Welcome to Malifaux!
Malifaux, a twisted mirror of an alternate Earth in the 1900s; a world of gothic horror, Victorian structures, steampunk constructs, and wild west gunslingers. Rife with undead amalgamations, monstrous vengeful apparitions, and other creatures that bump in the night, these near-lawless lands are still worth treading for some, as the Soulstones deep within the cavernous catacombs are worth more than the sweat and blood it takes to obtain them.
The lure of Malifaux’s valuable Soulstones has brought the powerful, the desperate, the ambitious, and the cunning to Malifaux from Earth. The Guild’s control of the Breach ensures that it remains a dominant power within Malifaux City, but it is challenged on all sides by the sabotage and magical prowess of the Arcanists and the shuffling undead that serve the foul Resurrectionists.
The Outcasts, a loose collection of mercenaries and other ne’er-do-wells, sell their services to the highest bidder when not pursuing their own individual objectives, and the mysterious Ten Thunders crime syndicate works from the shadows to extend its influence throughout the city.
Not every threat to Malifaux comes from Earth, however. The ancient Neverborn will not easily surrender their lands to what they see as foreign invaders, and the Gremlins of the Bayou have become quite powerful by learning from and mimicking the humans that seized control of Malifaux City.
Regelwerke und Karten
Regelwerke und Fade Decks zum Spiel.
A secretive branch to the Miners and Steamfitters Union, the Arcanists believe that humans should be given free rein to embrace magic and revel in its power. To outsiders of the organization, they are seen as anarchists and criminals, but to those who share their vision, the Arcanists are an ambitious collection of everyday working men and spellcasters that are capable of truly wondrous feats.
Nestled to the east of Malifaux City is the Bayou, an expansive swamp with open marshes, flooded wetlands, and acres of pig farms. Beneath the branches is a cobbled-together Gremlin society that mimics the important elements of humanity, like brewing alcohol, shooting guns, and generally being a lethal nuisance to society. The Bayou is a chaotic place, and the denizens will do whatever it takes to keep it that way.
The Guild of Mercantilers is often seen as an omnipresent, ever-vigilant force that protects citizens against criminals and the monsters that roam Malifaux. What few people realize is that this strength is a carefully maintained illusion. Protection of the people is a secondary motivation at best; their interests lie only in Soulstones, and each shipment sent back to Earth helps solidify their stranglehold over the world’s most powerful nations.
The creatures that humanity has dubbed the Neverborn are the native inhabitants of Malifaux. Some are the twisted descendants of the world’s original occupants, while others are nightmarish ghouls created through bizarre spells or magically-enhanced evolution. Many Neverborn believe that humanity is a scourge that must be cleansed, but those rare few believe that they have an important role in this world’s greater schemes. Only time will tell.
These hardy men and women are those who seek out an existence free of law and oversight of the Guild and their ilk. The Outcasts often make their way as scoundrels or mercenaries, selling their services to the highest bidder. Often rubbing elbows with those in power, these guns-for-hire take on the dirty tasks others would avoid… or seek their own paths to power.
A loose cabal of necromancers, grave robbers, and cold-hearted killers, the Resurrectionists have a mutual animosity for the Guild and any that would deny them their morbid curiosities. Drawing upon the unnatural power of the Grave Spirit, these necromancers invoke dark miracles that shake the very balance of life and death and populate the abandoned districts of Malifaux City with shambling undead.
Dabbling in assassinations, blackmail, racketeering, burglary, gambling, kidnapping, smuggling, drug trafficking, and anything else deemed illegal, the Ten Thunders is a crime syndicate primarily based in Malifaux City’s Little Kingdom. Sworn to secrecy and expected to willingly give their lives for the organization, members are exceedingly devoted to their cause, which is to ultimately gain control of Malifaux in its entirety.
The Explorers Society
Originally established as a means to reinvigorate the long-dulled sense of adventure of its founder, the Explorer’s Society has since expanded to focus on unfurling the mysteries of Malifaux and beyond. These aristocrats, dark tourists, and pioneers venture into the unknown corners of this world to seek knowledge, discover new locations, and hunt big game. While their motivations are unclear, their recent push to amass rare artifacts is not.
Bases und Marker
Merchandise / Solospiel