Talk:Mage Knight

Latest comment: 2 years ago by SkippyKR in topic Split the board game?

— Preceding unsigned comment added by 68.226.104.179 (talk) 23:00, 2 June 2013 (UTC)Reply


Untitled edit

It should be noted somewhere, in npov terms, that you can't even give these things away on Ebay.

I don't think that's appropriate for- holy crap you're right!

What does that have to do with the article. —Preceding unsigned comment added by 96.28.236.58 (talk) 04:23, 12 September 2008 (UTC)Reply

[New entry to discussion: All of the Mage Knight starter set, booster set, and expansion set articles should probably be rolled into the main Mage Knight article. The comment about not being able to give these minis away on eBay appears to be accurate. The asking price for 48 count booster set cases is ridiculously low (something like five or ten percent of the retail value), and still no one is purchasing them. Unfortunately, after the release of 2.0, player support for this game diminished significantly.]

Story section edit

This section is pure fancruft, and considering I actually enjoy some fancruft in my articles that's saying something. I'm moving this part here on the talk page to preserve it for posterity, but it needs to be seriously whittled down to a couple of paragraphs if it's to be included in the main article.

Story edit

Mage Knight is based in a fantasy world on a continent known only as The Land. Through a section of the Mage Knight website, known as the Scrying Chamber, as well as through a comic book series and two novels, we learn of the history of the people of the Mage Knight universe. Part of the reason for the back story is to explain the interactions of the many different factions that the Mage Knight figures belong to.

The game of Mage Knight revolves around a conflict sparked by a rebellion against the powerful Atlantis Guild. Hundreds of years before this rebellion lived a mighty magically-gifted person named Tezla. Prior to Tezla's rise to power, there were two known schools of magic in the Land: Elemental and Necromantic. Because these magical schools were diametrically opposite, it was deemed impossible for anyone to master both without going insane. Tezla, however, managed to do just that. Additionally, he invented a third school of magic, known as Technomancy. This Technomantic magic was dependent upon a magically-infused mineral called magestone. As a result, the Atlantis Guild began mining the mineral, though the task was dangerous due to the radiation that unprocessed magestone produces.

Though Tezla was able to sustain life far longer than most humans, death eventually found him. Upon his death, the proponents of each school of magic claimed to have captured his soul essence in an Avatar of their creation. Because it was widely accepted that a soul could not be divided, and because each school claimed fervently that they possessed the true Tezla, strife began to form among the three schools. Eventually, this led to the Necromantic and Elemental schools leaving Atlantis. These breakoff groups became known as the Necropolis Sect and the Elemental League, respectively.

Atlantis continued to focus on Technomancy, and numerous strip mines were dug throughout the land to harvest the mineral. It was discovered that dwarves, who had a natural immunity to magic, were resistant to the deadly radiation emanated by the raw magestone. As a result, many dwarves were enslaved and forced to work in the strip mines, often for their entire lives. This continued for many years, through the reign of the Prophet-Magus Karrudan, a powerful magic-user in his own right.

During the reign of Karrudan, the oppression among the people of the Land was often severe. A small group began to make plans to topple the Atlantis Guild's rule to free the dwarven slaves, as well as ease the oppression of the Land as a whole. During a daring raid to the floating city of Atlantis, the capital of the Guild, a rebel named Snow managed to successfully assassinate Karrudan with a new weapon: black powder. This assassination began the Black Powder Rebellion, and the rebels continued to gather support to their cause. This spark of conflict also enabled the Necropolis Sect to implement their own plans of domination, and the conflict quickly spread throughout every faction in the Land.

During this conflict, other factions became involved, such as the Orc Raiders, who were often a scourge to people of the Rebels and the Atlantis Guild; the Knights Immortal, high elves from the impenetrable Rivvenheim mountains dedicated to eradicating chaos among the "lesser races" of the Land; the Draconum, a race of dragon-men who continually seek self-improvement, evolving into more powerful forms; the Shyft, a mysterious lizard-like race from the islands of the sea who somehow maintain an empathic bond with the wild Mage Spawn creatures; and the Solonavi, an enigmatic race of energy-beings who offer their services for anyone willing to pay their price (which is often a favor to be collected later). During this time, the threat of an ancient cult known as the Tur'aj, or Apocalypse, began to secretly creep into the Land.

