A Kollection of Kobolds!

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A Kollection of Kobolds!
I'm very excited to add a new character to the Far From Home roster and introduce you to my salesman-turned-conman, Auvellius Phibbs!
I've been chipping away at this on and off for a little over two months, so it feels incredibly satisfying to finally release this man into the world XD I've actually had Auvellius for more than two years but it's just taken me a while to find my footing with his refs (which might make more sense if you continue reading). Still, he's only the fourth of six crew mates planned for FFH's main cast so I've got more work to do down the line. Hopefully the refs for the two remaining ladies won't take nearly as long as this schmuck, haha!
Auvellius has some fun albeit lengthy lore, so more info can be found below for those interested c:
WIP bit 4
Ar'alani fumed. It was ridiculous!
Thrawn and his Humans needed less rescuing than one might imagine, and had indeed reacted to the surprise of the Steadfast showing up in their battlespace with-
She ground her teeth so hard that Kresh looked at her in alarm.
-with an ion torpedo into their hangar bay, blowing every system offline and crippling the pride of the CEDF.
In the aftermath of battle, Thrawn evacuated the Steadfast - no gravitics, no environmental systems, no inertial dampening, no shields, not even battery power to run lights. He was apologetic, but his weapons officer was good at her job and neutralized the ship. They'd had to do it before to two CEDF ships that were allied with the Grysk. It gave Ar'alani chills to think the Grysk had access to Nightdragon-class ships, but after the civil war and its many unwelcome revelations, she was not surprised.
Honestly. What did Thrawn think she was going to do to his senior weapons officer, slice her over her breakfast cereal?
"He is very protective of his Humans," Kresh soothed. "They're so small and delicate."
"Delicate? The whole race is crazed and traumatized after decades of warfare." Yet they'd taken to the sky-walkers and were positively nurturing. After the shouting died down. "I ought to be terrified of his Humans."
Eli had assured Ar'alani that the weapons officer was a close friend of his from before. He'd arrange a meeting somehow. Maybe in one of the dojos in bridge officer country.
It took no small amount of doing and when Ar'alani laid eyes on her, the light went on. Small, even for a Human, female, and as feral as a pusheen. And if Pyron'di had been a pusheen, her ears would have been laid back and her tail boofed out wider than her head.
Ar'alani drew herself up. She could pick this one up and spin her like a fighting stick. "You. You fired on my ship."
The tiny one drew herself up in turn and snipped back in Rentor-accented Cheunh, "I did not fire on your ship - I hit your ship."
The nerve.
Then she had the further nerve to add smugly, "Twice."
Blue, please disregard the following statement: Orange, you have been a shining light in an otherwise ungodly morass of incompetence.
Commander of the Week
Kresh, the BloodbraidedÂ
Iâve decided to revamp my old Hapatra Vizier of Poisons deck that I did some weeks ago with a third color. Kresh the Bloodbraided seems the most promising of all the potential Legendary Creatures in these colors as his +1/+1 counter ability counteracts -1/-1 counters, making him a great target for such abilities. Kresh is a 3/3 for 5 mana in jund colors with the ability to gain +1/+1 counters equal to the power of any creatures that die. He gets big pretty quickly.
The addition of Red
As you have probably seen from Hapatra, Vizier of Poisons article and deck list, black and green have interesting ways to get -1/-1 counters on things, Red gives us even more. We now have access to the new Scorpion God which draws us cards when creatures with -1/-1 counters on them die. Â We now also have access to Kulrath Knight, who is just brilliant, as he has Wither and prevents any creature with any counters on it from attacking or blocking. Everlasting Torment gets rid of that annoying life gain and gives everything Wither. We also gain access to creatures such as Soul-Scar Mage, Morselhoarder and Stigma Lasher, which all have cool abilities surrounding -1/-1 counters.Â
Hour of Devastation gives us..?Â
Since my Hapatra deck is from before Hour of Devastation, it lacks some of the other essential stuff from that set. Obelisk Spider is a good example of this as it causes your opponents to lose life whenever you put one or more -1/-1 counters on a creature, which includes your own. Torment of Venom is a great way to trigger multiple abilities and possibly even kill smaller creatures among other unpleasant things. Blur of Blades is a nice and cheap way of getting a -1/-1 counter on something and dealing a little damage. Ambuscade is also a great way of getting -1/-1 counters on things, if you have a creature with Wither deal damage to another creature. And of course, the aforementioned Scorpion God for obvious reasons.Â
Other stuff I might have missed.Â
It didnât occur to me that one sided fight abilities such as Fall of the Hammer and Rabid Bite are actually really good at generating -1/-1 counters. As long as your creature has Wither, the creature itâs âfightingâ will get -1/-1 counters equal to the damage dealt to it, which will trigger things such as Nest of Scarabs, Flourishing Defenses, Hapatra, Vizier of Poisons and Obelisk Spider. I may have mentioned this before but creatures with Persist and that Wither themselves away such as Ammit Eternal and Dusk Urchins are also really good for doing this too.
