Gateway to a New World –
Scattered across the planet are massive circular structures, some the size of an ogre, others taller than castle towers, crafted from a strange, indestructible metal unlike anything found on this world. These enigmatic relics bear intricate hieroglyphic carvings—symbols whose meanings have eluded even the brightest scholars. The consensus is clear: these structures are not of this world. For centuries, they were mere curiosities, weathered by time and rendered inert. That is, all but one.
One fateful day, the dormant portal awakened. No one knows how or why. Its ancient runes began to shimmer with an eldritch, purple glow, while arcs of miniature lightning danced across its frame. The air rippled and hissed, and then, as if tearing through the fabric of reality itself, a localized wormhole materialized within the circle’s bounds. It revealed a shimmering glimpse into another world.
That world was Morkar, a small moon orbiting a massive gas giant in a galaxy far removed from the one familiar to the portal’s discoverers. Morkar, despite its alien beauty, is no paradise. Its atmosphere supports life, but its volatile seasons and erratic weather make survival harsh. Even more oppressive than the environment is the iron rule of the being known only as The Tyrant.
Rise of the Tyrant –
Long before the Tyrant’s reign, Morkar was divided among three flourishing kingdoms, each marked by distinct cultures and thriving biodiversity. For generations, a treaty of peace united the realms, fostering prosperity. But peace was shattered when the ambitious general of the kingdom of Da’ath staged a military coup, dissolving its government and declaring himself supreme ruler.
Known henceforth as the Tyrant, he transformed Da’ath into a militarized police state, redirecting all resources to the expansion of his army. His experiments blurred the line between science and atrocity—genetically modifying his people and enslaving wildlife to create monstrous war-beasts.
The other two kingdoms, confident that trade with Da’ath remained unthreatened, failed to intervene. By the time they recognized the Tyrant's intentions, it was too late. His forces swept across the lands with unrelenting ferocity, annihilating their armies and reducing their people to little more than slaves. Thus began an era of darkness on Morkar, with the Tyrant’s great Floating Tower—a colossal, fortress-like structure that drifts ominously across the skies—serving as the symbol of his unyielding control.
Rebellion and Ruin -
Though the people of Morkar attempted to rise up against the Tyrant, their rebellion ended in tragedy. Armed with crude weapons and driven by desperation, they stood no chance against the Tyrant's genetically enhanced soldiers and devastating war machines. The massacre that followed nearly wiped out Morkar’s population. Survivors faced two fates: enslavement or subjugation under the watchful eyes of the Judges, a sinister secret police force designed to stamp out dissent before it could take root.
Over time, Morkar’s once-diverse population splintered into two distinct groups. The Da’ath thrived as the Tyrant’s chosen elite, while the rest devolved into broken, mutated remnants of their former selves, reshaped by cruel experiments and years of oppression.
The Flying Fortress -
a chilling symbol of his absolute power, drifts ominously across the skies of Morkar, its jagged silhouette casting fearsome shadows on the ground below. This colossal, fortress-like structure is an amalgamation of Da’ath’s finest engineering and the Tyrant’s cruel ambition. Constructed from the moon’s rarest ores and fueled by energy harnessed from both alchemical reactions and enslaved lifeforms, the tower is both a weapon of destruction and a roving seat of authority. Its hull bristles with arcane cannons capable of leveling entire settlements, and its lower decks are said to house horrifying laboratories where unspeakable experiments are conducted to refine the Tyrant's monstrous creations. From its throne room, situated at the highest point, the Tyrant surveys his dominion, issuing commands to his Judges and warlords while striking terror into the hearts of those below. Wherever the Floating Tower appears, it brings devastation, despair, and a grim reminder that resistance is futile against the unchecked might of Da’ath.
The Portal on Morkar –
The portal on Morkar, a silent and ancient artifact, was largely ignored for centuries. Its purpose, like that of the other portals, was a mystery no one cared to solve. But when the portal suddenly activated, the Tyrant seized the opportunity. He dispatched scouts and soldiers to explore the newfound world. Their reports confirmed his wildest dreams: an entirely new realm to conquer, untouched by his rule.
The Tyrant’s plans for conquest began immediately. Small expeditionary forces were sent through the portal to establish footholds on the other side. However, the portal did not only serve as an invasion point—it became a beacon of hope for Morkar’s oppressed. Fleeing the Tyrant's regime, refugees risked everything to escape to this new world. Though they found safety, their lives remained precarious, scattered in unfamiliar lands and hunted by the Tyrant’s agents.
