Born of the shard
The Prism came after the first four worlds had already fused. Its fragment fell through the void whole, and the creatures inside it were made of the same crystal everyone was fighting over.
Faction 5 of 6
Bend the light. Break the line.
Their fragment did not power a world. It was the world: a shard so pure that its people grew out of it. Living glass that thinks, and fights with light.
Their story
The Prism came after the first four worlds had already fused. Its fragment fell through the void whole, and the creatures inside it were made of the same crystal everyone was fighting over.
To the Prism, the other factions are clouded, dim, unfinished. Their weapon is light itself: beams that run in a straight line until something stops them, and glass that grows out of the floor to split those beams in two.
Crowned in shards, the Prismarch rules a people who never sleep and never forget. Where it walks, the battlefield turns to glass.
Living glass keeps what it has seen. Windows, shields and mirror gowns carry rooms that vanished in the landing; a cracked body can lose a voice or a childhood with one splinter. The acolytes mend those memories colour by colour. Their finest work is returning someone to the people who remember them.
The surveyors follow Spark Runner footprints and call each new shard a frontier. The fox pays them no attention. Its seeds grow in gardens belonging to other worlds, and a Refractor can turn a weapon into a road home. Some clear-born see conquest in those lines. Others see a way for neighbours to reach one another.
The Prismarch builds to protect the intact fragment, enclosing it in a living cathedral. The council calls the other peoples unfinished; the Halo Priestess lights their hospital anyway. The question dividing the Prism is no longer whether its walls can hold. It is whether clarity means shutting the world out, or finally seeing who lives beyond them.
On the board
Every hero of the Prism is a miniature on the board. Turn the table, and pick one to see its card.
The 3D table needs WebGL. The cards below show the same army.
Legendary hero
The first shard to wake, and the one that woke all the others. It does not speak. It refracts.
Spectrum fires a beam of 20 damage down a row or a column, past its allies, into the first enemy in the way. Crown of Shards grows a glass wall within three tiles and draws a card.
How they fight
Fired along a row or a column, range does not limit it. It cracks the enemy crystal if nothing stops it.
A glass obstacle Prism grows. Nothing walks through it, everyone sees past it, and a beam that reaches it splits in two.
Mirror Witch hides in plain sight, Halo Priestess heals in a ring of light, and the crystal itself fires.
Their crystal
Once a turn, a player fires one power of their crystal. These are the Prism's.
100 cards
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