The common belief is that the magic of the Anush-Vah came from Ptan-Ravalum, the queen-priestess who stole the power of creation from the Everlasting, the Anushamatra itself. What was an act of revenge and a way to save her people, paved the way for a whole new belief and arcane basis never seen in Selejia before.
While the Order sees magic as a taming of chaos, the Conclave sees it as the clay through which the ancient, powerful magics of the Agnar before the Fall can be given form once again.
Some Seekers are much closer to the classic definition of a hero than others, but all of them have the power to change the world in some significant way.
Highly militaristic, defensive, and straightforward, the Order of the Shattered Throne trains their soldier to be a bastion as immovable and enduring as the great Aurean Gates of Astaris.
According to the traditions of the Order, magic originates in a realm beyond the material, in the chaos that was left outside it when the Everlasting ordered creation.
After working on this project for such a long time, seeing the reactions of our players in person was a huge boost of confidence. It became clear that we are crafting something truly special, and I cannot thank you enough for your support.
We wanted to create a living world with characters that felt real, and we wanted this world to be consistent in the future, no matter who is writing it.
After tons of playtesting sessions at our studio and with our discord community, we are extremely excited to be finally playing the game with the general public.
This is the Golden Road, the heart of Selejia, where the history of the people weaves itself into an ever more complex tapestry. Through it, the many different people of the continent are connected in ways they can seldom imagine.
In the end, despite different creation processes, both card and miniature complete each other to the deepest levels, working together to present Relics Untold’s characters in all of their singularity.
We understand that there is a “range” of what is acceptable for us, especially because drawing is such an individual process. It’s like everyone’s artistic fingerprint, and it can be affected by subjectivity, mood, background, culture, and so on.
The Order is supposed to be the beginner-friendly, relatable faction, so we decided that it should be the human faction as well. Mostly human anyway. It should have the familiar trappings of knights, priests, nobles, kingdoms, and all of the other things associated with a classic fantasy setting.
Relics Untold is a project unlike anything else we’ve worked on before and presented some new challenges because of that. For starters, there are several different teams contributing to the creation of the world, each with its own view of “how things should be”.
Miniatures, with their intricate details and immersive possibilities, have always captivated us. The strategic depth that comes with movement and positioning on the tabletop battlefield pushed our creative boundaries. It was only natural for us to start our venture this way since Loot is a miniature company.
With the will to tell a great story that would leave a mark on people and seeking to create something with an everlasting feeling, Relics became an integral part of our world.
The most important thing for us is that our characters are recognizable, so when the player looks at the card, he can instantly know which miniature corresponds to it, and completely visualize who each character is in Relics Untold’s universe.
The exchange of ideas and visions in an atmosphere of collaboration and growth reminded us that Gen Con was not merely a platform for showcasing our creation, but a hub of collective creativity.
Designing worlds is somenthing I've been doing for over forty years. So you might imagine my surprise when Loot Studios contacted me to be part of a secret project - known only to us as Relics Untold.
We wanted the cards and the characters of the game to have a deep personality and a rich lore. So, early in development, we decided that they had to be visually stunning, but also have their goals, beliefs, and personalities represented in the art.
When I joined Loot around two years ago, I was tasked with an important mission: to create a game set within Loot's own ecosystem and intellectual property. As passionate gamers, particularly tabletop enthusiasts, we wanted to create something special.