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View Poll Results: Choose the best legend for the set
menma 1 3.45%
Morningstar81 3 10.34%
Asrama 2 6.90%
zu_Faul 0 0%
Dragoon26 2 6.90%
Shepherd 5 17.24%
HGaramond 1 3.45%
Ikeda 0 0%
BlackBull 1 3.45%
Infinitive 1 3.45%
Danny 1 3.45%
Dodavehu 0 0%
FuriouslySleepingIdea 1 3.45%
Seeonee 1 3.45%
GetItWrong 2 6.90%
sqeetschy 1 3.45%
NightArcher 1 3.45%
mysticspeculation 1 3.45%
penguinwriter 3 10.34%
Spiritmonger_Fan 1 3.45%
Krey 1 3.45%
Lorgalis 0 0%
Voters: 29. You may not vote on this poll

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Old 05-26-2008, 06:54 AM   #1
Morningstar81
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Default We Make the Set Competition - Round 8


Thanks to spiderboy4 and [High~Light Studios] for the banner!

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:

Morningstar81 - 36
RainbowBrite - 24
Asrama - 23
GetItWrong - 22
Ikeda - 22
Lorgarlis - 22
Dragoon26 - 18
beren camlost - 14
HGaramond - 14
Sqeetschy - 14
blacker_lotus - 13
Krey - 12
menma - 11
FuriouslySleepingIdea - 10
memnarch6 - 10
penguinwriter - 10
videojuegos - 10
Infinitive - 9
L0ng5h0t - 8
mab - 7
zu_Faul - 7
Danny - 5
Dodavehu - 5
Twilight Kiwi - 5
Atrius - 4
mysticspeculation - 4
Seeonee - 4
Shepherd - 3
Avier - 2
frizbone - 2
NightArcher - 2
Blutsau - 1
chaosjuggler - 1
spiderboy4 - 1
Urbatect - 1


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:

Set Name: Aegis
Plane: Aegea
Setting Description:

A Classical, Greco-Roman theme. Part Greco-Roman mythology, complete with all the regular monsters that go with it and Greek culture and Roman imperialism. Philosophers in blue, legions in white, senators in black, all poised against barbarians hordes in red and druidic cultures in green. A contradictory civilization, simultaneously the most civilized in history while still being a terror which is spreading and enslaving the known world. Visually, it could be stunning, too, employing classical painters (like Donato Giancola) to give it an epic, classy, timeless feel.
Aegis is a Roman shield, while Aegea could be a reference to the Aegean Sea, or to the pre-Hellenistic period civilization by the same name. Plus, it's a palindrome.

Set Themes:

Combat matters theme
Legends/Heroes theme (these are mostly mulicolor)
Fortifications
Involvement of the gods (namely with big mana spells)

Set Mechanics:

All core set abilities (protection, shroud, deathtouch, etc).
Two-colored multicolor - for legends only
Fortifications
Grandeur
Experience N (Whenever this creature deals combat damage, put N experience counters on it.)
Battlestorm (When you play this spell, copy it for each creature that attacked this turn. You may choose new targets for the copies.)
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
Awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)

Approximate card destribution:

Monocolor: 46-47 each color
Multicolor: 10-11
Normal Artifacts: 8-11
Fortifications: 20
Non-basic lands: 7-10

Creature type breakdown:

Races:
Human - any color
Giant - any color (likely predominant in Red)
Spirit (muses) - any color (rare in Black and Red)
Beast - primary in Green; secondary in all but White
Centaur & Satyr - primary in Green; secondary in Red and/or Black
Nymph (maybe Faerie) - Green and Blue
Basilisk - Green and Black
Snake - Green and Blue
Sphinx - Blue and White
Phoenix - primary in Red, secondary in White
Minotaur - primary in Red, secondary in Blue
Manticore - primary in Red, secondary in Green
Harpy - primary in Black, secondary in Green
Griffin & Pegasus - White
Kraken, Nautilus & Merfolk - Blue
Gorgon, Hag & Skeleton - Black
Cyclops & Hydra - Red
Dryad - Green

Classes:
Mystic - any color
Advisor, Citizen, Soldier & Wizard - White and Blue, some Black
Barbarian, Warrior & Shaman - Red and Green, some Black
Rogue - Blue and Black, possibly Red
Cleric & Knight - White and Black
Archer - White and Green
Mercenary - Black and Red
Artificer - Blue
Minion, Assassin - Black
Berseker - Red
Druid, Scout - Green



Cards in set:

White:

Brightness of Light
Enchantment - Aura C
Enchant Creature
Enchanted creature has ": Tap target creature."
(Creator: menma)

Fifth Legion Commander
Creature - Human Soldier C
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
When Fifth Legion Commander is put into the graveyard from play, you may put a 1/1 white Human Soldier creature token into play for each experience counter on it.
2/3
(Creator: Asrama)

Blue:

Oracle of Winds
Creature - Human Wizard C
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
When Oracle of Winds is put into the graveyard from play, you may draw a card for each experience counter on it.
2/2
(Creator: Asrama)

Wisdom of Water
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ": Target player draws a card, then discards a card."
(Creator: menma)

Wisdomseeker
Creature - Human Wizard U
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
At the beginning of your upkeep, if there is an odd number of experience counters on Wisdomseeker, you may draw a card.
Nothing is easy to find. You must take the world into yourself and the time spent experiencing everything is invaluable to that search.
2/2
(Creator: memnarch6)

Black:

Drain of Darkness
Enchantment - Aura C
Enchant Creature
Enchanted creature has ": Each opponent loses 1 life and you gain 1 life"
(Creator: menma)

Tyrannizing Senator
Creature - Human Advisor C
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
When Tyrannizing Senator is put into the graveyard from play, you may have target player discard a card for each experience counter on it.
2/2
(Creator: Asrama)

Red:

Power of Fire
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ": This creature deals 1 damage to target creature or player."
(Creator: WotC)

Kreani Glaive-Thrower
Creature - Minotaur Warrior C
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
When Kreani Glaive-Thrower is put into the graveyard from play, you may have it deal 1 damage to target creature or player for each experience counter on it.
3/2

Green:

Bloom of Nature
Enchantment - Aura C
Enchant Creature
Enchanted creature has ": Untap target land."
(Creator: menma)

Nessian Courser
Creature - Centaur Warrior C
3/3
(Creator: WotC)

Nessian Explorer
Creature - Centaur Scout C
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
When Nessian Explorer is put into the graveyard from play, you may search your library for a basic land card and put it into play tapped for each experience counter on it. If you do, shuffle your library.
3/3

Nessian Hunter
Creature - Centaur Warrior U
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
Nessian Hunter can't be blocked except by creatures with power greater than the number of experience counters on it.
2/2
(Creator: menma)

Sweet Harvest g
Instant C
Untap up to two target lands.
(Creator: blacker_lotus)

Multi:

none

Artifacts:

Pleasure Garden
Artifact - Fortification C
Fortify
Fortified land is all basic land types.
(Creator: FuriouslySleepingIdea)

Temple of Lainara
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Lainara.
, Remove two charge counters from Temple of Lainara: You gain 4 life.
Fortify
(Creator: Morningstar81)

Temple of Senusil
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Senusil.
, Remove two charge counters from Temple of Senusil: Draw a card.
Fortify
(Creator: Morningstar81)

Temple of Nemerion
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Nemerion.
, Remove two charge counters from Temple of Nemerion: Return target creature card from your graveyard to your hand.
Fortify
(Creator: Morningstar81)

Temple of Asfaloth
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Asfaloth.
, Remove two charge counters from Temple of Asfaloth: Target creature you control gains double strike until end of turn.
Fortify
(Creator: Morningstar81)

Temple of Gaea
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Gaea.
, Remove two charge counters from Temple of Gaea: Add three mana in any combination of colors to your mana pool.
Fortify
(Creator: Morningstar81)

Land:

None




Last Rounds Entries:

Quote:
Originally Posted by menma View Post
Ceritus, Twisted Mindur
Legendary Creature - Human Wizard
ur: Switch target creature's power and toughness until end of turn.
Grandeur - Discard another card named ~: Choose one - Change the target of target spell with a single target; or copy target instant or sorcery spell, you may choose new targets for the copy.
1/3
Quote:
Originally Posted by Morningstar81 View Post
Tsurion Plaguebearer
Legendary Creature - Human Druid
When Tsurion Plaguebearer comes into play, you may pay . If you do, destroy target non-land permanent with converted mana cost X or less.
Grandeur - , Discard another card named Tsurion Plaguebearer: Destroy each non-land permanent with converted mana cost X or less.
4/4
Quote:
Originally Posted by Asrama View Post
Adarion of Neavenapolis 2wb
Legendary Creature - Human Soldier
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
If you would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.
2/3
Quote:
Originally Posted by zu_Faul View Post
Tharl Bloodseeker 2br
Legendary Creature - Minotaur Berserker
When Tharl Bloodseeker comes into play, put a +1/+1 counter on him for each creature put into a graveyard this turn.
Grandeur - Discard another card named Tharl Bloodseeker: Tharl Bloodseeker deals damage to target creature or player equal to twice the number of +1/+1 counters on him.
3/1
Quote:
Originally Posted by Dragoon26 View Post
Regulus Locke 1ub
Legendary Creature - Human Advisor
Spells cost an additional 1 or "Pay 1 life" to play.
Grandeur -- Discard another card named Regulus Locke: Gain control of target spell. You lose life equal to its converted mana cost (If that spell is an artifact, creature, or enchantment spell, it comes into play under your control.)
"Everything has a price. Even you." -- Regulus Locke
2/2
Quote:
Originally Posted by Shepherd View Post
Ivar, Masked Pretender
ub
Legendary Creature - Human Rogue (rare)
You may discard this card as though it had the same name as a legendary creature you control to pay the activation costs of that creature’s abilities.
Grandeur — Discard a card named Ivar, Masked Pretender: Search your library for a legendary creature card, reveal it, then put it in your hand. Ivar, Masked Pretender becomes a copy of that card and gains this ability.
2/2
Quote:
Originally Posted by HGaramond View Post
Anathema the Fallen 1rw
Legendary Creature - Human Soldier
First strike
Awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Grandeur rw, Discard a card named Anathema the Fallen: Anathema the Fallen gets +2/+2 and gains haste and vigilance until end of turn.
"What power I have now is meaningless. Those cowards on Olympus have my name, and I shall not rest until it is mine again."
2/2

Backstory:

She used to be a goddess living on Olympus (or wherever the gods live) until, for whatever reason, the other deities exiled her to Aegea and stripped her of her divinity, name, and most of her power, calling her Anathema instead to signify her exile. Eventually, she fell into the service of a monarch, and eventually became his most trusted and loyal retainer, though she still harbored resentment towards the gods who sentenced her to mortal existence. But up until recently, that resentment has done little but simmer within her - after all, she is but a mortal now, to whom Olympus owes nothing at all.
She joins the hero/es on his/her/their quest, ostensibly on the order of the king, but also because something about the task, or perhaps merely the person/group undertaking it, makes her feel as though fulfillment will not be so unattainable as she had once believed. But when the time comes, will that fulfillment come in the form of answers, forgiveness... or revenge?
Quote:
Originally Posted by Ikeda View Post
Diamara, Warrior Queen 4rg
Legendary Creature - Human Warrior
Awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Creatures you control have Awe as long as Diamara, Warrior Queen is attacking.
Spells you control have Battlestorm as long as Diamara, Warrior Queen is attacking.
4/4

Vorthos notes:
Think Boadicea. Think a barbarian Joan of Arc, if you will. The Empire's ruthless expansion has left countless victims in its wake, and after her tribe and family fell among the casualties, Diamara felt that she could take no more. She began adopting the survivors of defeated peoples and the remains of indigenous creatures, shaping them into a singular fighting force whose common bond involves a deep hatred for the Empire and its oppressive policies.

Now the northern provinces have begun encountering stiff resistance from the warrior queen's patchwork army. The Empire's legions may be better trained, but even their tactics cannot stand against the onslaught of two hundred thousand angry barbarians eager for revenge. Soon the day shall come when Diamara shall march upon the capital... and until that time comes, she will not hold back.
Quote:
Originally Posted by BlackBull View Post
Siux, Trickery Adept 1ug
Legendary Creature - Human Rogue
Lure, awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Whenever Siux, Trickery Adept deals combat damage to a player, you may draw a card.
— Where is Siux!?
— Doing something dirthy and helpful for sure, no matter what.
1/2

Details:
He is ging to be as the squee of this story (as boo-boo Bear or Robin. The half-sucker character that gives that so necessary help for the victory but that almost the time is being the excuse for making a joke in the book.)
Quote:
Originally Posted by Infinitive View Post
Nessos, King of the Rivers
Legendary Creature- Centaur Warrior
Islandwalk
Grandeur- Discard a card named Nessos, King of the Rivers: Until end of turn, all lands are islands.
"I am of the rivers and the forests and the wild places of the world. Do not dare to violate them while I draw breath."
4/4

Flavor:

Nessos is inspired by the centaur that Heracles faces at the river
early on in his adventures. Nessos is the king of wild places at large, but specifically chooses forests and wild rivers as his totems, for he feels that they best represent the untameable, eternal aspects of nature.

Nessos holds court on a forested island, isolated from the land around it by a river with heavy rapids. The only ways to get to this island is either to swim very well or to leap over the wide river, or to use magic. Nessos is attended by/allied to centaurs (who often draw their name from him), fauns, nymphs, dryads, and naiads.
Quote:
Originally Posted by Danny View Post
Myth 1wb
Legendary Creature - Gorgon Incarnation
At the beginning of each player's upkeep, he or she sacrifices a creature unless he or she controls a legendary creature.
"Some citizens of Aegea believe the Gods and Godesses are myths. What I say is that the Gods gave life to this notion and sent it down to Earth as a test of faith. If many of our people discover fate of death because of their heathenry, so be it. However, it is still the duty of leaders to save them." -- Emperor Aristo of Aegea
1/3
Quote:
Originally Posted by Dodavehu View Post
Falserpus Dux, the Scorned 1ub
Legendary Creature--Human Advisor
ub, return Falserpen Dux, the Scorned to you hand: Destroy target attacking or blocking creature.
Grandeur--Discard another card named Falserpen Dux, the Scorned: draw a card for each creature put in the graveyard from play this turn.
A senator's oratory is more deadly than an assassin's blade.
2/2

Falsurpus and Stalnus:
Falsurpus and Stalnus were brothers born on the island of Carperon. Although they were twins they couldn’t be more different in manner and temperament. Falserpus was smart and witty. His love of study was only outmatched by his ambition. Stalnus, on the other hand, was impulsive and lazy. He enjoyed women and wine above all and tried to do the least amount of work possible to get those two things in abundance.
It didn’t come as much surprise to Falsurpus when his brother came to him one night, bloodied and haggard, looking for some gold to pay back the debts he owed to some dangerous people. At this point in his life, Falsurpus had already begun a life of his own. He had just married a beautiful wife, Eudocia, and had started a promising political career. But blood was blood and he gave Stalnus the money he needed.

It wasn’t too long, when Eudocia was carrying their first child, that Stalnus made another late night visit to his brother. This time he was in trouble with the law. Stalnus had killed a prostitute in a drunken rage and would surely be exiled--or killed--if he was caught. Falsurpus was on the path to an election into the imperial senate in less than a month, but blood was blood. He pulled in some favors and delayed his own election in order to have his brother drafted into the imperial legion instead of put on trial.

It seemed that drinking and finding women weren’t the only things Stalnus had talent for. He turned out to be a skillful warrior and traveled all over the empire and to parts beyond on several adventures. Falsurpus was eventually elected to the senate and even became its speaker after many years of service. By now his son, Aeschylus, was coming of age himself. It seemed all was well until Falsurpus found a letter nailed to his door.

Some say it was the god of the forests, angry that Stalnus and his men had slain a druid camp down to the last child. Some say it was the evil god of war, bitter that Stalnus had escaped his death on the battlefield one too many times. Others that it was the god of law and justice, eager to test the leader of the senate and to see that the truth was finally revealed. Still others say, and this is what I believe most, that it was Stalnus himself that penned the letter in a muggy tent as his last act of a life of guilt.

Whoever the author, it plainly said that Stalnus had used his brother’s steadfast loyalty his whole life. He never went into debt. He never got in trouble with the law. Every bit of help Stalnus ever asked for was an intricate lie to get something for nothing. Worst of all though, was that he hadn’t only taken his brother’s money, but also his wife.

Falsurpus let the parchment fall to the ground and thought about just how much Aeschylus acted like his uncle.

With Falsurpus’s position it wasn’t hard to find the truth. Witnesses seemed to craw out from under every rock in his old village on Carperon, as though they’d been desperate to tell the truth for years. With the assembled evidence Falsurpus quickly argued that exile, the punishment for adultery, was far too lenient and only encouraged infidelity. He saw to his wife’s execution personally.

Finding that his brother had died in battle, Falsurpus had all of the soldiers under his command tried for war crimes. Still not sated, he turned his wrath to whole of the army. He passed laws that made commanders deal out the harshest punishments for the slightest offenses. It made the imperial army stronger, fiercer than it had ever been. It also made it a band of paranoid bullies, many seeking not honor or glory, but blood.

