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| View Poll Results: Choose the best legend for the set | |||
| menma |
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1 | 3.45% |
| Morningstar81 |
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3 | 10.34% |
| Asrama |
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2 | 6.90% |
| zu_Faul |
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0 | 0% |
| Dragoon26 |
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2 | 6.90% |
| Shepherd |
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5 | 17.24% |
| HGaramond |
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1 | 3.45% |
| Ikeda |
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0 | 0% |
| BlackBull |
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1 | 3.45% |
| Infinitive |
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1 | 3.45% |
| Danny |
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1 | 3.45% |
| Dodavehu |
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0 | 0% |
| FuriouslySleepingIdea |
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1 | 3.45% |
| Seeonee |
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1 | 3.45% |
| GetItWrong |
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2 | 6.90% |
| sqeetschy |
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1 | 3.45% |
| NightArcher |
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1 | 3.45% |
| mysticspeculation |
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1 | 3.45% |
| penguinwriter |
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3 | 10.34% |
| Spiritmonger_Fan |
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1 | 3.45% |
| Krey |
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1 | 3.45% |
| Lorgalis |
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0 | 0% |
| Voters: 29. You may not vote on this poll | |||
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Thread Tools | Search this Thread |
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#1 |
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Cursing scrolls since 1997
Join Date: Dec 2007
Location: Pendrell Vale
Posts: 1,934
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In this competiton we will slowly make a set between us all. Each other day a new task will be set, obviously relevant to completing the set. Rules: 1. Anyone may play as many or as few rounds as he or she wishes. Players can join in whenever they want; there is no need to sign up. 2. Each player scores 1 point for each vote in the poll. The winner(s) of any poll recieves a bonus point. 3. If you are submitting a card for the competition, you must vote in the poll. No voting for yourself either. 4. If I think of any more rules I will put them here. 5. The winning card(s) from each poll will be added to the set list. 6. Anyone may vote in the poll, even if he or she is not playing in the contest. Infact, I encourage it. 7. Maximum of 30 entries per round (Damn limits on the poll!) 8. Have fun! The best legendary creature will make it into the set.
Scoreboard:
memnarch6's, menma's and Asrama's cards make it into the set - congradulations! 'We Make the set' Discussion thread here. The set details and list of cards currently in the set is below. The task for this Round: Create the background for our setting Details: We could have either a "main" civilization (of Greco-Roman inspiration) or a few competing civilizations (such as Greeks AND Romans AND Phenicians), plus an outsider barbaric and druidic culture. We can have non-human civilizations, such as centaurs or giants, but they can also be rare and disperse creatures without a proper civilization - it's up to you. Your task is to come up with names of civilizations and cities, and (short) descriptions of their culture and other antropological details. You don't need to detail every aspect of every civilization in the set, but at least the main ones need to be well described. Note 1: I opted for a global background submission rather than a breakdown by color, because most civilizations will include several colors. But, because this is a demanding task, you'll have 4 days to do a submission, rather than the usual 2. Note 2: Check the creature type breakdown in the set info spoiler for reference. You can do a different breakdown, if there are flavor reasons for it, but try not to diverge too much.
Set Info:
Cards in set:
Last Rounds Entries:
Disclaimer 1 - I asked last round for people to link the card name to the render, if they had submitted a render. I don't have the time to go and link every entry myself, so if you want your render to appear in the voting list, link it. Disclaimer 2 - Those whose submissions are accepted into the set and already have a render with art that fits into the set's theme, please hang on to the art. We won't be collecting renders so soon, particularly because the art should be reviewed by everyone, but if everyone has art ready for the cards they have in the set, the finalization process will be much faster. Last edited by Morningstar81 : 05-27-2008 at 04:35 PM. |
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#2 |
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Cursing scrolls since 1997
Join Date: Dec 2007
Location: Pendrell Vale
Posts: 1,934
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The Kaemirian Empire:
The Marvindul:
The Nessians:
Xyanthos, City of Magic:
Avelion, the Sunken City:
Nurgren, Island of Horror:
Mirambar, the Sacred City:
Other races:
Map Here (it corresponds to about 1/3 of the surface of the Aegean plane, or alternatively the plane is very small) Last edited by Morningstar81 : 05-29-2008 at 02:56 PM. |
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#3 |
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Archmage
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GEOGRAPHY
Spoiler:
MAJOR POWERS Eunomian Empire ( ![]() )
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Aegarian Raiders ( ![]() )
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Ophites ( ![]() )
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Nessian War-Herds ( ![]() )
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OTHER POWERS Drassian Guard ( ![]() )
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Aphanos ( ![]() )
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Harpies ( ![]() )
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Lupines ( ![]() )
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UNDERWORLD Cacophus ( ![]() )
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NOTES
Spoiler:
Last edited by HGaramond : 05-30-2008 at 04:27 AM. |
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#4 |
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Forum Draft Manager
Moderator ![]() Join Date: Apr 2007
Posts: 6,303
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The plane of Aegea consists of a pangaea (a singlular large continent, for the most part). The northern hemisphere is a mix of dry and temperate, with wastelands and deserts mixed with craggy mountain ranges and some forests that are considerably "dry" in comparison with forests in the southern hemisphere. Except for the bordering equatorial region, which most geographers refer to as the "Belt of Wrath" as it is considered to be the worst place to live in, little is known of what inhabits the north.
