Cards
Charon
Levels 1 2 3 4 5 6
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Charon

Attaches only to coastal realms. Only undead champions may pass Charon. Others need to pay the price - sacrifice a champion to attack that realm.

Properties

Type
Holding card type
Power
-
Rarity
Common
Element
Ether
World
Frozen Fire
Edition
Prime
Level
1
Phases
2

Copyrights:
Art by: Edgaras Guršnys

Story

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Somewhere down the deepest lake, in the middle of the ocean, lies a place only undead ones can freely speak about. Surrounded by splashing waves and cold, dark waters, a huge boat is floating alongside the stream. Bleak lanterns could be seen, fighting against thick, misty air. Usually, you could see a black figure on the boat, too, rowing through untamed waters, quietly gliding into the night. More often than not, the boat isn't empty. Bodies of the fallen mortals take up the majority of the place, their limbs peek out against the darkness of the night, but the figure's expression remains the same. Many wonder what this sighting is, but locals know it's a Charon, a dead figure, ready to take any mortal souls into the unknown. Some tales say that if you see him, it's bad luck: you'll end up dead yourself soon enough. Others believe the opposite: he won't show himself to the already doomed ones. One way or another, Charon's grim work doesn't go unnoticed as many coastal realms use fear of the carrier of death to scare away the intruders and the ones wishing bad. However, for undead ones, Charon causes no real threat: they could go to the land of the dead and come back, easily straddling the line between death and life. But be aware, any living creature, once it crosses that threshold, will have to say goodbye to its life and forever stay on the other side, yearning for something that dead ones could never get.

Terms explained

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Flyer - Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automatically granted to allies unless it specifically states so on the flyer's card.

Earthwalker - A champion or ally with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to earthwalkers, or that earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to earthwalk is not granted to allies unless it specifically states so in the earthwalker's card

Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle.