat for the Sangwald, who goad the common folk into countryside vampire hunts. The average denizen of Duskmyr believes that vampires originate from the lower class.

Duskmyr and Demons

Duskmyr is a living planet. Its enormity and longevity mean it perceives the world on a vastly different sense of scale. It’s mostly dormant, with only the baseline biological processes sustaining it through what appears to be a long hibernation. It’s not entirely clear what it’s waiting for: perhaps collision with another member of its planetoid species, for predation or reproduction.

Demons are a fundamental part of Duskmyr’s biology. Each demon is analogous to a specific cell type, each one born deep in the planet’s core for a specific purpose. The vast majority of demons are homeostatic types, supporting and maintaining Duskmyr’s natural processes. The aggressive demons seen on the surface are immune types, created with the express purpose of exterminating parasites. In the case of the current realm, that’s vampires and anything that looks like them (i.e. humans).

Demons come in whatever size or shape is necessary for their function, but they’re not intelligently designed. Duskmyr’s biology propagates new demons via directed evolution versions of existing lineages, which leads most of them to resemble extant fauna, flora, and humanoids. They trend towards the larger side of the spectrum, since smaller demons take forever to make the journey from the subdermis to the surface.

=Age 1=

Age 1 explores the key factions of Duskmyr: Vampires and Demons. It introduces the reoccurring character of Lady Cortess (who appears on 2 cards) and the vampire court of Sangwald.

Age 1 Cards (8/8): Legendary: Rare: Uncommon: Common:
 * Lady Cortess
 * Goretiller Boar
 * Vampiric Bloodpriest
 * Consume
 * Veinreaver
 * Feasting Vampire
 * Slave to Hunger
 * Beast of Ffestog

=Age 2=

Age 2 explores the impact of demons on Duskmyr's people, including disgruntled humans, vampires outside the Sangwald Court, and demon-hunters.

Age 2 Cards (2/8): Legendary: Rare: Uncommon: Common:
 * Dread of Feuerloch
 * Pulse-Keeper

=List of all Duskmyr cards=