In contrast, the southern hemisphere has a wide range of tropical shorelines, vast valleys and plateaus, lush forests and grand snow-capped (not snow-covered) mountains. It is a land of plenty, but this has not made the sentient inhabitants of the south content... THE GREAT POWERS ![]() The Republic of Anatoth Government: Democratic Republic Stance: Peaceful, Defensive Non-human races: (sentient) Spirits; (nonsentient) Griffins, Pegasi Typical classes: Soldier, Cleric, Archer, Advisor In the south, a large stretch of plains and valleys is the home of the Republic of Anatoth. Citizens of the republic live a generally placid and peaceful life, satisfied with the Congress of Elders, who handle most politics, and the temple ministers who care for the spiritual needs of the people. Near the borderlands next to the "Belt of Wrath" are where most of the Anatothian armies placed, where most conflict is seen, and where the legends of song and verse born. Considering that griffin-breeding and pegasi-breeding industries are situated on the mountains that happen to be near the Belt, this is understandable. There was once tension between the Republic of Anatoth and the T'argoran Empire over the lands that border them, but a tense peace exists between them to date. The Republic will be celebrating over 20 years of peace in a special nationwide festival, but it's timing may soon be regarded as the worst in history... ![]() The Trade Nation of Cainwind Government: Democratic Caste/Guild Society Stance: Peaceful, Cooperative (lower class), Slightly Isolated (higher class) Non-human races: (sentient) Merfolk, Nymph; (non-sentient) Serpent/Snake, Kraken, Leviathan? Typical classes: Wizard, Soldier, Artificer, Advisor, Scout, Mercenary To the southwest, where the continent is very tropical, the trade nation of Cainwind stands secure. The nation's land is divided into the mainland that borders Anatoth to the east and a small portion of the Belt in the north, and the even more prominent archipelago further to the southwest. As a result of this natural division, Cainwindi citizens are divided between the lower class traders, workers and militia in the mainland, and the higher class tycoons, educators, craftmages, wizards and voyaging explorers of the archipelago. While living conditions in the mainland are acceptable and sustainable, most of the wealth goes to the archipelago and to supporting trade alliances with the Selasid merfolk. The greatest in Cainwind are the Seven Ancient Families. Each family rules over an aspect of life in Cainwind, whether it be trade, education, industry, or inter-racial affairs, and their combined word is as good as law. Of these families, the Magrus family is the richest as it oversees trade with other nations and controls the ships that sail across Aegea. One trading vessel, the Valina, has returned to Cainwindi from a speculative voyage to the north with wealth and artifacts of an unknown nature but great value. However, something malevolent has returned with the Valina... ![]() The Kingdom of Illuria Government: Despotic, with a diety controlling things? Stance: Aggressive, Expansionist, Cunning Non-human races: (sentient) Harpies, Gorgons; (non-sentient) Skeletons, Nightmares/Horrors, Beasts Typical classes: Minion, Rogue, Warrior, Assassin, Cleric, Shaman, Assassin Just to the northwest of the Belt of Wrath is the only mapped out nation in the northern hemisphere: Illuria. While its history is unknown to the nations of the south, many have speculated that they are either people who tried to colonize the north by crossing the Belt of Wrath, or are the only inhabitants who have remained when most people migrated to the south. In either case, Illurian civilization is mystical to the point of abhorrence, with rites of a dark nature that would scare Anatothian priests, practices that cry foul in the eyes of the righteous, and an ancient power that leads Illurians to a possible invasion. The nature of this power is unknown, even unheard of. Speculation includes an evil god, a supernatural power that feeds on death, or even the spirits of ancestors that died in the destruction of the north. The only thing sure is that undead and other minions of a clearly evil nature have started appearing, and it is but a matter of time before the southern nations would have to defend against them. ![]() Tribes of the Belt Government: Tribal, close to anarchic Stance: Aggressive, Hostile, Xenophobic Non-human races: (sentient) Minotaurs, Cyclopses; (nonsentient) Beasts, Wolves Typical classes: Barbarians, Warriors, Shamans People who live in the Belt of Wrath actually inspire the southern nations as their spirit of survival has carved their tribal heritage. In fact, they could be considered the only thing standing between the civilized nations of the south and what lies in the north. However, their need to survive has put them at odds with both north and south as they defend against Illuria while raiding the Cainwindi mainland, the Republic of Anatoth, and the T'argoran Empire for much needed resources unavailable in the harsh Belt. Even with many opponents, their strong breed and brilliant battle tactics have kept their place in equilibrium with the rest of Aegea. It has also attracted the attention of the Highspire Cyclopses and the Lowburrow Minotaurs that they have started amicable contact with the Tribes of the Belt. Some speculate that this is due to their segmented tribal leadership, but rumors of a charismatic warlord uniting the tribes have become a cause for concern for southern nations... ![]() T'argoran Empire Government: Monarchic Empire, with