Guardian of the Moon –

In the ancient days of the Great Game, few gods were as revered as Lunaria, the Goddess of the Moons. Known for her serene beauty and her love for the world under the moonlit sky, she would wander through landscapes of untouched nature, basking in the glow of the celestial light. But Lunaria’s gentle facade masked a fierce will. In the divine contest known as the Great Game, she was as cunning and ruthless as any, wielding a power that struck fear into her foes. Her greatest weapon was not a sword or spell but a being of primal strength—the Titan wolf Fenrir.

Fenrir was more than just a titan; he was Lunaria’s loyal protector, always at her side, fearsome and unyielding. When the Titans began to murmur of rebellion and freedom, Fenrir refused to join them. His loyalty was absolute, and he vowed to tear apart any who threatened his mistress. This earned him the respect—and fear—of gods and titans alike. But loyalty was a double-edged sword, and it would soon lead to Fenrir’s downfall.

The Betrayal –

The Titans’ rebellion, known as the War in Heaven, began despite Fenrir’s loyalty to the gods. He fought valiantly at Lunaria’s side, as he had always promised. Yet, everything changed when he overheard the gods mocking the Titans, speaking of them as little more than tools to be used and discarded. Fenrir, expecting Lunaria to rise in his defense, was instead met with her cold laughter. She called him her "stupid pet," ridiculing his devotion. Heartbroken and enraged, Fenrir abandoned his mistress, joining the other Titans in their revolt. His sorrow turned to fury, and he unleashed his wrath upon the divine forces he had once served.

Vengeance –

Stung by Fenrir’s betrayal, Lunaria sought revenge. She decided to mock the great wolf by creating a new race—the Wolven. They were beings that resembled Fenrir, but with a key difference: they stood upright, a parody of his primal form. These fierce, bipedal warriors were made to hunt and subdue Fenrir, and they proved to be a formidable force. They tracked him across the world, cornering him at last. Lunaria sought to deliver the final blow herself, intending to make an example of him, to show what happens when one dares to defy a god.

As she confronted Fenrir, taunting him with her power, he merely laughed. Startled, Lunaria demanded to know what amused him. Fenrir responded with a growl, "The pack hunts as one." At that moment, the assembled Wolven turned, aligning themselves with their intended prey. Stunned, Lunaria hesitated, and in that moment, Fenrir lunged, pinning her down. He slashed a deep wound across her face, a scar that would forever mar her beauty. Despite his rage, he could not bring himself to kill her. Instead, he growled a warning and told her to run. Furious and humiliated, Lunaria fled, cursing both Fenrir and the Wolven before abandoning the world along with the other gods.

 

The Golden Age of the Wolven - 

In the absence of the gods, the Wolven found themselves free. They followed Fenrir, not as slaves or creations, but as a pack united by choice. They roamed the world, living in harmony with the wilds, never settling in one place for too long. This was their Golden Age, a time of unity and strength, where the Wolven roamed as guardians of the natural world, protecting places sacred to the moon’s light.

But even for the greatest titans, time is relentless. Eventually, Fenrir, like the others, succumbed to a deep slumber, and without their leader, the Wolven gradually dispersed across the world. Yet they never forgot their origins. They continued to guard the sacred places of the moon, even though they no longer worshipped Lunaria. To them, the moon itself was a symbol of freedom, and they revered it in their own way, maintaining their age-old traditions.

Curse of the Werewolves –

Centuries passed, and in the shadows, a dark cult emerged, worshipping the exiled Lunaria. They believed that through secret rituals, they could summon her back to the mortal realm and ascend to the heavens alongside her. During a lunar eclipse, they enacted a grand ritual, chanting ancient prayers and spilling blood under the moon’s eerie light. At the peak of their ceremony, Lunaria answered, but the goddess who appeared was twisted by her years in exile. The scar from Fenrir's wound still dripped with blood, a symbol of her vengeance and rage. She cursed the foolish mortals, transforming them into werewolves, creatures doomed to transform under the full moon and driven by a primal hunger. The curse was spread through their blood, turning them into outcasts hunted by their own kind.

For years, the werewolves wandered alone, shunned and feared by society. But fate would bring them to the Wolven. When the two groups met, it seemed bloodshed was inevitable. Yet the Wolven saw in the werewolves the curse of a goddess they despised, and instead of attacking, they welcomed them. The werewolves found a home among the Wolven, forming a new pack that benefited both. The Wolven gained allies with knowledge of human lands, while the werewolves found protection and a sense of belonging.

Guardians of the Sacred, Defenders of the Wild –

The Wolven retreated to their sacred places, content to guard them in solitude. For a long time, they watched from the shadows, only emerging when their lands were threatened. But the world began to change, and new threats arose, ones that could not be ignored. Recognizing that isolation was no longer an option, the Wolven prepared themselves. They knew that they could no longer afford to wait, reacting to events only after they had unfolded. They needed to hunt the dangers before they spread, to become proactive in protecting their world.

