Zikverländ, a place where Day and Night are synonymous with good and evil, is slowly surrendering to the darkness and is in desperate need of heroes again.
While everyone seems to know a little MadZik around these parts, Veroline is probably one of the most powerful wielders in the land. Possibly due to some side effects of the mighty Spell that was used against her all those years ago…
Although NightFalls transforms Veroline into a darker self, warlike and a little more prone to bad temper, her underlying intentions seem to remain good and noble… for now.
Garden Gnome's minds are weak and their wits easily controllable by anyone who masters the rudiment of MadZik. For those who harness their powerful will to cause harm, the Mad Gnomes can become a formidable line of defense against enemy threats.
The Plush Dolls are quick and nimble. They wield a powerful shield when exposed to SunPops.
Exiled by his tribe for having decided to befriend a non-WindBër (a very reclusive race of gigantic bearlike creatures living in the Western Peaks), Makino has become Veroline’s sworn protector. If by SunPops the giant beast is at best grumpy and ill tempered, he still passes for an angel when compared with his NightFalls self.
At NightFall, Makino is a were-bear with fearsome talons and razor sharp fangs, huge wings that remind those of a bat and a raging and uncontrollable hunger for battle. During NightFalls, Makino can fly at will.
For centuries, those men-bees have honoured a strategic alliance with the WindBërs (a reclusive gigantic bearlike tribe living on the slopes of the Western Peaks whom Makino was a part of before being outcast). Often at the peril of their own lives, Sherpa Beez brave storms and Nightfalls to provide the WindBërs with supplies of Highland Honey, a rare elixir with supernatural properties, in exchange for their protection of the White Hives.
The Rük Golems are deadly beasts at NightFalls and fast during SunPops. They live in the mountains of Makino's home country.
The brave PestiPew works in secret on a special armored garb: Gas-pistols connected to the back of his pressurized suit by flexible tubes allow him to channel and multiply his natural defenses. As what remains of his people, they are enslaved by SoHöt to mine ever deeper and retrieve precious metals. Equipped with this toxic weapon, Pestipew confronts SoHöt and vanquishes the Dragon who flees, swearing to return and exert a terrible revenge. The citizens of Gazus still sing ballads about their hero’s epic victory and it is said that the Dragon still carries with him a persistent and unbearable smell that drives him mad.
Master of his natural defenses by SunPop, Pestipew surrenders to the rule of his own lethal gas at NightFall. As if perverted, the fume seems to have MadZikally developed a nefarious intelligence and a will to wreck havoc throughout the land, using the Dragon’s Bane as its pawn. “Don’t let it get to your head” goes the saying… That’s the first place the living gas rushes for each time the Sun hides. You can see trouble is on the way when Pestipew’s helmet fills with the green substance… A good time to start running.
The Sniper Skunks use their fume crossbow darts to attack from a safe distance. Their attack range will increase with a steady aim.
The Sprayer Skunks are melee sprayers. They can attack a wider area during NightFalls thanks to their poisonous fume sprayers.