some form of Democracy Stance: Cordial, Aggressive Non-human races: (sentient) Centaurs, Dryads; (nonsentient) Beasts, Spiders, Elephants Typical classes: Warrior, Druid, Shaman, Archer Oldest among the southern nations is the T'argoran Empire. Located in the southeast, bordering Anatoth to the west, the T'argoran Empire, ruled by an emperor and his senate, controls the entirety of the Great Forest of T'argora and some savannahs to the west. The once-young Empire and the more ancient and populous centaurs of the Kingdom of Nessos reached an agreement after years of brutal fighting, and a long-lasting peace to the point where both humans and centaurs coexist and share cultural values equally. Worship of the earth and druidic rituals are originally Nessian, but were soon adapted by the T'argoran humans as their own. Despite the majority population being centaur, humans control over four-fifths of the senate and the emperor's family. The Empire is very authoritarian but fair, with a military order of old and reknown. Relations between the Republic of Anatoth and the T'argoran Empire have been cordial at best as they have a common enemy in the Belt, but word has it that something in the west has T'argora concerned, and it would muster its army to Cainwind even if it has to go through Anatoth to get there... THE MINOR GROUPS (These groups will set the foundation what multcolor may be used in the set, and the block as a whole.) ![]() The Seli-oth Trade Alliance Group Focus: Trade, Diplomacy Non-Human Races: Merfolk Classes: Artificer, Mercenary, Wizard While majority of the Selasid merfolk are happy with their exclusive dealings with the Cainwindi merchants, some dissenters have started to reach out and bring their trade and knowledge to the Anatothians as a means to improve their standing in Aegea. Arcane knowledge and artifice of merfolk origin have started appearing in Anatoth without the sanction of Cainwindi trade factors, and this has become a source of diplomatic strain between the two nations. Some speculate that the Alliance's ultimate goal is independence for all merfolk from the Trade Nation of Cainwind, a move that the latter will clearly oppose. ![]() The Magrus Trading Family Group Focus: Trade, Expansion Non-Human Races: Spirit? Classes: Rogue, Scout, Minion After the return of the Magrus' family flagship, the Valina, from the north, Revar Magrus has begun steering the family company towards a decidedly different direction. While the most conservative members of Cainwindi society have begun voicing out their concerns over what appears to be 'immoral,' most of the nation is still blinded by the wealth that the Magrus family has brought. There is even word of setting up formal diplomatic contact between Cainwind and a kingdom to the north known as Illuria... ![]() Northern Belt Minions Group Focus: Aggression, Conquest Non-Human Races: Skeleton, Horror Classes: Warrior, Rogue, Assassin Where most dwellers in the Belt see an enemy of unspeakable nature, some have started to see a potential ally. Some of the northernmost tribes of the Belt have decided to emigrate further north and have a taste of Illurian culture and decadence. The warriors in their tribe soon decided to bring their talents to use in the name of their new home... often at a cost of their morality and even their humanity. Still, it brings the best of Illurian and the Belt together in terms of an elite fighting force. It would soon be regarded as the most fearsome elite force in Aegea. ![]() Southern Belt Berserkers Group Focus: Coexistence, Aggression Non-Human Races: Centaur Classes: Barbarian, Warrior On the other hand, some of the tribes near the borders of T'argora have begun going to their direction in peace. While considered too fierce by T'argoran standards to be 'civilized,' they have made peace and live in the forest. While the Nessian centaurs have seen kinfolk in these immigrants from the Belt, T'argorans still see only second-class humans. They do exert a pull on some Nessians, who are dissatisfied with T'argoran humans ruling over the centaur majority. However, with plans from the Empire to quash what is rumored to be a menace coming from the West, T'argora will need all the allies it can get. ![]() Worshippers of Gaea Group Focus: Religion, Coexistence Non-Human Races: Centaur, Spirit Classes: Cleric, Druid, Shaman Where most temples in Anatoth would shun the druidic arts of their T'argoran counterparts (any many druids in T'argora would do likewise with regards to temple worship in Anatoth), some members of both faiths have begun to see common ground and reach out to one another. Their order is considered a blasphemy to the temples and an outrage to the druids, but their common ground, benevolence, and overall generosity has appealed to the common people. Their only political call is for peace between Anatoth and T'argora, a move that is uncomfortable but permitted by the political powers of both nations. With word of war looming, this common ground will soon be tested...
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The MTGS Cube 2008 Link to current contents of Cube here. SSC 8-Way Forum Draft Current Pick: 1-6 Link to team assignments here. SSC Forum Draft Current Pick: 2-5 Link to pick here. Last edited by Shepherd : 05-29-2008 at 09:29 PM. |
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#5 |
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Wizard Mentor
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Fair enough, it probably wouldn't look good in MSE. I'll try to keep it shorter next time (and maybe try it in MSE just to check).