A major turning point in the conflict came after the Knights Immortal made an alliance with the Atlantis Guild in an attempt to destroy the Black Powder Rebels. However, shortly before a decisive battle, the Atlantis Guild leaders called their troops home, leaving the Knights Immortal to their own problems. Determined to retain their honor, the Knights Immortal fought on, though hopelessly outnumbered, and were routed by the Rebels at Khamsin. This act was seen by the high elven leaders as traitorous, and vowed to exact vengeance upon Atlantis. The Elven Lords began to rally their troops to fully eradicate chaos, while the victory at Khamsin allowed the Black Powder Rebels to become the Black Powder Revolutionaries - more than just a rag-tag group, but a fully-formed revolution against Atlantis' tyranny.

Shortly thereafter, a key Atlantean city, Rokos, was besieged by an organized group of Orc Raiders. Because of this siege, the Solonavi made known to the leaders of the Atlantis Guild that the Oracle's Needle, a tower in Rokos that served as home to the revered Oracles of Rokos (who had predicted Tezla's birth many years prior to its happening), was a headquarters of sorts to the Solonavi beings, and that the Oracles were allied with them. With the help of the Atlantis Guild, the Orc Raiders were driven off, and their leader slain. The Solonavi made an offer to the Atlantis Guild to help them become the most powerful force in the Land in exchange for an unnamed favor. Though the Prophet-Magus Osiras encouraged Emperor Nujarek to accept, Nujarek refused, saying Atlantis could become strong on its own volition. This enraged the Solonavi, who expressed their wrath by cleansing Rokos and nearby Luxor of all Atlantean military presence. Nujarek used this opportunity to transform the Atlantis Guild into the Atlantean Empire, in an effort to restore Atlantis' glory under Tezla.

The Orcs, banding under the Orc Khans, became divided by this loss. The majority of them went back to their homeland, the Fist, under the command of the Broken Tusk clan and its leader, Khan Harrowblade. However, some clans chose to remain, breaking the tradition of the Orcs. These Shadow Khans chose to keep their spoils to themselves, and in so doing, earned the wrath of the clans who returned to the Fist.

During this time, the Necropolis Sect had been at work. To the west, the Necropolis Sect, under the command of the vampire-lord Darq the Corrupt, succeeded in taking control of many cities of the Galeshi, a nomadic race of men loyal to the Black Powder Rebellion. Simultaneously, a crusade was launched against the Elemental League in their home territory of the Wylden Forest. This crusade was led by a troll-turned-vampire, Kossak Darkbringer, whose will was enslaved to Darq the Corrupt via a powerful relic. The Necropolis Sect continued their crusade to conquer the Land, officially becoming the Dark Crusade, while the Elemental League, scattered remnants of their former selves, vowed to resist as the Elemental Freeholds. A possible turning point came when the nephew of Kossak, The Warrior Huhn, challenged Kossak, only to be slain by Kossak.

The fighting continued, and in the shadows the Apocalypse Cult continued to gain power. Not long after the drastic changes among the factions, the Apocalypse allied themselves with, among certain warriors from the various factions, the newly-evolved Shyft, who had retreated to their isles for a time. This alliance set out to capture an ancient Egg, guarded by the Draconum for centuries. The other factions of the land sought to hinder this attempt, but failed, and the Egg was hatched by the Apocalypse to bring forth the Apocalypse Dragon, a huge creature of enormous power. Centuries before, the Dragon had been defeated by a group of powerful warriors called the Dragonslayers. Now it is loose again, promising to bring destruction throughout the land, and thus give victory to the Apocalypse cult. After its revival, the Dragonslayers also were revived.

Though many of the factions are dedicated to stopping this evil from occurring, due to the fragmented nature of the factions, it seems only a matter of time before the Apocalypse consumes the land if the Dragonslayers cannot stop it.

Notable characters edit

The story of Mage Knight contains many notable and important characters. Most of these characters have been made into figures, though some have not. Below are some of the more prominent characters in the Mage Knight storyline.

