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Unforetold: Witchstone News

Upcoming Written Q&A on Discord

Hello adventurers!

We're thrilled to announce that we'll be hosting an exclusive written Q&A on our Discord server.
If you've been burning with questions or just want to know more about what's brewing behind the scenes, this is your golden opportunity!

To participate, please join our Discord server. And once you're in, make sure to check out the news channel for all the details about the upcoming Dev Q&A.

👉 Join our Discord server: https://discord.gg/spearheadgames

We're eager to chat with you and shed some light on the mysteries of Unforetold: Witchstone.
See you on Discord!

Dev Update #11: The World of Horiza

Hello again - Ed Greenwood here. If you don't know who I am, check out this video: [previewyoutube][/previewyoutube]
Today, I'm here to tell you about the world of Horiza!

As we look down on the endless sea, behold two continents. The large one is Orwindar, and the smaller one below it is Kalsundia. Orwindar is split into two warring empires: Avondus on the west, and Nethick to the east, with a war-zone between them.



Avondus is sophisticated but weary and jaded, and its elven rulers place magical compulsion bonds of loyalty on their citizens; humans do most of the daily work. Nethick is ruled by liches, who work dark necromancy to control their citizens, who have long been outnumbered by their undead relatives and ancestors. Both empires have lost the gods who once led them daily, but what they are today was shaped by those gods. Who are dead, or trapped deep beneath the earth, after wars among them and the treachery of their formerly trusted servants, the Old Dwarves, back in Eolithic times. There are rumours—there have always been rumours—that one day they will return.

As we move south of Orwindar, we reach Kalsundia - the setting of Unforetold: Witchstone.



Kalsundia is a wild frontier, truly ruled by no one. Reptiles large and small—dinosaurs, to us, but “thunderbeasts” to Kalsundians—roam these largely mountainous wilderlands, in which can be seen the titanic skeletons of leviathan creatures who perished long ago.



Kalsundia is a chance for a new life for anyone who escapes the Orwindan empires, and it’s also a place both empires are interested in and will likely soon invade and seek to conquer, for it is the source of the richest lodes of witchstones, which are rare and worn out on Orwindar.

Witchstones are what makes this world different.

They are gems of various sizes and hues, that absorb and store the raw energies of the world. When mined, cut, and polished, their wild energy discharges become focused, so they can serve to power furnaces, lamps, firearms, and hundreds of other devices. (They also give off light, and so illuminate Kalsundia.) Of old, the dwarves crafted such things, and some of their largest and most impressive Eolithic creations still function, awaiting new wielders (perhaps you).



These days, a faction of Kalsundians known as the Brightwind Clan dedicate themselves to making witchadar devices—but there are other factions active on Kalsundia, from the law-and-order Commonwealth to the militaristic Free Legion and the sinister Order of the Departed. Not to mention bandits and pirates galore. All of them seeking witchstones, and power. Just like the Orwindan empires across the pirate-infested seas.

Brightwind Clan

Commonwealth

Free Legion

Order of the Departed

These factions don’t get along. Warfare is nigh-constant, and everyone wants their freedom. Usually by taking away someone else’s.

Some of these players are running out of time. A mysterious malady afflicts the elves, so that they waste away. They don’t talk about it, but it gnaws at them just the same.

Kalsundia has a train, and tall fortresses, and its main port of Kalsundar has been there long enough to have decaying “old” buildings that were built recently, and crowding, and intrigue aplenty, with smugglers and spies.



Yet beyond its gates, and the end of the train lines, much of Kalsundia is a wilderness “out there,” and folk talk in the inns and taverns of ghosts, and demons, and strange magic as old ruins are discovered. A lot of it hasn’t yet been properly explored, and bandits and prowling monsters are everywhere, so exploration isn’t a matter of picnics and afternoon strolls. Most explorers, sooner or later, just don’t come back.

So Kalsundia is one big cradle for adventure. We’ll take a closer look at it next time!

Follow Spearhead here:
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Project Witchstone Has A New Name

Greetings Adventurers,

We are excited to reveal that Project Witchstone now has a real name…




A final name, a fresh new look, and some updated screenshots on our store page can only mean one thing: we are getting close to officially releasing the game.



Hope you are all ready to join us on this journey!

Wishlist to support Unforetold: Witchstone!

https://twitter.com/WitchstoneGame https://www.facebook.com/WitchstoneGame/ https://www.instagram.com/witchstonegame/ https://www.witchstone.ca/ https://discord.gg/spearheadgames






Dev Update #10: Map Preview - A Frontier Town Called Howling Valley

Greeting Adventurers!

A few weeks ago, we previewed the Free Legion faction’s base, the Free Fortress. In today’s Dev Update, we’ll explore another town - one controlled by a rival faction to the Free Legion, the Commonwealth.

The recently established town of Howling Valley already has quite the history. Situated directly south of the port city of Kalsundar and accessible by train, it is also where you will make a big impact early in your journey across Kalsundia! Let’s take a quick look, shall we?

Please keep in mind that this map is currently in development and that every part of it is subject to improvements.


A Blessed Town




Founded and led by a priest, Howling Valley is known for its unusual shrine. While most shrines are built of stones and decorated with ornate statues of gods, Howling Valley’s shrine is constructed with repurposed pieces from the caravans of a scouting convoy.

Some of the current residents of Howling Valley are people who were in the convoy. They were searching for a good location for a new train station and outpost when thunderbeasts ambushed them. Surprisingly, during the chase, the thunderbeasts gave up and ran away. The priest and leader of the convoy (now current leader of Howling Valley) believed the valley where the beasts fled from to be blessed and ordered the construction of the shrine and train station.