That was the legacy that Falsurpus, the scorned left for the empire.

And what of his son, Aeschylus? He was able to escape Falsurpus’s rage. He fled the empire, vowing to undue the damage that Falsurpus had wrought and return the empire to its former glory. Luckily for him he had inherited his “father’s” intelligence and his “Uncle Stalnus’s” talent with a sword. But that’s another tale. . .
Quote:
Originally Posted by FuriouslySleepingIdea View Post
Alymon the Inhospitable
Legendary Creature - Chimera Beast
Flying, Trample
Grandeur-Discard another card named ~:Lands target player controls don't untap during his or her next untap step.
Who denied a God's hunger is cursed with hunger unending.
5/5

Background:
Well, what are heroes without horrible monsters to fight? In classical mythology, monsters are either the children of, or those cursed by the gods. Although this isn't Greek cannon, it is Greek flavor. Of course the names of the Gods will be changed to setting Gods rather than Greek gods. Alymon was a successful shepherd. One day, one of his lambs broke a leg had to be killed. So he cooked it, and was eating when Zeus traveled past. Smelling the roasting lamb, Zeus became hungry and approached him in the guise of a poor and hungry traveler, and asked to join in his meal. Not recognizing the god, he refused to give him any meat and even tried to chase him off with a stick. For that, he was cursed to be ever hungry and never welcome at any table. He now is a horribly ugly and strong man with the head of a wolf and vulture wings that terrorizes an area eating every living animal or person.
Quote:
Originally Posted by Seeonee View Post
Cavus, Hadra's Maw 2bbr
Legendary Creature — Horror
Cavus, Hadra’s Maw’s power and toughness are each equal to the number of creature cards in all graveyards.
Grandeur — Discard another card named Cavus, Hadra’s Maw: Destroy target creature.
Even shadows hunger in the underworld.
*/*
Quote:
Originally Posted by GetItWrong View Post
Venator, the Hunter
ub
Legendary Creature--Human Soldier
2/2
Awe
Grandeur--Discard a card named Venator, the Hunter: Destroy each creature with no abilities.
"Those who can't fight deserve to die. And, well, I've never met anyone who can really fight."
Quote:
Originally Posted by sqeetschy View Post
Xaran, Death's Ferryman
Legendary Creature - Spirit
Whenever a creature an opponent controls is put into a graveyard from play, return that creature to play under your control unless it's owner pays .
Those who are not prepared to pay shall do so by force.
1/2
Quote:
Originally Posted by NightArcher View Post
Solifae, the Battlewizen 4wu
Legendary Creature - Human Advisor
Formation
Other creatures you control have Formation and Awe.
1/6
Quote:
Originally Posted by mysticspeculation View Post
Ciara Brancara, Loreweaver uub
Legendary Creature - Shapeshifter
u, Discard a card: Ciara Brancara, Loreweaver gains flying until end of turn.
When Ciara Brancara, Loreweaver is put into a graveyward from play, look at the top five cards of target opponent's library. Remove one of those cards from the game and put the rest on the top or bottom of that library in any order. Until end of turn you may play that card without paying its mana cost. If you do, you lose life equal to its mana cost. If you do not, bury it at end of turn.
3/2
"She is the memory of our people lost and the spirit of our true ways. While she remains, we shall not die, not even in these foreign chains." - last words of the barbarian Terrix.

Details:
The name is gaelic. Ciara means 'dark', Bran means 'raven' and Cara means 'friend'. The idea is that she is a wise woman of a culture that has been recently conquered and that she is trying to keep the old ways alive by telling stories. She is a shapeshifter because there are many examples of characters steeped in lore and magic who could change shape, but to gain wings she has to sacrifice something else. She learns the ways of the new 'civilized' people who now rule her land. She doesn't want to use this new knowledge in order to defeat them and it would destroy her to do so, but she would consider it as a last resort.
Quote:
Originally Posted by penguinwriter View Post
Secundus, Aegean Heir 2wb
Legendary Creature - Human Advisor
Whenever Secundus, Aegean Heir becomes the target of a spell or ability, its controller sacrifices a creature.
Human creatures you control get +1/+1 when attacking or blocking.
"And those who serve me will attain true strength. And those who oppose me shall die."
2/2
Quote:
Originally Posted by Spiritmonger_Fan View Post
Avatar of Hephaestus 2rw
Legendary Creature - Human Priest
Sacrifice Avatar of Hephaestus: Avatar of Hephaestus deals 5 damage to target creature or player.
Grandeur - Discard a card named Avatar Of Hephaestus from your hand. Avatar Of Hephaestus deals 3 damage to your opponent and all creatures they control.
"A trial by anything but fire is hardly a trial at all"
1/2
Quote:
Originally Posted by Krey View Post
Maximus the Gladiator 3wr
Legendary Creature - Human Warrior
Vigilance, Awe
3,: Tap Maximus the Gladiator and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.
Grandeur - Discard a card named Maximus the Gladiator: Maximus the Gladiator gains +5/+5 and Protection from the color of your choice until the end of the turn.
5/5
"Once a brave soldier, now he has found his calling in the bloody arenas of the Empire."

