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Holy Heist


The Story So Far…

It is 150 years after the fall of the Marmothoan Empire at the hands of Emperor Barduse. The Swords of Great Justice are long dead. Once a band of powerful warriors in the service of the Empire of Marmothoa, the courage of the Swords could not withstand the sorcerous treachery of Gloamspike and Elzibeth. One by one, the Swords were defeated, their artifacts lost to time and space, and the terrible majesty of the Seraphim thought forever vanished from the world. No one suspected they would ever return. One by one, against all hope, the artifacts of the Seraphim have resurfaced, in places as distant as Lugubria, Metatropea and Acrolos. Fey coincidence, impossible treasure maps, even the ghosts of the damned all conspired to place the artifacts into the hands of our most Unlikely Heroes.

The Seraphim once chose to serve the majesty of masterful swordsmen, keen archers, fearsome berserkers. Today, they have now come to ally themselves with the likes of Acrolosian tinkers, brawling Imperial Army officers, legal clerks, voidal students, and the greatest con man to ever live. The strange power that brought this motley together is unknown and unseen, but its purpose has become clear: if the world is to remain unburdened by the absolute rule of an evil man or the wracking chaos of uncivilized hordes, our heroes must band together and fight.

In the melancholy north, a new ruling class has come to reign over the swamps and briars of grim Lugubria. Heralded by the smokestacks of industrial magic, the captains of voidal industry have suborned the power of the ancient houses and come to the forefront as a major power in all things political, financial and magical in Luridia. The Lugubrian Council of Quotidian Affairs is their instrument, a forum for their conspiracies and a united front to the world. In recent years, Eldridge Gosche has risen to the seat of Chairman of the Council, and has used his new political powers to launch his most ambitious plot to date: the theft of a god.

So begins the saga of the Unlikely Heroes, begun in The Spoils Card Game™, and expanded here in comic book form!


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Read the story. Play the game.

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Learn the History of the Trades

If you were able to travel to the world of The Spoils™, you’d discover a world a lot like our own: there are all sorts of people in all sorts of professions, but none of those professions are governed by any kind of global authority.  You would discover that most people identify with their immediate social groups or (at most) the local organizations (i.e. factions) that they interact with daily.  So a character like Rudo Mangod, for instance, would never self-identify as a Warlord.  In fact, he wouldn’t even know what you were talking about (though he might be flattered by the term).  He’d instead talk about his rank in the Imperial Army, his ambitions there and his hatred and mistrust of voidal technology and the Mau.  If you ran into Pluck, he wouldn’t self-identify as Rogues, either, though again the term applies.  He’d just steal your wallet and go drink beer.  The closest parallel between a trade and a faction lies with the Arcanists, but again there are many diverse organizations with sometimes opposing goals that might appear on Arcanist cards.  The arcanists in The Spoils™ don’t have a unified identity or governance any more than, say, computer scientists do in our world.  They are arcanists, not Arcanists.

The trades exist so you can play a TCG based on the world of The Spoils™, but within that world the trades don’t exist at all.  In short, when you’re thinking about the world of The Spoils™ and its story elements, we’d like you to forget the trade distinctions, but when you’re playing the game we hope that the images we’ve chosen will fit easily with the play style of each trade.