Aegea ------- "Aegea was a place of diversity once, of mysteries and old magicks, but when I returned I found it changed, and was lucky to escape with my life. You may find sanctury in the islands of the north, but do not travel south of the Walls of Fire, for you will find only death and politics beyond." - Journal of a Planeswalker. Aegea's history is open to much interpretation and it's own scholars disagree wildly with each other over everything but this: that three centuries ago a great city was built on the southern shores of the Aegis sea and that once it was complete, everything changed. The city itself is made of huge blocks of stone and its foundations fill many of the deep trenches that lie under the Aegis, their locations marked now by grand walls and gates and bounderies; the innermost of these carved and richly engraved, the outer pure fortifications to deter anyone lucky enough to make it across the Aegis from committing further folly. Together these walls are known as the Maze of Durand and the city they call Amdis Cordel, for it was built to last forever. The human residents of Amdis Cordel divide their city into sections they refer to as quarters, and each is dedicated to a specific purpose; trade, artifice, military training, government. The city works as does a clock, her mechanism hidden deep within the Palace of Brencis, a great citadel whose shelter is denied to none, but whose heart is forbidden to all. Rumour suggests that the throne room is actually deep underground, a chamber in the Aegis sea; legend says that it is gaurded at the threshold by the mighty Kraken, and that the chamber is the dwelling place of the great sea god himself. Beyond the city are smaller fortresses and other towns, the distance between each increasing as the road into the barbarian lands becomes less well maintained. Some are abandoned now, some reinforced, some are merely temporary camps as the army of Amdis marches on, killing or absorbing all forces that stand before them. Sometimes there are strange beasts in these wild places, sometimes just wild men. The wild men will be negotiated with or slain, the beasts retreated from, for the soldiers are superstitious, and though their religion has recently been outlawed, they will not risk angering their old gods. Ancestor worship is permitted, encouraged even, and each soldier makes the journey to the Isla Alma, the sacred island of spirits, which is protected and hidden by the Maze of Durand. This is the first and only rite before riding to war. Every man in Amdis Cordel is trained in the arts of war, every man expected to spend a certain length of time in active service, unless he be miner, weaponsmith or scholar. The women of Amdis are trained in archery and diplomacy, but a lady may leave the city only with a suitable escort of men, to whom one at least she must be related. In the far north, beyond the Aegis sea, lies a group of islands. The scholars of Amdis Cordel, and the merfolk that live in the foundations beneath, say that the people there are barbarians who must be 'civilized' or destroyed, for they are a dangerous people whose elders and druids worship a dark power that may repel their army and come in anger to destroy even the great city itself, stealing the treasures of Brencis and burning it to the ground. These people live in tribes and have no formal government. Disputes and agreements are mediated by the elders, rituals performed by the druids, and futures read by the mystics. They trade with each other for goods and services, no currency exists there. Their history is not written, but recorded in song, passed from one generation to the next, growing ever more complex. ------------------------------------------------------------------------ Laws of Amdis Cordel (Also known as the Rules of Warfare):
Spoiler:
-------------------------------------------------------------- Notes: The 'northern barbarians' call themselves the Bridan. The islands they call home are known by various names but are generally named for whatever they appear to be or after a god or spirit that is thought to gaurd it. There is one island none of the Bridan will set foot on, for it is a holy place of spirits and faeries and it is said that the Phoenix dwells there. The Bridan send their dead leaders on burning ships towards this place, in hope that the Phoenix will aid their spirits so they may be reborn to lead their people once more. It is also a place of inspiration and the bards and mystics of the Bridan spend many hours sitting on the small rocky islets that lie just offshore, hoping for a glimpse of the muses as they soar above the island as the sun goes down. After religion was banned in Amdis Cordel, the Clerics of the old faith went into self-imposed exile. They spent some time wandering through the barbarian lands, and recent intelligence suggests that they have established a city of their own in an old fort town that Amdis was forced to abandon after a kind of madness affected all the troops stationed there. Finally, there are twelve advisors in the Palace of Brencis, and they alone know that the former ruling family rule no more, and that they ruled for a year only. Although the Princesses of the City are frequently seen, their father, once elected head, is rarely seen but still alive. The Merfolk have been guiding the City's politics for years. Some have suspected this, but they cannot prove it, and most are completely unaware. The twelve advisors, known as the Doce, keep the secret well and are sometimes rewarded with their own lands, from which they work to make the City even greater. The sea god himself did indeed have Amdis Cordel built, but there are none save him who can say why. Brief notes on people and things unexplained:
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Name orgins:
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Color alignments are pretty much what you would expect. Most of the known leading figures of Amdis Cordel are white/blue, most of the unknown figures are black/blue. The Palace of Brencis contains many creatures who retain their traditional alignments, together with certain artifacts, which are naturally colorless. Ilaria is very blue, Emalia a strange mix, an impassioned speaker who can win any crowd. The Doce have varying alignments as they come from all sorts of places- most of them are human but currently there is also a Centaur. The human citizens are largely white but exist in all colors while the merfolk who dwell beneath Amdis are blue. The exiled Clerics are white/black. Many of the barbarians are red or green, but the Bridan also have a strong element of blue, though they are mostly green and black. The fire giants and elementals are of course red, the harpies black, the Phoenix red and white and the faeries mostly blue. One muse exists in each color on the Isle of the Phoenix, and the spirits of that isle are mostly blue but exist in all colours. Ferenc is a place of blue and black mana and the Isla Alma of blue and white mana, the former a place where the sense of deep unease and the madness gives rise to terrible spectres and elementals and the later a place where the souls of the ancestors can indeed hear the words of the young men paying them tribute and contemplating their first battle. Finally, the chant of a druid or the song of a bard of the Bridan is a powerful thing. Their words are never written because of the power hidden within them. The merfolk fear this power. ------------------------------------ If I win i'll make a map- i'd make one now but i'm not sure i'd have it finished by the time this round closes. ------------------------------------
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'Keep your pace steady through the haze, lest you step on the heels of your future self or trip the self a moment behind you.' Cada dia somos mas! BOCA CAMPEÓN!!! Last edited by mysticspeculation : 05-29-2008 at 04:44 PM. |
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#6 |
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Gentlemen keep their hands to themselves.