A New World to Conquer –
The first battles of the Tyrant’s armies through the portal were swift and brutal, a chilling demonstration of their military precision and overwhelming power. Emerging from the wormhole with monstrous war-beasts and genetically altered shock troops, the expeditionary forces descended upon unsuspecting frontier settlements in the new world. Towns and villages, unprepared for such an assault, were reduced to smoldering ruins in hours. The Tyrant’s soldiers moved with terrifying efficiency, their discipline and enhanced strength making short work of the local militias. Yet, their brutal victories came at a cost: survivors fled deeper into the land, spreading tales of these inhuman invaders and rallying defenders. Soon, more organized resistance met the Tyrant’s forces, blending magic, cunning, and terrain to stall their advance. Though the Tyrant’s armies gained a foothold, the battles revealed a sobering truth: this new world was no Morkar, and its defenders would not fall so easily. For the first time, the Tyrant’s forces tasted the possibility of real resistance.
Unlocking New Pathways –
The portal connecting Morkar and the new world may be only the beginning. As the Tyrant’s forces dig deeper into the artifact’s secrets, they uncover hints of other dormant portals scattered across the new world, hidden in ancient ruins or buried beneath the earth. Each portal connects to a different, unknown realm—some lush and vibrant, others barren and hostile, all brimming with potential allies, enemies, and untapped power. The Tyrant views these portals as tools to expand his dominion into a multiverse of worlds, dispatching teams to secure and activate them at any cost. Meanwhile, resistance factions fight to prevent his armies from gaining control, fearing the consequences of unleashing untold horrors. As more portals are activated, the fragile balance of the conflict shifts, drawing in new factions and awakening forgotten forces tied to the portal's creators. The once-localized war becomes a sprawling, interdimensional struggle for survival and supremacy.
Ascendancy or Desperation -
The Tyrant’s ruthless conquest of the new world hides a deeper purpose: the desperate survival of his reign on Morkar. The new world’s abundant resources, particularly its strange magical essence, could stabilize Morkar’s chaotic environment, strengthening his armies and sustaining his floating tower indefinitely. His ambitions, however, extend far beyond mere conquest. The Tyrant is driven by a grim paranoia—he believes the portals are a harbinger of a greater cosmic threat that once destroyed their creators and may return. By seizing control of the new world and harnessing its energies, the Tyrant aims to consolidate power and fortify himself against this shadowy menace. Yet his vision blinds him to the suffering he causes, turning potential allies into bitter enemies and sparking rebellions that may undermine his plans before the true danger arrives.
Battle for the Portal –
The portal is now a heavily guarded strategic site. The Tyrant’s elite forces maintain a constant presence, tasked with both preventing further escapes and repelling counter-invasions. Despite their vigilance, resistance movements on both sides of the portal are beginning to stir.
For the people of Morkar, the portal represents their best chance to break free from the Tyrant’s grip. For the inhabitants of the new world, it is a double-edged sword: a bridge to a new realm of possibilities—or a harbinger of conquest and destruction.
Regular
Portal Regular
Regular choices for the Portal faction include the mysterious Nightstalkers who act as your average all round option. The Daath have strange laser poles which fire energy blast, giving you a ranged attack option. Next, we have the Ninja Clan, experts at stealth they can use Ambush to attack on your opponents turn. Hunchbacks are very weak, but their Servant ability lets you stack bonuses on your other cards and even move them from one card to another. Harpies have both Fly and Scout which let you reveal your opponents hidden cards.
Veterans
Veterans
Centurions are a Veteran choice that have the Multiple Attacks special rule which allows you two attempts to win an attack. Wendigo though have a higher attack and size value, but they are vulnerable in defence. Seers have Magic which allows you to use the Portal magic deck in the magic phase. The Inquisitors are great all-rounders, but they also have the Intimidate ability which you can use to give a big bonus to one of your other cards.
Elite
Elite -
At Elite level, the Hydra is a close combat monster with high statistics across the board. The Manticore might not be quite as strong, but its Fly and Poison can cause havoc to cards it is not even attacking. Finally, the Executioners have Killing Blow which allows them to always have a chance in any combat.
Titan & Legend & Heroes & Champions
Charachters
For Heros, Gilgamesh is close combat specialist with great statistics and the Multiple Attacks ability means even if you are unlucky once you will have another chance. And he gives a bonus to any Centurions. Or if you want to use magic instead take the Cenobite Seer who is your best spellcasting option. For Champions Omega is a big monster that is most effective in close combat. Close combat is also where you should have General Mobius with his Charge ability making him deadly when on the attack. Or the more flexible Valek Ruin who has the Magic Item ability, allowing you an extra Magic Item card in battle. Hopefully you can draw the Legend card of the Tyrant or the Titan card of the massive Flying Fortress, both will dominate most close combats and the battlefield.
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