  • Anunub - Anunub was originally an Atlantis Guild demi-mage. In the game, this was one of the limited edition figures from the original Rebellion base set, and is generally considered to be one of the most valuable limited edition figures in the game for its point cost. He later became a very powerful magus and leader of the Golemkore subfaction beginning in Mage Knight 2.0.
  • Black Thorn - Black Thorn is a Black Powder Rebels thief and hero. Released at the same time as the Raydan Marz figure, she is a limited edition figure of rarity 6, only given to major tournament winners. The figure is a Hero compatible with Mage Knight Dungeons as well as regular Mage Knight. She was re-released in Mage Knight 2.0.
  • Blackwyn - Black Powder Revolutionaries warlord, released as a figure in Mage Knight 2.0.
  • Darq the Corrupt - A vampire general of the Necropolis Sect who later took control of much of the Dark Crusade by killing all the Deathspeakers (leaders of the Crusade). Darq the Corrupt was released as a unique figure in the Uprising expansion, and again as the more powerful Deathspeaker Darq in the Nexus expansion.
  • Karrudan - Mage-Prophet ruler of Atlantis Guild whose assassination by Snow precipitated the Black Powder Rebellion. Because he was assassinated prior to the timeline of the game itself, he was not made into a figure.
  • Kastali - Though not a major character in the actual play of factions, Kastali (later becoming Oracle Kastali) was a member of the Necropolis Sect faction. She made a bargain with the Solonavi to act as an observer and a scribe to the goings on in the land in exchange for power when her service was up. Beginning in 2003, her writings could be found in the "Scrying Chamber" section of the Mage Knight website. In the Omens expansion, a figure for Kastali was created, as she had reached full Oracle stature as a servant of the Solonavi.
  • Khan Harrowblade - Leader of the Broken Tusk clan of Orc Raiders, found in the Mage Knight 2.0 set.
  • Kossak Darkbringer - Originally a Troll leader of the Elemental League known as Kossak Mageslayer, he was captured by Darq the Corrupt and turned into an incredibly powerful vampire under control of the Necropolis faction. In the game, he was released in Mage Knight 2.0 as a powerful and expensive unique figure.
  • Nujarek, Emperor of Atlantis - His actions in rejecting Solonavi assistance incurred the faction's wrath. He was responsible for converting the Atlantis Guild into the more organized and potent Atlantean Empire. Nujarek is a character found in the fiction only, and was never made into a figure.
  • Raydan Marz - The main Atlantis Guild warrior leader in the back story. Released at the same time as the Black Thorn figure, this is a limited edition figure of rarity 6, only given to major tournament winners. The figure is a Hero compatible with Mage Knight Dungeons as well as regular Mage Knight. He was later re-released as a powerful figure in the Omens set.
  • Snow - Snow is a Black Powder Rebel Khamsin Fuser who launched the Black Powder Rebellion with the assassination of the oppressive Atlantis Guild ruler Karrudan. In the game, this was one of the limited edition figures from the original Rebellion base set, and was re-released in the Nexus expansion.
  • Tezla - Tezla is the genius magician of legend who bridged the gap between elemental and necromantic magic and also created a third school, technomancy, which is now specialized in by the Atlantis Guild. Several factions claim to have the Soul of Tezla with them, though the true nature of these claims was never revealed. Centuries dead, he has no game figure, though the Atlantis Guild has a giant, multi-dial war machine called the Fist of Tezla (though the Fist was not the supposed Avatar).
  • Podo - This limited edition goblin figure was released with the Lancers expansion as a level 3 (common) tournament prize. Podo achieved notoriety as the least expensive figure in all of Mage Knight in terms of point cost (3 points), and consequently was a common addition to many tournament armies. A later version, Khan Podo, appeared in the Omens subset, representing his rise to power after discovering a magic Elven shield and using it to help win an Orc victory.
  • Warrior Huhn - A powerful hero of the Elemental league, Huhn fought valiantly but unsuccessfully to prevent his uncle Kossak Mageslayer from being captured and corrupted by Dark the Corrupt and his Necropolis forces. Eventually Huhn challenged his corrupted uncle in battle and was slain by him. In the game, Huhn is a powerful unique hero that was released in the Uprising expansion.

Faction Symbols edit

We need to post the Faction symbols here so people can figure out which faction is grouped with what. Like the Skull Symbol is apart of what faction? We need pictures. —Preceding unsigned comment added by 198.36.95.12 (talk) 15:14, 21 July 2010 (UTC)Reply

WizKids Announces the re-launch of Mage Knight edit

Not an editor but this should be added in to the main article

October 21st, 2010 http://wizkidsgames.com/blog/2010/10/21/wizkids-announces-the-re-launch-of-the-mage-knight-%E2%84%A2-property/ —Preceding unsigned comment added by 198.161.2.241 (talk) 21:50, 25 October 2010 (UTC)Reply

Split the board game? edit

The Mage Knight Board Game seems quite notable as a standalone topic, being a top 10 game on BoardGameGeek and having won many awards. Any reason not to split it into its own article? Oren0 (talk)

Completely agree. I made a draft page for the Board Game, currently waiting for it to be approved. (Draft:Mage Knight Board Game) Once that is up I will edit this page. SkippyKR (talk) 17:54, 1 October 2021 (UTC)Reply

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