![]() Join Date: Sep 2007
Location: Orlando
Posts: 2,190
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Voting:
Mythology:
City-States:
Other civilizations:
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Evil. Despicable. Awesome? Vote in the fourth round of the Vs. Villain Tournament Sinestro vs. Violator. ![]() Silent7Seven Games![]() ![]()
MTGS accomplishments:
Last edited by Dodavehu : 05-29-2008 at 11:26 PM. |
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#7 | |
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Master Procrastinator
Moderator ![]() |
I'm bad with this type of flavor, but I am wowed that people liked my card. (I'll probably vote here and wait for more design rounds. =/)
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Thanks to Zaph for making this sig! Memnarch's Panopticon (Helpdesk) [WWK] Complete Worldwake MWS Patch (145/145) Quote:
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#8 |
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Kitten Matron
Join Date: Nov 2007
Location: Next to my radio
Posts: 1,994
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I'm not a Vorthos at all, but I'll watch this round and wait for more card design challenges. Good luck to everyone.
@Morningstar: I posted it on the discussion thread, but thanks for correcting the wording of my card.
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Being refered to as 'she'; In real life: 9 On the Internet: 1 (+1 she-male)
my decks:
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#9 |
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Food For Mosquitos
Join Date: May 2007
Posts: 1,410
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Plane: Aegea
Some background: After many years of war, the Anoman Empire has finally stabilized it's control most of the plane. Ranging from the great Nessian Wilderness to the north and to the west, The Dariat Sea to the east, and the Mavet Desert to the south. Only two city states remain unconquered, Neavenapolis in the mountains, holding by the strength of it's legendary soldiers and the anvantage of the mountainous terrain. And Kreanus, an island city that relies on it's nautical prowess to keep it safe. Aside from them, only three barbarian hordes still remain to roam the wilderness: The Amazonian Marca, the Korim, and the druidic Tailue. All else is under the control of the Empire. The Emperor, Aurusinus II, is on his death bed, and of his three sons, none was named successor. With time running out, the senate declares the new emperor will be decided by a challenge: Whichever son who will travel through Nessia, to the far away forest of Gauim, and slay the great monster Arihakor, who is said to be gigantic and have the parts of lion, boar, and serpent, shall receive the throne. The victorious son must bring the heart of the Arihakor and sacrifice it as a tribute on the altar of the great god Petrius, and the he'll be anointed as the new emperor. Three ways lead to Gauim: One through the sea, with many dangers on the way, and only the Kreans know how to navigate the seas of that region. The seconds is through the mountains, through the borders of Neavenapolis, which is still at war with Anoma. The third crosses through the Nessian wilderness, but is long and perilous, with both the barbarian hordes and the centaurs not fond of trespassers. Now each son must gather his allies and friends, and leave the capitol city of Anoma on his way to slay the Arihakor. Each will call heroes to his name, and will face adversaries in his way. The sons: Aquirius - Clever and quick-minded. He takes great enjoyment in exploration and travel. Will take the sea route on his boat the Rapis. He is in the middle of assembling a crew of heroes suitable to accompany him on his quest. He is favored by Mareon, God of the Sea. Invictianus - Strong and Sturdy. Widely known as the best soldier in the empire. He is a master tactician, and will take a group of his elite soldiers over the wilderness route. He is favored by Morreus, God of Combat and Strength. Nulisses - Cunning and Political. He has the strongest sway in the senate, and leaves Anoma last. He takes a mixed crew of hired men and close friends over the mountain trail. He is favored by Anectia, Goddess of the Night and the Moon. Other gods, who may or may not take favorites as the story develops: Petrius - Also known as the watcher, father of the gods, and Lord of Rules Ditia - Goddess of judgment and decision making. Helous - God of the day and the sun Anevolus - God of winds Cendra - Goddess of fire and creation Fercedane - Goddess of the land, farmers and harvest. Sorpheus - God of wisdom and learning My inner Vorthos is VERY tired now...