And then, Fenrir awoke. His long slumber had ended, and he was ready to lead once more. His presence stirred the Wolven, bringing them out of their scattered territories, uniting them as a pack again. The world had changed while he slept, but his mission remained the same: to protect the wilds, to guard the moon’s light, and to ensure that no god or mortal would ever again threaten the freedom of the pack. The Wolven now march under the ancient call of their titan leader, ready to hunt, defend, and conquer.

Dominance of the Night -

It was near the edge of an ancient forest, bathed in the pale glow of a crescent moon, where the first confrontation between Vampires and the Wolven erupted. A legion of Vampires, led by one of Vlad’s most trusted generals, sought to claim the woodland as a new outpost, a stepping stone for further expansion. But as they marched, they found themselves surrounded by glowing eyes in the shadows. The Wolven had been watching, silent and unseen, waiting for the intruders to make their move.

The confrontation began as a whispered challenge, a low growl carried by the wind. "You trespass on sacred ground," Fenrir's voice echoed through the night, even as the Wolven circled around the Vampires like predators stalking prey. The Vampires, arrogant and confident in their new dark powers, were undeterred. They believed themselves superior—creatures of the night who feared nothing. But they had underestimated the bond of the moonlit pack.

Battles of the Moon –

The ensuing battle was swift, brutal, and merciless. The Vampires, relying on their speed and dark sorcery, clashed with the raw strength and agility of the Wolven. Under Fenrir’s guidance, the Wolven fought as one, moving with an almost supernatural coordination, anticipating every attack and countering with savage precision. Where the Vampires were solitary predators, the Wolven were a pack, each member a crucial part of a greater whole.

Even the Vampiric strength paled against the unity and ferocity of the Wolven, who drew power from the moon’s light above. When dawn threatened to break, the Vampires retreated, leaving the forest stained with the dark blood of their fallen. This was the first of many skirmishes, and it set the tone for their relationship.  One of hate, as the two forces seek dominance of the night.

The Hunt –

With Fenrir’s awakening, the Wolven have emerged from the shadows. They roam as guardians, sentinels of the wild, prepared to face whatever threats arise. The moonlit pack stands together, a fierce force that strikes fear into those who dare trespass their lands. They remember the betrayal of the gods, the curse that created the werewolves, and they will not forget. Under Fenrir’s leadership, the Wolven are more than warriors—they are hunters, and their prey are those who would threaten the natural order.

The world watches as the pack gathers, knowing that once again, the howls of the hunt echo through the forests and the mountains and forests. The Wolven have returned, and under the light of the moon, they will reclaim their strength, their honor, and their place as the true rulers of the night.

 

Regular

Elves Regular

The standard Wolven is the all-round option at regular level for you to take, balanced in attack and defence.  The Wolf Pack have the Ambush ability which allows them to attack on your opponents turn if they reveal it during their turn.  The Lycans are not strong in combat, but their infiltrate ability can be a thorn in your opponents side as they can pop up in spaces on their side of the battlefield.  If it is the Scout option, you need though to reveal your opponents cards then you need to take the Trackers with you.  Or you could go for maximum attack and take the Worgs but be careful with them as they do not do well in defence.

 

 

Veterans

Veterans

The options at Veteran include the Dire Wolves, who have the Charge ability to make them a force when on the attack.  However, the Earth Walkers are fairly weak, but their magic ability lets you use the Wolvens magic deck.  The Hunters are not the strongest in combat, but they do have the deadly Killing Blow ability which means you always have a chance of winning any combat they are involved in.  And finally, you have the Greyfurs.  They do not have any special rules, but their base statistics are much higher than the other Veteran choices

Elite

Elite -

The Werewolf is an interesting Elite option, it is a tough combat unit but even if your opponent beats it there is a chance it gets infected with the Werewolf curse.  In a few turns time your opponents card turns into one of your cards and you can play a free reinforcement wherever that card is on the battlefield.  Or you could go for the Lone Wolf, an Assassin that is tough in combat but can be used to eliminate any of your opponents cards as long as they have not been revealed, a great safety net.  Or you could choose to go for size and power and pick Moonglade Wardens as your heavy hitters.

Titan & Legend & Heroes & Champions

Charachters

The Hero choices for the Wolven include the Sanctum Warden who has a very high defence and size score which will make him extremely difficult to be defeated.  In addition, he gives a bonus to all Moonglade Wardens you have on the field of battle.  Or your other option is Lucian who may not be as strong but carries the Werewolf Curse.  At Champions level, Fang is a monster for attack and bigger than most lone champions.  Or you could take Soren Lycan, a much more balanced fighter and also has the Magic Item ability which will let you take an additional magic item than you would normally be allowed.  Finally, there is Whitefur who is the best spellcaster available to the Wolven army.  The aim will be to draw The Alpha who is a fierce combat option and boosts standard Wolven on the battlefield.  Or of course the great wolf Fenrir as the Titan card of the Wolven, capable of turning the tide of any battle and boosting any Wolf Packs.

Magic

Magic Items