A Commonwealth Town


Not long after the founding of the town, the Commonwealth came and also started building in Howling Valley. The Commonwealth sent up one of their young rising stars to take care of the planning, construction, and recruitment. It was a resounding success as the faction gained a fortified mansion and also now generates income through the stables and train station warehouse.

The Commonwealth have to keep all their properties well-guarded as many rival factions and bandits might want to snatch them away. Alarms and traps are set up in case someone does manage to sneak past the guards. As for the mansion, it is built on a cliff ledge and designed so that an invader has no easy way to reach the leader’s office.


A Mysterious Town




The mystery as to why the chasing thunderbeasts ran away that day has yet to be resolved. As well, the shrine is surrounded by rock pillars with shining lights, but their function remains unknown.

Researchers who have tried to dig deeper into the ground were met with fierce resistance from the founding priest. The leader of Howling Valley would rather not risk disturbing anything in this blessed area. But many believe that something ancient lies under the town.

Some Concept Art




I hope you enjoyed this look at Howling Valley and its history. Let us know in the comments what you think of the look and feel of this town.

We’ll be back next month with a Dev Update diving deeper into the setting of the game and it’ll come with a big surprise for you all! Stay tuned to our posts!

Follow us here:
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https://discord.gg/spearheadgames


Dev Update #9: Cleric Class

Hello Adventurers,

Today, we'd like to talk to you about one of the core classes in our game - the Cleric. The Cleric is a divine spellcaster class that combines strength, wisdom, and faith to protect allies and smite enemies. They are an essential part of any adventuring party.

The Cleric, like the other core classes, has many subclasses - each with its own unique playstyle and ability sets. Let’s take a quick look at some of them!

As the game is currently a work in progress, some of the information below may be inaccurate by the time you play Project Witchstone.

[h2]War Priest[/h2]


The War Priest is a warrior of faith who blends melee combat with divine magic. They are experts in battle, capable of calling forth holy power to smite their enemies and protect their allies. They are the sturdiest of the subclasses, being able to wear heavy armor and having a slightly higher hit dice versus their counterparts. Much like the Fighter class, they can also wield martial weapons making them a formidable frontline force on the battlefield.

Some of their abilities include:

[h3]Smite[/h3]
A powerful melee attack that deals extra damage and radiates holy energy. The real power behind Smite is that the War Priest does not have to sacrifice attack actions to use this ability, which allows him to tap into a source of extra damage at the cost of mana, should they need to do so during their turn!

[h3]Lay on Hands[/h3]
A versatile yet powerful touch-based healing ability that can be used in the heat of battle to restore a friend or himself, and clear negative status effects. Much like Smite, some of the power of this ability comes from not tapping into the War Priest's action economy, and can be used alongside an attack or spell on their turn.

[h3]Divine Ward[/h3]
A protective barrier given to a friendly target that negates enemy status effects. Sometimes being proactive instead of reactive is a good idea, especially when you are about to fight a creature that, say, likes to paralyze your allies during battle. Following a recurring theme here as well, just like Smite and Lay on Hands, this ability does not tap into the War Priest's standard actions economy, making this ability fairly easy to use on one's turn along other actions.

[h2]Sage[/h2]


The Sage is a specialist in the study of life and restoration. They are wise scholars who use their vast knowledge and divine magic to protect their allies and bring light and protection to those in need. They are the ultimate support cleric subclass, as they provide the strongest healing, warding and protection toolkit to their party. They can also wield light and holy magic to defend themselves should the need arise.

Some of their abilities include:

[h3]Consecration [/h3]
The Sage can mark an area as sacred. The consecrated ground heals allies and damages foes alike. A great area denial tool that allows the sage to pick a spot where he can fight on his own terms, or simply heal or damage characters in a wide area around himself.

[h3]Bolster[/h3]
A powerful ability that raises a friendly unit's maximum HP for a set number of turns. Perfect to supplement the survivability of your frontline, should the challenge ahead prove to be especially daunting.

[h3]Radiant Presence[/h3]
A Sage's presence on the battlefield is always a welcome sight, unless you're on the opposing side. Radiating around the Sage is an aura that benefits friends and hinders foes on every turn while it's active. This effect grows stronger as the Sage progresses in experience.

[h2]Witchfire Priest[/h2]


The Witchfire Priest is a passionate zealot who wields the power of witchstone to purify the unworthy of its use. They are a force to be reckoned with, using their spells to ignite their enemies and turn the tide of battle. Of the subclasses, they are the most offensively-minded. Their spells are focused on dealing damage or controlling the battlefield, making them ideal for players who enjoy a more aggressive playstyle.

Some of their abilities include:

[h3]Deconstruction Aura[/h3]
A unique Witchfire Priest ability that causes any artificial constructs, undeads and demons around them to wither over time. Every turn spent around a Witchfire Priest channeling this aura will cause damage to those creatures until they are no more.

[h3]Witchfire Overload[/h3]
Witchstone users beware, Witchfire Priests have a heightened magical influence on any Witchstone objects. As an ability, they are able to jam, overload or disable any source of witchstone, sometimes to the unfortunate surprise of their owner. Wield a witchstone-powered device in front of a Witchfire Priest at your peril!

[h3]Arcane Training[/h3]
A Witchfire Priest is in a unique position where they are the only subclass that can double-dip in both Arcane and Divine spellcasting without multiclassing. Through Arcane Training, they are allowed to pick a few specific extra spells throughout their spell progression, only those spells are of Arcane nature, rather than Divine.

So there you have it, the Cleric and some of its subclasses! Whether you prefer to be a warrior of faith, a wise scholar, or a passionate zealot, there is a subclass for everyone.

We hope this gives you a better understanding of this class, and we can't wait to see what kind of characters you all create.

Follow us here:
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