A handy summery of the forces in Aegea, including color breakdown:
Last edited by Asrama : 05-28-2008 at 02:52 AM. |
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#10 |
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Depressive & anxious as an atog on a diet.
Join Date: Jan 2007
Location: Right here. Don't you see me?
Posts: 1,633
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As Menma, I'll be a witness this time (my english isn't enough good to writte for this round.
![]() ![]() And I love to write Fantasy! anyway, good luck to everyone! ^^
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![]() I'm a Gaymers' member. BlackBull's format Previous Deck: Kithkins (standar) Current deck: NONE Post-rotation deck: Building my own X10ded Goblins ![]() CATALINA... *** Let your senses bloom *** |
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#11 | |
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Ascended Mage
Join Date: Dec 2006
Location: Santo André, SP
Posts: 422
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Ok, lets try something...
Once upon a time Aegea was a chaotic plane, where human race couldn't reach peace at any cost, people started to believe in legends and mythical creatures that didn't actually exist, and the poisonous philosofy infected each human in the plane. But with the rise of Caeserus I, the great emperor, the history started to change to Aegea. Suddenly, people weren't fighting themselves anymore, the senate was in peace with the poor, the mythical creatures were forgotten, and the philosofy was erradicated. But how did it happened? the first measure Caeserus took was to create the Sportatis League, the games the emperor demanded in honor to the gods. These games called the attention of the people, who started going to the arenas to entertain themselves, watching death fights of gladiators. At second, the emperor demanded the persecution of each one who knew and practiced the philosofy, and killed them ("To stop the people to ask for freedom, you have to make them stop to think.", Caeserus used to say.). And as a last stroke of power, Caeserus hired minions from barbarian tribes to give the people a feeling of protection against the monsters, even knowing the monsters didn't exist. But that didn't last forever. The Nocturius, a cult of crazy mages and old philosofers, survived in the shadows the witch hunt the emperor proposed. As a secret cult, not even Caeserus knew about their existance. And they wanted revenge against the bloodbath of their people. Besides that, they thought it was the perfect time to reach the power of Aegea and throw the plane in darkness once again. At the midnight of the first day of the lunar calendar, they impersonated the nightmares of Sevrah, the beatifull emperor's daughter, and unleashed the mythical monsters, but, this time, they were real. the population watched their rising of the monsters and the death of their false guards, destroyed by those creatures. In panic, the people started to ask help for the emperor, who denied. With this denial, the gladiators made a rebel group, the Order of Aras, and started to frown the emperor's power. Desperated, the emperor had no choice but to look after help in the mystical woods of Selara, where the dryad people lived. Known by their power to manipulate creatures, the dryads offered a solution to the emperor: he would give them his son, Frei, and they would help him. with his daughter crazy, and without a son, the Empire wouldn't have a new emperor when Caeserus die, but there would be no longer an empire if he didn't accept the offer, so he took it. With no more hopes of having the empire to his family, Caeserus prayed to the gods in order to maintain his power. The gods listened to him, and gave him the command of a celestial army, which would remain undefeated against any human menaces. but the power was too tempting to the emperor, which went into maddness. the true nightmare started here, when Aegea was controlled by a mad emperor, kept by angelical forces, and in the way to complete collapse.
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Last edited by blacker_lotus : 05-27-2008 at 01:19 PM. |
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#12 |
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Arcane Grandmaster
![]() Join Date: Oct 2007
Posts: 2,972
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Creation Myth:
Status Quo:
The Mortal Establishment:
The Pantheon:
Ascension and Descent:
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draft thoughts (please ignore):
Comments on the Legendary vote:
Last edited by Ikeda : 05-30-2008 at 04:51 AM. |
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#13 |
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the Construct Golem Pentavite Scarecrow
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Backstory
The human occupancy of Aegea is a peaceful one, spread out over the continents. They are tales of Satyrs and Giants living in small colonies in the most rural edges of the lands, but none have ventured to visit them. The border towns of the main continent of Degia have guards posted around the area in case of approaching Barbarian tribes as well as contact from the Giants and/or Satyrs. During a routine patrol of a nearby border, a group of guards notice both Giants and Satyrs warring with each other. They also notice that there are strange glowing figures wandering around the battlefield. Without getting too much closer and remaining hidden, one of the guards recognises one of the glowing figures as a muse. Whilst he had only seen drawings and heard of tales of the appearing, he was certain it was a muse. He immediately headed back to the town to report the sightings and was then sent back to the capital city to inform the Capital Guard. However, his journey was stopped short by a Gorgon who turned him to stone. There are now rumours of all sorts of thought to once be mythical creatures appearing all over Aegea and wars starting between the lesser and more barbaric tribes as well. As the wars continue, the human occupancy of Aegea has still to decide what the best action is to take. ---END--- Not sure if that is what you wanted, but that's the backstory I have kept in my head for this world.
