A Call to Arms: The Interdiction of Icewall Bay

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(Edited)

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The rebels have begun disrupting the Chaos Empire’s supply lines around Icewall Bay. They’ve employed the wagons and elemental manifestations of battle mages in the Northern Highlands and Northeast Machair to oppose the legions. But Rage’s dragons of Mount Redwyrm control the skies. Given the chance, they’ll burn this uprising to ashes.

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We’re excited to announce A Call to Arms: the Interdiction of Icewall Bay, the first in a series of 9 Conflicts that reveal the part that you’ll play as the rebellion against the Chaos Empire unfolds.

The Story

In a dim tavern, a stranger approaches and hints at raids on empire supply lines around Icewall Bay. But you’re a battle mage, you’re for the arena, not the battlefield. It’s just a loan, though. Cards, Mage Wagons to support the cause. Already you’re counting coins in your head. But then the stranger mentions that the empire has the ancient red wyrm, Rage, on its side. You weigh the odds. Make your choice, battle mage…

The stranger is none other than Dolfar Darflak, Rebellion’s Death/Fire Summoner, a dark dwarf from the Kingdom of Duskforge who joined the Riftwatchers after suffering unspeakable losses at the hands of the Chaos Empire and Queen Mycelia’s brood. The empire’s exploitation of the Splinterlands continues to fuel his personal vendetta, and his unconventional methods often blur the line between what's right and what's effective. But every sabotaged supply line, every detonated bomb, and every legionnaire that bleeds is sweet vengeance indeed.

The risk is high, but if you’re willing to help, Dolfar promises a chance to earn a new card for your collection: the ancient red wyrm, Rage, himself.

Behold!

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Rage has been the patriarch of his flight of red dragons for millenia. Long before the Splintering—long before even the Tai Kalayne—he claimed Mount Redwyrm as his own. Over the centuries, he has grown his brood and amassed a hoard of treasure to rival that of the wealthiest of kingdoms a hundred times over. He was content to admire his endless mounds of precious metals and gems while expanding his knowledge of this realm and all the other realms and planes of existence.

With defiance against the Chaos Empire mounting, Mantaroth, second in the Chaos Empire only to Silus of the Rift, offered the ancient red wyrm an alliance. In exchange for crushing any potential uprisings, Rage was promised riches untold—not just gold and baubles, but artworks, artifacts, and divine relics the likes of which the Splinterlands has never seen, amassed from countless conquered realms.

Now, Rage’s flight of red dragons glides over the forests, plains, and moors of the Broken Lands, laying waste to any who would forsake their loyalty to the empire—and demanding tithings in exchange for asylum, regardless of loyalties.

For more information about the Redwyrm Dragons splinter, read their lore on Splinterlore, as well as the card lore for the Redwyrm Dragon and Redwyrm Hatchling.





Show Me the Numbers!

For the first Conflict, 4,000 copies of Rage will be airdropped to participating players based on their total Reward Chances when the Conflict ends. Additionally, every 200 Reward Chances earned will guarantee a copy of the card, which may push the total number of copies beyond 4,000 (note that the number of cards available and the threshold for minimum guarantees may change in future Conflicts).

For every 100,000 Contribution you earn, you’ll get one Reward Chance. Contribution is determined by the total packs and Rebellion cards deployed in your Mage Wagons. Each pack gives 100 Contribution, while your Rebellion cards’ Contribution is determined by their Collection Power.

Here’s an example:

  • Let’s say you deploy 100 packs and Rebellion cards with 90,000 collection power. That’s a total of 100,000 Contribution per hour, or 2.4 million per day.
  • Since each 100,000 Contribution equals one Reward Chance, you accumulate 24 Reward Chances per day (2.4 million / 100,000).
  • Each Conflict lasts about 30 days, so by the end, you’d have about 720 Reward Chances (24 x 30) to earn a copy of the airdrop card (your actual odds will depend on the total Reward Chances of all players participating in the Conflict).
  • For the first Conflict, every 200 Reward Chances guarantees a copy of the airdrop card, so even if you don’t earn them with your Reward Chances, you’ll still be able to redeem at least 3 copies (720 / 200, rounded down).
  • Each copy that you redeem has a 2% chance to become a Gold Foil. You can also use 20 VOUCHERs per card to increase this chance to 4%.

At the end of every Conflict, all players’ Contribution will reset to zero before the next Conflict begins, and any packs and cards deployed in Magic Wagons will continue to contribute to the war effort.

More Information

For even more information about Conflicts, check out the Rebellion & Conflicts support articles on the official Splinterlands website.

Conflicts: FAQ

Mage Wagons: FAQ

How to Enter Conflicts

How to Calculate Conflicts Contribution

How to Purchase Vouchers on Hive Engine

How to Purchase Vouchers on Tribal Dex

Good luck, battle mages. Vonak!

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Stay tuned for more updates from the Splinterlands!

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NOTE: All rewards from this post will be sent to @sps.dao.



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"At the end of every Conflict, all players’ Contribution will reset to zero before the next Conflict begins, and any packs and cards deployed in Magic Wagons will continue to contribute to the war effort."

What will happen to the packs after each conflict?
Would it be burned after each conflict (I hope not)?
Would it be unstaked automatically?
Would it be carried over to the next conflict?

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I think it will be carried over to next conflict.

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Magnificent warriors to hold on one collection
Peace

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