Who is Maximus the Gladiator???:
Once a great commander of the Empire, Maximus fell from grace after his squadron was massacred by barbarians at an ambush. Maximus later found out that it was a trap set up by the tracherous Senator Palpitus in revenge for not letting his son join the Emperor's Honor Guard. Maximus confronted the senator ending in the senator's death. Maximus was sentenced to the gladiatoral arenas, but contrary to what everybody expected (a quick death) he found his true calling in the arenas and won his freedom. Now even as he fights ocassionally in the arenas, he commands a squad of free gladiators answering only to the emperor himself.
Quote:
Originally Posted by Lorgalis View Post
Anaeopides, Scutam Leader 1rw
Legendary Creature- Human Hero (if there's no Hero type, then Soldier)
Awe, Formation
Grandeur- Discard a card named Anaeopides, Scutam Leader: Creatures you control with Formation gain Double strike until end of turn.
3/3

Briefing:
This man is the chief of an Elite corps named the Scutam. These guys are based on the Myrmidons, and so the man is based on Achilles. For more info: http://en.wikipedia.org/wiki/Myrmidons



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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Old 05-26-2008, 07:08 AM   #2
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The Kaemirian Empire:

Kaemir, the jewel of cities, is bathed by the fresh waters of the river Narimin, and lies under the shade of mount Turon. Legend tells that it was founded by the brave Nerissus, son of Deonar (the all-father, lord of the skies) and Alinmara (the fairest nymph that was ever born under the sun), in the place where he tamed his griffin Glaudsen.
A few centuries ago, as the city became prosper, it started an expansion policy that led to its control over the whole Irgasian peninsula, and further beyond.
The city of Kaemir is ruled by a senate, but the empire is ruled by an imperator, who is the military commander and has a permanent seat in the senate.
The Kaemirians have a powerful army, but the main reason behind their might lies in their griffin-riding knights. A single knight is worth fifty soldiers in battle, and worth much more for keeping the peace, as even the most remote outpost of the empire are only a day's flight away.
Kaemirians are remarkable builders, with aqueducts bringing water and roads paving the way for every city in the empire.
Important cities in the empire include:
- Lilenor - the capital of a small island of the same name, just to the southeast of Kaemir, is an important trade port between Kaemir and the southern islands. It was once a powerful state with Minotaurs as revered rulers, but most Minotaurs were slained during the war with the Cyclops two century ago, which left the state severely weakened. So, when the Kaemirians came, two score years ago, the city accepted their rule without much struggle. Today there are only a handful of Minotaurs in the island, and another handful scattered throughout the Kaemirian cities.
- Niemar - the city of light was once a powerful city-state which controlled the trade from all Southern Alisia to the eastern continent Ornella. As Kaemir began to grow in power, the two cities became rivals, and eventually war broke out between the two. After a long attrition war and a siege of two years, Niemar finally fell and became a protectorate of Kaemir. While the Niemarin royal family was slain, the people of the city were allowed to live under Kaemirian rule, and many Niemarin soldiers later joined the Kaemirian legions.
- Tirion - is the most important city the Kaemirians control in the Arezian peninsula. Although independent, it was under indirect control of Xyanthos, so the Kaemirian conquest opened a certain enmity between Kaemir and Xyanthos.
Colors:
Races/Classes: Human, Griffin, Soldier, Knight, Advisor, Citizen, Archer, Rogue, Assassin, Scout
Weight in the set
: 30%

The Marvindul:

North of Irgasian peninsula, dwell the Marvindul people, which constitute the main etnic and cultural group in the continent Alisia.
They are not a single unit, but rather a group of independent tribes of 50-100 individuals, which occasionally battle amongs each other when competing for resources. Each tribe is ruled by a warrior chief, but even he bows to the tribe's elder druid - the spiritual leader of the people.
The druids are precisely the link that unites the Marvindul people, as they all meet once each year, under the supreme hireophant, to take counsel from each other, and to decide how best to rule their tribes and how to rule their people.
The coming of the Kaemirians has lead the druids to rally their tribes to unite in combat against these southern oppressors. And while the Marvindul warriors fear the Kaemirian griffins, so do the Kaemirian soldiers fear the powers of the Druids over nature and the weather, and fear the wolves that usually fight for them.
The Marvindul build only wooden settlements, and small villages. Most are farmers or sheepherders, but there are also many hunters among them.
Colors:
Races/Classes: Human, Wolf, Warrior, Druid, Barbarian, Berserker, Mercenary
Weight in the set: 30%

The Nessians:
The island of Vessalia, home of the Nessian people, lies four hours southwest of Kaemir, as the griffin flies (more than a day as a ship sails). Two score leagues it spans in longitude, and five leagues in latitude, and every acre covered by thick forest.
The Nessians are a proud, old and wise people, who live in harmony with nature. They are peaceful and hard to anger, but fierce fighters when angered, especially when defending their sacred woods.
They are at peace with the Kaemirians, who hold them in awe, for they are children of the goddess Nessia, daughter of Avannia, the mother earth.
They hate cyclops above all else, and have played an important role in helping the Lilenorians in the war against them.
Colors:
Races/Classes: Centaur, Warrior, Scout, Archer, Shaman
Weight in the set: 12%

Xyanthos, City of Magic:

West of Kaemir, in the Arezian Peninsula, lies the city of Xyanthos.
Xyanthos is a city of magic, ruled by a council of wizards and witches, and centered around an academy where the magical arts are tought.
Many of the most powerful wizards can claim a divine ascendency, as the city was founded by a coallition of demigods (elementals) fifteen centuries ago.
Their magical powers include pyromancy, telekinesis, telepathy, divination and in rarer cases, chronomancy.
The city of Xyanthos controls, directly or indirectly, most of the Arezian Peninsula, and the whole Morgren island. The sailors' city of Tallinur, whose population is mostly dedicated to maritime commerce (or occasionally piracy), owes allegiance to Xyanthos, and has always an archmage present to serve as counselor to the king.
Although the relationships between Kaemir and Xyanthos can't be described as friendly, they are not open enemies either, mostly because they see a more dangerous common enemy in the Marvindul. The Xyanthos mages both fear and hate the Marvindul druids.
Colors:
Races/Classes: Human, Elemental, Wizard, Mystic, Artificer, Pirate
Weight in the set: 6%

Avelion, the Sunken City:

Legends tell of the first city in Aegea, Avelion, and of how it was taken by the Laemin sea, like most of the continent Euferia, many many ages ago. Whether this is only myth or has some truth, no one knows, but it is said that the merfolk are direct descendents of the people of Avelion.
Merfolk are rare, but mischievous and malicious enough to be feared by all sailors, despite their small number. The mermaids are known to lure sailors into the ocean with their singing and leading them to drown, whereas the tritons have the sport of sinking ships with their great whales.
Little is know of the habits of this people, but it is certain that they feel nothing but spite for the earth-bound peoples.
Colors:
Races/Classes: Merfolk, Whale, Rogue, Assassin, Wizard
Weight in the set: 6%

Nurgren, Island of Horror:
The small island of Nurgren lies somewhere to the southeast of Kaemir. Its location is uncertain for few who have gone there came back to tell their tale. As it happens, the island is exclusively inhabited by cyclops, and those brute, vicious and beligerant one-eyed giants don't take kindly to visitors.
Occasionally, a cyclops is banished from the island and reaches the Irgasian peninsula. It usually takes a centurie of Kaemirians to deal with the fiend.
Fortunately, the number of cyclops was severely reduced in the war with Lilenor, so Cyclop appearences in the continent have become very rare.
Color:
Races/Classes: Cyclops, Warrior, Shaman
Weight in the set: 6%

Mirambar, the Sacred City:

Mirambar is the religious center of all southern Alisia, from Xyanthos to Niemar and beyond, as there are located the chief temples to every deity in the pantheon (all peoples of the South share the same religion) except for Nessia (whose chief temple is located in Vessalia).
Although the city is located within the Kaemirian Empire, it is semi-independent, and the internal affairs of the city are ruled by the supreme Psychopomp.
Despite the proximity to the lands of the Marvindul, who have a different religion, Mirambar has always been safe from raids, for the Marvindul fear the weird southern gods.
The most important temples in Mirambar, and corresponding gods are:
- Temple of Deonar - the all-father, lord of the skies and of the weather, chief of the pantheon -
- Temple of Avannia - the mother-earth and goddess of nature and fertility, wife of Deonar -
- Temple of Senusil - the cunning, god of wisdom and knowledge -
- Temple of Nemerion - god of death -
- Temple of Lainara - goddess of health, child of Deonar and Avannia, and wife of Nemerion -
- Temple of Asfaloth - god of war -
- Temple of Tessania - goddess of the oceans, sister of Avannia -
- Temple of Allyra - goddess of love, passion and pleasure -
Races/Classes: Human, Cleric
Weight in the set: 5%

Other races:

Muses (Spirits) - - These rare and fickle spirits give blessings to those who seek them. There are only five of them, and no one knows where they can be found.
Giants - - Contrary to the cyclops, giants aren't usually vicious. That however doesn't mean it is safe to approach them, for they are known for their fits of violence. They are not great in number, and most of them dwell in the Karpasian mountains, that separate the Alisian continent. A few have been known to side with the Marvindul, and others are friendly with the Kaemirians, but mostly, they are for none but themselves.
Griffins - - Griffins are fairly common in the mountains around Kaemir, although taming them is no easy task.
Nymphs - - Nymphs are mischievous beings who like to take advantage of their natural powers of seduction to allure and mislead those who travel through their lands. They are rarer than dryads, and dwell typically in hidden lakes or rivers, within forested areas.
Harpies - - Harpies dwell in the far away island of Ruhr Illith, which is fortunate, for they are cruel and plain evil. They occasionally organize raids to their neighbouring islands, but are only very seldomly seen in the main continent. The last time someone got the better of the Harpies was when the brave Nerissus gathered an army of griffin-riding heroes to battle the invading Harpy armies, many centuries ago.
Minotaurs - - Only a few minotaurs have survived the war with the cyclops. Some still dwell in Lilenor, and others are scattered throughout the Kaemirian Empire. They are a passionate and fierce race, but their decay has deflated significantly their pride.
Dryads - - Common in most forested areas, dryads are solitary creatures, which shun most humanoids. However, they are friendly with the centaurs, and have been known to ally with them in cases of war. They are vicious defenders of their woodlands.
Note: All creature types not present here can appear in the set but only as a one of - this includes Sphinx, Phoenix, Gorgon, etc...
Weight in the set: 5%


Map Here
(it corresponds to about 1/3 of the surface of the Aegean plane, or alternatively the plane is very small)
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Last edited by Morningstar81 : 05-29-2008 at 02:56 PM.
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Old 05-26-2008, 08:05 AM   #3
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GEOGRAPHY

Spoiler:

Aegea consists of a planewide archipelago of medium-to-large islands, though the current storyline takes place on one of the largest islands (which could probably be more accurately described as a small continent), which is also known as Aegea. The rest of the plane is dominated by a single global ocean, the Maremater.

The main continent cut down the middle by a long mountain range known as the Adamas. The resulting rainshadow effect traps much of the rainfall on the eastern side of the continent, resulting in an area of dense forestation known as the Asulon Woods. The lands to the west of the Adamas (the Kalokratos Fields) are sustained by their proximity to the ocean, though crops still struggle to survive year after year.

Several millennia ago, a series of violent volcanic eruptions and earthquakes to the north of the Adamas left an entire acre of forest lifeless and partially flooded. A similar occurrence in the south followed soon afterwards. Over time, the two areas were transformed into swamps collectively known as the Panoxus Wastes.


MAJOR POWERS

Eunomian Empire ()
Spoiler:
Masters of the Kalokratos Fields, the xenophobic Eunomians see themselves as the only civilizing power on a plane of brutal, inhuman beasts. The rule of law holds sway in Eunomia - specifically, the law of Emperor Polus and his Senate. And now the eyes of the Emperor have turned to the verdant forests to the east. Surely, his puppet senators claim, the resources and fertile land there would do them good - and if they manage to "civilize" a few of the less unruly natives along the way, so much the better.

Capital City - Eunomia, a massive city of marble built on human ingenuity and inhuman slave labor.

