Ashral Orcs VS Paladinate of Irosia

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3D-Mockup-Starter-Set

Welcome to Drakerys!

Drakerys is set in a fantasy world where Dwarves, Elves, Orcs and Humans reign over ancient kingdoms. Elemental magic created the world and went to slumber for centuries, leaving myths about dreadful and marvelous creatures ruling over the living. Everybody knows fairies and trolls are just stuff of legends, right? Wrong! A few weeks ago, an adventurer awoke a powerful dragon and triggered a chain of events leading to the destruction of an empire. Magic is returning in a world shaken by sudden chaos. Armies are assembling to repel the awakening creatures and seize power!

Ashral_VS_Irosia_Cover

In Drakerys, each player choose a camp, gather miniature troops and takes the lead against other players in story-driven battles. The terrain setting, as well as the victory conditions, are given by the battle scenario all players agreed upon. The fate of warriors is determined by dice-rolling and combat rules. As a war leader, you’ll need tactical insight and a bit of luck to win!

Drakerys - Beauty and the Beast(s)
Sceneries not included

The Starter Box contains everything you’ll need to discover miniature games and enjoy Drakerys. Two armies are featured with fully assembled miniatures: the Human paladins of Irosia and the wild Orcs of Ashral. They are pitted against each other in a campaign to conquer a mysterious archipelago filled with danger, secrets about the magical events to come, and countless treasures. The winning camp will take an advantage in the beginning war.

The old world will soon crumble. It’s a time of heroes. Will you be the king of tomorrow? Find out with Drakerys!

 

Contents

  • Irosia army
  • 10 conscripts
  • 5 conscript with bow
  • 2 minotaurs
  • Karya, paladin champion
  • Ashral army
  • 12 Orc warriors
  • 3 Orc brutes
  • Induna, Ashral shaman
  • Elemental Heralds (can join any army)
  • Fire Elemental
  • Water Elemental
  • Game material
  • Rulebook
  • Campaign book
  • Terrain layout poster
  • Time Path tile
  • 10 dice
  • Tape measure
  • Game cards
  • Counters

32mm hard plastic miniatures.
Miniatures come assembled but not painted.
Sceneries not included.

 

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Human Paladinate of Irosia

  • 10 conscripts
  • 5 conscripts with bow
  • 2 minotaurs
  • Karya, paladin champion

Unmatched in skill and discipline army, the Holy Paladinate army Of Irosia has become the largest empire on Drakerys. The legions have conquered many countries, giving an unified law and order to millions.

Its iron rule, however, is becoming questioned: is the empire too large for a single man to rule? Whispers become ideas, ideas become plans, plans become actions. With the incoming war, it is certain we will see new heroes replace the old order, and a new dawn rise on the glorious Irosia!

Irosia_Karya Irosia_Bowmen Irosia_Minotaur

Irosia_Conscripts

Karya was born a day of major victory for Emperor Alexander of Irosia, and was raised with his deeds of glory along three elder brothers. As adulthood came, she declined family life and soon engaged in the imperial army, to get a name of her own. A few years were enough for her to become an officer and lead her own men. News from the Valgar Island just struck her ears. The time has come to become a hero!

This Irosian army also comes in its own box: the Irosian Army Box.

 

Ashral Orcs

  • 12 Orc warriors
  • 3 Orc brutes
  • Induna, Ashral shaman

The Orc Kingdom of Ashral is a wild unforgiving land where might makes right, and criminals can find a shelter without question. Ashralians know no peace: with the lack of resources, their war-forged culture leads them to execute raids, both by land and sea, against other nations. Ashral is a brutal land of opportunities where money holds no value.

Lately, King Goroth of Ashral has tried to give peace a chance, bartering crafted goods and water for the reliable labor of his orc brothers. With the Drakerys’s return, however, peace is at jeopardy and some Ashralian leaders have grown hungry for the taste of blood and the smell of victory.

Ashral_Induna Ashral_Warrior Ashral_Brute

Induna used to be a great counselor to the Ashral King’s court, until intrigues led him to disgrace. He was however the first shaman to see what would happen, and felt his powers amplify as the Valgar Islands rose from the ocean. He’s now leading a small Orc force to these dreaded places, seeking answers and glory once more. Elemental spirits have blessed him!

This Orc army also comes in its own box: the Ashral Orcs Army Box.

 

Elemental allies

  • Fire Elemental
  • Water Elemental

Elemental_Fire Elemental_Water

The Fire and Water Elementals featured in the Starter Box can join any army.

In many games, elementals beings are second-hand players, magical beasts summoned by wizards and thrown against the enemy without any second thought. In Drakerys, we give this forgotten dynamic a bag of interesting. In our universe they play key roles, having their own personalities and schemes.

Their presence on the battlefield has an effect over the game. As beacons of primal magic, they naturally influence spells cast by a nearby magician. On the other hand, they can also have an influence over troops nearby. These game effects of elemental support give elemental miniatures a key role in deployment and tactics all over the game.

Of course, despite being strategic allies of choice, elementals still wield powers to be afraid of, and can be called upon as war machines to press the assault in a more direct and flashy way.

 

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Game material

  • Rulebook
  • Campaign book
  • Terrain layout poster
  • Time Path tile
  • 10 dice
  • Tape measure
  • Game cards
  • Counters
Battlefield-A
Battlefield poster – side A
Battlefield-B
Battlefield poster – side B

Game feature: The Time Path

In Drakerys, battle units use Action points to perform various feats, like moving, charging, attacking or casting spells. The more spectacular a feat is, the more Action points it requires. Each time a player uses an Action point, he advances his army token one space on the Time Path, and the active player is always the one whose army token is last on the path.

So, a daring player could order one of his unit to perform a truly amazing feat, using 3 Action points in the process. Then it would be the other player’s turn to play, having up to 3 Action points to spend in any way he wants until his opponent plays again. He would activate three units with basic feats, for example, possibly gaining a tactical advantage by making his army march on precious elemental sources.

 


 

 

Orc_VS_Paladin

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