And Finally...Â
Hour of Devastation gave us a load of new deserts but I havenât really looked at them properly and most certainly havenât used any here, so Iâm not sure if any of them are going to be useful here. Besides the obvious, I donât think weâre going to need anything extraordinary. Iâm hoping this works almost as well as the Hapatra deck did. I do hope you find this both helpful and fun and until next time, Happy Deck Building
Circumnavigation (Alara) By Doug Beyer (3/25/09)
It's a strange time for the mages of Alara. As the war between the shards proceeds on all fronts, the study of magic deepens rapidly. New revelations have bred new magical specialties. Mages' new insight into their enemies has honed their spellcraft into tailor-made, shard-hating weaponry.
The elvish druids of the Knotvine Altar on Naya puzzle over the strange strains of mana twined around the three colors they're used to. Sighted-caste mages on Bant reread the old prophecies of the archangel Asha, looking for some magical defense against the rising tide of chaos and death. The archwizards of Esper devote their brilliance to researching the wild sorceries that continuously thrash their etherium armies, trying to stem the onslaught on their grid-lined home realm while simultaneously searching for the components for fresh etherium. Even the putrescent lethemancers and fleshwarpers of Grixis have found cause to broaden their scholarly horizons as they encounter new forms of mind and body to twist to their own self-serving ends.
Knight's Departure
 He never chose to leave Jundâhe was forced.
He was a proud member of one of the human warrior clans, possibly the clan Tol Antaga led by the warrior champion Kresh the Bloodbraidedâbut he never charged with that clan into a hellkite's lair, where many of their number died. He may have met Rakka Mar, the elementalist shamanâbut he never heard her fireside urgings to spread the warriors' Life Hunts into the foreign shards, the secret propaganda of the dragon Nicol Bolas. He may have scaled to the lava pool known as the Sweltering Cauldron or explored the cavernous depths of the Bloodhallâbut he never drew a drop of mana from those places' rich stock.
He was reasonable with a polearm. He was passable at riding lizardback. He enjoyed a spar now and again with his clanmates, two warriors of good skill and excellent friendship. He never thought he would see beyond the borders of his own world, let alone see the contours of four others from that viewpoint up in his worn, scale-leather saddle.
When the Conflux came, it brought thunder with it. As a denizen of Jund, the knight had felt rumblings in the crust before, but this was different. Countrysides broke with splashes of lava. Ugly black towers burst up through the land, flooding the land with shambling creatures that looked more dead than alive. Shaggy behemoths lumbered along the mountain trenches, crunching Jund's teeming predator-web without regard. The lands of Jund sloughed off at the edges, sliding into new adjacent worlds, and great plates of those other worlds hunched their way into Jund.
(It's hard being a 2/2 when worlds are colliding.)
The knight was hunting tar crocodiles when the shard-quake found its way to his part of Jund, the bejungled lowlands. He had heard of the phenomenon striking the lands farther out, so he knew exactly what to do when he felt the ground lurch. He steered his iguanar steed toward his two trusted clanmates, bounding through the razor-toothed foliage as fast as the lizard would go, ready to carry his two comrades-in-arms to safety.
He found them floating in the air, their mortal souls seeping out of their bodies.
Another force had moved into Jund even faster than the Confluxâthe army of Zarratha, a lich lord from the necropolis of Unx, shard of Grixis. The souls of the knight's clanmates became fuel for the lich's undead forces, their vis harvested like mere wheat. As the bodies of his clanmates fell to the ground, two conflicting impulses struck himâto lower his polearm at the misshapen form of the lich and charge, or to run. The choice he made saved his life.
Escape Across Worlds
Mages in the time of the Conflux have some insight into what's going on. As their worlds' landforms change, they can sense the new mystical tang in the air, the psychic aroma of (to them) new types of mana. The knight had never had any shamanic training, and had no such mystical perception to help him make sense of what he saw as he fled.
Wherever he rode, he saw the forces of Grixis. Vampires stalked and circled like greedy dragons. Necromancer barons and their whip-stitched monstrosities pummeled the local viashino thrashes, harvesting their sturdy hides for further necromancy. The diseased, black-feathered kathari, silhouetted against Jund's volcanic sky in great swarms, out-scavenged the scavenger drakes, picking off the weakest goblins from the mountain heights.