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Atrius' Posts ![]() ![]() Instant You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius. The Only Words that should be capitalised in card texts are: 1. Card subtypes (Forest, Elf, Aura, Equipment etc) 2. Card Names 3. First word of each sentence. 4. Proper Nouns Zendikar: Killing you softly with my land. |
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#14 | |
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Wizard Mentor
Join Date: Sep 2007
Posts: 569
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Aegea, Home of the Gods
Location: Aegea (General information) Etymology: A-Gea (Corrupted evolution of "A' Gaea") History: Aegea is an immense, artificial plane first conceived of by the ancient, primordial planeswalker Gaea, before she herself moved on and helped forge the core of the multiverse; as such, Aegea is one of the most ancient planes known to exist, and due to that age does not exist in proper synchronization with the rest of the multiverse. It takes an array of planeswalkers working full-time to maintain the integrity of this ancient place as the weight of the growing infinity of Gaea's multiverse crowds in on it. It is unknown whether Gaea has forgotten her ancient creation or whether she actively desires its obliteration; regardless, the forced maintainence of Aegea prevents any of the several planeswalkers that inhabit it from ever being able to leave. As such, Aegea is one of the only planes known to have an active and engaged pantheon of functional deities. Almost all of the deities of Aegea are the children of Gaea, begat for the specific task of maintaining her first work. Appearance/Qualities: Aegea is a massive disc of land and ocean held above the Blind Eternities by Attan (At-Tan, pronunciation), Bones of the Earth, the Planeswalker whose duty it is to prevent the sinking of the plane. The landmass consists of a single world ocean that paradoxically flows over the sides of the world, then back up through its bottom, spotted with a single large continent and an incalculable number of large and small islands. The Planeswalkers (Note: all names are based on the corrupted, Germanic versions of the classical Greek gods'/titans' names): Attan (At-Tan), Bones of the Earth -Attan is an immense Planeswalker that takes the appearance of an immense, impossibly strong man made of granite and sandstone. It is his chosen duty to hold the earth above the void that seeks to devour it, and it takes all of his might to do so. His totem is the mountain.Tyr (Toor), Lord of the Sky -Tyr is the greatest diety in the Aegean pantheon, and took as his choice dominion over the skies and the rains, and the setting of laws. It is Tyr's duty to hold the sky to Aegea, and prevent it from escaping. His totem is the thunderbolt.Atenna (A'Ten-Na), Heart of Valor -Atenna is one of very few Aegean deities that Gaea did not create- Atenna was made by Zeus to create humans, and to give them knowledge, and also to oppose Orestes. As such, she is precious to humankind, and her idols oft lead well-ordered armies into battle. Her duty is to inspire courage in warriors and knowledge in scholars. Her totem is the Aegis, a great shield made from a medusa's head. Orestes (Oh-Rest-Ees), Rage of Blood -Orestes was born of Gaea to inspire strength and nobility in the hearts of men, and to lead them into war. However, he became so drunk in the bloodshed of the many battles waged in his name that he renounced his duties as a scion of the earth to wallow in battle. His totem is the jagged axe.Parthannon (Par-Than-Non), Lord of the Wilds - Parthannon, Tyr's brother, once challenged him for dominion of the skies. He failed, and in failing was left to choose last of the domains of the earth. The wild places, the rivers, and the oceans deep are his alone to rule, as are their inhabitants. It is his duty to return the water the cascades from Aegea to the oceans that fill it, and to keep foolish sailors from the edge of the world. Forever is he jealous of his brother Tyr, and the love that mortals have for him, for Parthannon is feared and hated for his mercurial temper. His totem is the raging waterspout.Had (Hahd), Lord of the Dead - Had watched Parthannon challenge Tyr, and chose not to interfere; when Tyr emerged victorious, Had acknowledged his brother's power, and as such chose second of the domains of the earth. His dominion is over the souls of the dead, and the making of new life; Had has no physical form, and it is only by his presence in all things that life continues on Aegea. It is Had's duty to maintain life on Aegea, and to shepherd the dead to his spectral realm to await Gaea's return. His totem is the bleached skull.EDIT: Decided to add some more 'walkers here. Also cleaned up my formatting. Venial, Heart's Desire - Venial was originally created to guide the hearts of mortals, and inspire in them the greatness of love. However, she fell in love with Orestes, and with him fell from favor with the rest of the gods. Now, she inspires not love, but pining, lust, and terrible, destructive grief in times of loss. Her totem is the coy maiden.Hestes, Forger of Dreams - Alone of the gods of Aegea, Hestes is not born of Gaea, nor is he native to the plane. Ages ago, he fled to Aegea to find refuge from those that pursued him, for he is by nature ugly and weak. However, he is a craftsman beyond compare, and found a welcome home with the gods of Aegea, for whom he crafts great implements of power. He also forges dreams and hopes of greatness in the minds of mortals, and is the patron deity of heroes of all types. His totem is the anvil.Detra, Maiden of the Land - Detra was Gaea's first child, and inherited more of her mother's nature than any other. It is the land that she loves, and it is her chosen duty to make living things grow. No seed will sprout without her blessing, no crop harvested without her will. However, she is a