Races - Humans through and through. Some slaves from the other sentient races, but these are a maltreated, often invisible minority. Pegasi and sphinxes are often used as war mounts or support creatures, though the latter are rarely happy about it.


Aegarian Raiders ()
Spoiler:
Vicious, bloodthirsty, and bordering on feral - and those are some of the Aegarians' better traits. Legend holds that the Aegarian satyrs were a peace-loving race that held sway over the northern half of the Kalokratos Fields until the coming of the humans drove them to the mountains. Now their former benevolence - if it ever existed at all - has been burned away, replaced by brutality and survivalism. The Aegarians of today have adapted to their harsh mountain home, frequently raiding the Eunomians and Drassians for food, supplies, or occasionally just for the heck of it. Their refusal to go after the richly forested lands to the east are seen by many as evidence of an alliance with the forest-dwellers, an assumption that may not be too far from the truth.

Capital City - The Aegarians live in bandit camps spread all across the Adamas, with a few newer settlements on the outskirts of the Northern Panoxus. Tales from lunatics and madmen speak of a massive Aegarian stronghold hidden within one of the Adamas' active volcanoes, but these are rarely believed... except by those few who have seen the effects of the Aegarians' insanity spells firsthand.

Races - Satyrs, satyrs everywhere. A few turncoat harpies, minotaurs, and centaurs, along with "domesticated" manticores, phoenixes, and other beasts of war.


Ophites ()
Spoiler:
As the Eunomians are to the Kalokratos, so the Ophites are to the Panoxus Wastes. This ancient civilization of serpent-men have made a home for themselves in the brackish water of the swamps and in the nearby sea, though many believe their race and culture predate the formation of the Wastes by many centuries. Many scholars and apprentice mages have ventured into the waters, hoping to learn the secrets of the Ophites' dark druidism and terrible cthonic rituals. None have returned.

Capital City - The Ophites' twin gorgon queens hold court in two partially submerged caverns in the Northern and Southern Wastes, called the Serpent's Mouths. Legend has it that these caves actually lead to a massive, sprawling undersea metropolis, though none have gotten close enough to explore this possibility.

Races - Snakes, of the sentient (Ophite) and non-sentient ("normal" snakes) varieties. Every once in a while, an Ophite is born a Gorgon, which leads to them being revered as a demigod. The Ophites also keep Basilisks for use as pets and war mounts.


Nessian War-Herds ()
Spoiler:
The Nessian centaurs once shared the Kalokratos with the Aegarians, until the Eunomians arrived. Where the Aegarians took refuge in the harsh, unforgiving mountain range, the Nessians retreated further still, to the Asulon Woods. Now they exist as scattered roving herds, each with distinct markings and tendencies, loosely united under a council of Nessian elders. They style themselves the guardians of the forests, but their racial longing to gallop free on the open plains is causing many of the younger Nessians to look upon the Eunomian lands with resentment and envy... and it won't be long before their elders join them.

Capital City - None. The herds are nomadic, regularly moving about the woods (usually the southern portion, as the northern regions are harpy territory) so as not to deplete any one area's resources.

Races - Centaurs, along with whatever creatures they've tamed - manticores and hydra being among their favorites. Most herds have at least one grove of dryads with them, who serve as unparallelled mystics and healers.



OTHER POWERS

Drassian Guard ()
Spoiler:
The elite guard-slash-secret police of the Eunomian Empire, recruited and trained from birth to be the ultimate warriors. The Drassian Guard are ostensibly still a part of the Empire, but that's purely a technicality. Transforming an old Eunomian outpost next to the Northern Panoxus into a fully functional city-state masquerading as a fortress was the first step in what many in the Eunomian Senate believe to be the Drassians' first attempt at gaining autonomy - which, if true, is likely to be the only attempt they'll ever need.

Capital City - Lithopolis, the Stone City. A former Eunomian settlement, now the main Drassian fortress and headquarters.

Races - Where the Eunomians ride pegasi, the Drassians prefer griffins. As for the sentient population, they're mostly humans and giants, but any sentient with a good sword arm who can prove him- or herself worthy of the Guard's strict codes of honor and loyalty is welcome in Lithopolis. Rumor has it the current Drassian commander is a cyclops, but no one has yet dared to verify it.


Aphanos ()
Spoiler:
The hidden mazelike city of Aphanos is laid out in concentric circles atop Mount Heiros, the tallest peak in the Adamas. It's a neutral territory, and absolutely no combat is permitted within its walls - a law enforced by its population of minotaurs and sphinxes. Aphanos is a sanctuary of learning and the mystic arts, as well as the home of the mysterious High Oracle of Aegea. None may become an oracle without the High Oracle's permission and tutelage, and all who have dared defy this edict have instantly had their minds obliterated by a sudden onrush of unwelcome knowledge.

Capital City - Aphanos has no territory beyond its own walls. Constructed in a seemingly chaotic, random fashion, the labyrinthian walls and moats nevertheless have a bizarre order to them that can only be truly appreciated by those who built them.

Races - Minotaurs and sphinxes make their home in Aphanos, along with a few nymphs. The artificial waterways are home to nautilus and the odd kraken, with both varieties of water creature serving primarily as defense. The High Oracle dwells at the very center of the maze-city, but even the Oracle's most favored pupils have never discovered his or her true nature.


Harpies ()
Spoiler:
Known mostly as the winged terrors of the Panoxus, the harpies' true home lies somewhere in the northern Asulon Woods, where they frequently come into conflict with the Nessians in the south. Cruel and insatiable, they attack anyone they please, only ceasing when they have eaten their fill, often leaving their half-eaten prey still alive, if only barely. They are masters of witchcraft, and will often use it to curse their victims or change their own appearances in order to lull them into a false sense of security. Some say the most powerful witches still whisper in the ears of their sisters long after death, telling them secrets only the dead can know.