Grixis was everywhere. So the knight fled in the other direction.
(I mean seriously. If you were given a choice between Grixis or Naya, which way would you run? I think I'd rather be squashed by a rampaging thoctar than be drooled on by the undead forms of my former friends. That's just me.)
The knight felt something strange as he crossed over into the lands he would come to know as Naya. Even as a non-mage, he could see evidence of changes in the mana landscape, an experience even more bizarre than seeing the alien flora and fauna of Naya's overgrown jungles. Jund had never been privy to the power of white mana, but he could see it with his own eyes.
He saw it in the fighting styles of the Nacatl lion-folk and witnessed its power to protect the sunsail tents up in the elves' canopies. He had never seen spells that could create life energy itself or bind a pride of lion warriors into a single, efficient hunting weapon.
(It's like if you crossed into the next country over, and it turned out they run their civilization not just on electricity and geothermal energy, but also on the perfume of daisies. "You don't have daisy perfume? How do you power your flying cars?" "We... don't." And they'd never heard of fossil fuels at all.)
It was off-putting at first, but also strangely thrilling. Something within him stirred, the same feeling he had when he saw flights of dragons taking off and arcing across the heavens, their breaths carving ragged black scars in the ashen tumult. He mistook the feeling for wistfulness.
Farthest Shores
 The knight headed on, propelled by the death and wildness behind him. He probably thought he was heading in a linear direction, getting farther and farther away from his native Jund as he crossed bordersâbut really he was on a long, slow round-trip. As he left the behemoths, Cylian elves, and noble cat-folk behind, he found knights riding cat-steeds, and huge rhoxes, and a race of bird-men. The influence of white mana was even more powerful here. And he found blue mana.
The feeling stirred again. He remembered a couple of years ago, when his clan met a man named Sarkhan Vol, a strangely-dressed shaman who seemed to know the minds of dragons. Vol was only with their clan briefly, but the knight had been taken with this man, who moved alone across the savage lands of Jund and shared the rage of hellkites. The knight felt now, in the presence of such diverse mana, that he had new perspective into the man.
He began to have strange dreams. They were night-terrors in which his body tore apart, revealing a fledgling dragon inside, a whelp that stretched its wings and flew away into the sky, trailing the knight's own blood. He always awoke screamingâawoke to the weird smells of Bant's meadows and the sea.
The knight headed on, into Esper, where the call of blue mana was strongest, and where he saw wonders he could never explain. He had never felt so far from home here, and unfamiliar passions warred in his chest. He had the dreams nightly now. All he knew to do was to drive on. What would the next world hold? How could it be stranger than the last? He could scarcely imagine.
The Eyes of the Enemy
 Perhaps the plume breath of the beacon behemoth in Naya should have been a clue. Perhaps the locals' whispers of the Maelstrom should have made him realize what he would see next, or the surprisingly understanding glance from a wandering knight of Bant, whose shield was emblazoned with a prismatic pattern that felt oddly familiar.
But he was still surprised when he rode into Grixis. His lizard steed reared up, upset for the first time at the stench of a foreign land. He recognized the home-world that spawned Zarratha, the lich who harvested the souls of his clanmates.
The fires within him were stoked.
He rode boldly through Grixis, his polearm finding its way through many shambling corpses, the claws of his steed becoming sticky with ichor torn from the damned. When he slept, he only slumped in his saddle. The dreams were as horrible as ever, his fantasies of gory dragon-birthing mingling with the reality of the dead world around him. His iguanar knew not to pause. The two of them cut a swath, aiming for the familiar volcanic plumes on the horizon.
Then he saw them.
His clanmates. Here in Grixis? Alive again?
No. Dead. Forming the front lines for the lich Zarratha.
And that's the story of how Dragonsoul Knight, an unremarkable warrior of Jund, touched the five corners of Alara and used mana he never understood to unleash a raging power within him. It's the story of how the lich Zarratha perished under a siege of dragonfire, and the story of how a knight finally cremated his fallen friends, and returned home to begin a new warrior-clan, and a new life.
Kresh the Large is here to Adventure. A 2ft tall kobold who is 120% muscle and ready to throw hands at the slightest provocation. He's a Rune Knight Fighter, growing to a hulking 15ft tall when needed!
These bandits picked the wrong kobold to ambush, poor things... Here's Kresh the Large, usually two feet tall, showing off how he got that title!