kind mistress, and is pleased simply to see such things happen; some would say that she's become neglected for her complicity, but so long as trees grow and the grass is green, Detra is content. Her totem is the thyrsos (it's a Greek staff signifying the harvest).Appolon, Light in the Sky - Appolon was given a special duty of all the gods of Aegea- he was to drive the chariot of the sun across the sky, and provide light to the world. In addition to this, he chose for himself to be the arbiter of health and sickness- those struck by an arrow from Appolon's bow will become ill and die without exception, save only if he fires a second arrow to heal the afflicted. He has always quested after mortal women for companionship, but is clumsy and rude in his efforts, and as such finds himself always alone.Relevant Political Organizations in Aegea: The Aegean Senate -The Aegean Senate was created long ago to keep needless war from erupting between the many city-states that comprise Aegea. Each city-state is represented by a single senator, and unanimous decrees from the Senate must be obeyed by all city-states. However, the Senate has grown old, self-interested, and corrupt in its extreme age, though there are some who still work for good. A petitioner is as likely to be covertly assassinated as he is to be listened to.The Saardan League - The Saardan League is a group of loosely affiliated City-States led by Saardia; they represent the primary organized military force in Aegea, and its Hoplites are legendary. All Saardans train as warriors from birth, and only the brutal training and their unshakable honor keeps the Saardans in check.The Wild Places - The Argeans fear the seas and forests of their world, a fear well-deserved as a result of Parthannon's jealous protection thereof. No ship dares sail without a proper offering, lest Parthannon's seagoing children sink it, and none enter the deep woods unless they carry his banner. There are in point of fact very few organized groups of Parthannon's devoted herein, but all carry his jealous hate of the civilized races.The Chipped Axe -Orestes' disciples are marauders, and go from place to place to prey on whatever hamlet, town, or even city-state is so foolish as to neglect its defenses. They have no formal organization; the warrior who claims the most heads in one battle is the Warlord until the end of the next... unless he's assassinated by a rival. Though denounced vocally in every civilized place, there must be some source for all the great, numberless horde that comprises Orestes' warband, for no matter how may fall, it never stops, and never fails.The Cult of Mystery - The Cult of Mystery is focused mainly on the mysteries of life, death, and rebirth, as encapsulated in the seed. They are viewed upon with some disdain by most Aegeans, for their worship is a full-time matter, rather than the highly pragmatic, as-needed worship that most Aegeans embrace. Detra above all others is special to the Cult, though she never speaks to them directly.The Oracle ![]() - There is only ever one Oracle in the world, and she (for it is invariably female) is surrounded by a temple structure and hierarchy that makes her utterly unapproachable, though her prophecies are relied upon by all who can afford them. They are, of course, for sale, and only those who make generous "contributions" will ever receive the benefit of her foresight. Even as such, her prophecies are ambiguous, and often deceive the receiver into believing one thing when the truth is very different.The Minean League - The Mineans command the largest island force in Aegea, and have a navy appropriate to their strength. They alone sail the seas of Aegea unafraid of Parthannon's wrath, for they alone worship him with the respect he feels he deserves as a deity. None sail the seas (at least, not for long) without the Mineasn's blessing, for their ships are the fastest and the strongest without exception.There are certainly other forces at work in Aegea, and those can represent great cultural or atristic influences on the rest of the continent; still, the above are meant to represent the greatest sources of manpower in Aegea, and to give some inspirations for respective card alignments (along with godly affiliation). Color theory in Aegea: : Standard- White represents law, solidarity, and fairness. : Variant- Red is the particular color of war, and of warriors. All varieties and ken of those who wield the blade cite red as their color, though they fight for radically different causes and by radically different means. In certain combinations/situations, can be highly tactical or mindlessly destructive. : Variant- death is not feared an Aegea; it is simply a fact of life. The fate of all is waiting without identity in an endless group of all who have come before, and with all who will come after, until Gaea returns to claim her own. All Aegeans pay respect to the dark side of themselves and of the world, for they have no illusions of perfect moral supremacy. : Standard- Green represents growth, untamed fury, and the wilds at large. : Variant- In combination with white or red, blue can represent the classic thought and planning that it always has, but in Aegea, blue represents the unstoppable force of the tidal wave, or the terror of the waterspout- it is the power that destroys not because it wants to, or because it likes to, because it is driven to, or even because it must- it destroys because it simply is. It is also capricious and vexing; to swear by water, in Aegea, is synonymous with lying.
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Take that, some guy I'll never meet! Last edited by Infinitive : 05-29-2008 at 09:55 AM. |
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#15 | |
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Archmage
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Quote:
Thoughts, anyone? |
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