Capital City - The harpies all reside on an immense, twisting tree called Phutos, the Father-Tree. They return to it to restore their strength and bolster the power of their witchcraft. In addition, Phutos can magically impregnate a mature harpy hag if she wishes, thus ensuring the survival of their all-female race. Knowing this, the Nessians have chopped down Phutos many times, trying to eradicate the harpy threat once and for all, but each time, it reappears elsewhere in the northern Asulon, larger and more twisted than before.

Races - Many creatures ally themselves with the harpies, including dark nymphs, hags, and some of the forest beasts.


Lupines ()
Spoiler:
The rarest of the wildfolk, the lupines were not merely driven into exile when the humans came - they were driven almost to extinction. Where once proud packs of noble wolf-men ruled the night, now they have been forced in chains into the light of day. Now the term "lone wolf" would best apply to them, as solitary lupines often find work as mercenaries, bounty hunters, and - occasionally - assassins. Nevertheless, fear of what a pack of them could do once reunited has driven the Eunomians to outlaw large gatherings of lupines... which has only served to draw them closer together. The packs will hunt again.

Capital City - None. The lupines are a race in exile. A cave system to the south of the Kalokratos Fields is rumored to play host to a large reformed pack, but no traces of lupine presence have ever been found there.

Races - The lupines are sentient wolf-men, of creature type Wolf. Unlike many of the other races, they have few allies - wolves tend to stick to their own kind, after all.



UNDERWORLD

Cacophus ()
Spoiler:
In contrast to the violent, chaotic land of the living, the underworld is a still, silent place, characterized by eerie, haunting tranquility. It appears as an impossibly huge network of caverns deep underground, with walls and ceilings supported by pillars of bone. The death-gods hold court here in their obsidian temple-palaces, along with the dark Kalyptae muses who serve as their heralds and priestesses.

Capital City - Melantheos, the grand temple dedicated to the whole pantheon of dark deities.

Races - Spirits are the most prominent of Cacophus' denizens, including the dark, terrible Kalyptae muses, mistresses of the hymns of the underworld. Skeletons of all species frequently detach themselves from the bone-pillars to shamble aimlessly about, while terrible Soulfire and Shadefire phoenixes and Frightmare pegasi rule the skies.



NOTES

Spoiler:
Aegarian Satyrs - The goat half of them is more mountain-goat-like than traditional satyrs, only ten times more vicious and seemingly permanently rabid. Add in dark fur, claws, and a more animalistic, savage bent to their appearance overall, and you're looking at some seriously intimidating opponents who have more in common with the average werewolf than with Disney's Philoctetes. They're gifted with almost insectlike flexibility and dexterity, able to climb, crawl, and leap through their craggy home with ease (think the wall-climbing werewolves from the upcoming mythological game "Legendary").

Ophites - Somewhere between D&D Yuan-ti Abominations and the Naga of the Warcraft universe, with the black ones tending more towards Yuan-ti and the blue ones favoring the Naga. All have tails, all are amphibious. Some have four arms, most have two, and a very, very rare few have six. Some have hoods, some have fins... the race is almost as varied as the serpents they evolved from. Having live snakes for hair, though, is a trait restricted to the gorgons.

Nessians - See the appearance of Nessian Courser for the green ones. The red-aligned centaurs are stockier and more muscled, and their human halves are more likely to look somewhat simian and more bestial.

Harpies - The more combative harpies have characteristics of birds of prey, while the more mystical harpies tend towards vultures and occasionally brightly-colored forest birds.

Cacophus - The Underworld can be reached through four gates, though only one is active at any given time - every seven days, a new gate opens while the old one closes. The gates' locations in the mortal world are as follows: within the High Oracle's shrine in Aphanos; directly under Phutos the Father-Tree; buried deep beneath Lithopolis; and within the southern Serpent's Mouth.

Last edited by HGaramond : 05-30-2008 at 04:27 AM.
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Old 05-26-2008, 09:59 AM   #4
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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
w
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...

u
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...

b
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.

r
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...

g
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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Old 05-26-2008, 10:28 AM   #5
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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:

1. Every man must learn to fight. He shall be taught from age eight and by eighteen must have made the journey to Isla Alma and paid proper tribute to his forefathers before either riding to war or entering into Service of the City, in which he may mine for materials, make arms and other artifacts of war or become a scholar in order to further our philosophies and record our glorious history and civilization of the world.

2. Every woman shall learn archery, in case it should be needed in defence of the City. Every woman shall also learn the arts of diplomacy, for war is not always fought with the sword.

3. Any ordinary soldier of an enemy army captured by our forces shall be offered a choice: seven years of service in our army or death. Prisoners of higher rank shall be interrogated and held until their army surrenders, or is destroyed. Enemy requests for peace talks shall be respected by all, and peace will be granted if their leader surrenders control of their forces to us and rules their domain in our name. Kingdoms that find themselves without a king shall be given to those who prove themselves worthy in aiding the rulers of our own City. Any member of our forces who is captured must either attempt to negotiate themselves out of the situation, escape, or kill themselves. Anyone captured by the northern tribes must not attempt negotiation and must either escape or die before interrogation can begin. Those who manage to escape must report to the Palace of Brencis immediately upon their return, where they shall reveal all that they know of their captors and be cleansed of their contamination.

4. Ancestors shall be respected and remembered. Shrines and temples to pagan gods must be destroyed at the earliest opportunity and he that enters them afterwards shall face exile or death, unless he be a scholar carrying the proper licenses to enter the place in which he is found.

5. Every birth in the City must be recorded. Marriages are no longer permitted and those already in existence are illegal as they were made in pagan rituals. No action will be taken against those people already married provided they report to Brencis by the end of next month.

6. He who betrays the City shall be sent to the cave of the Harpies, who have ways of removing treasonous thoughts from such hateful minds. If such a traitor should somehow return to the City, he may be disposed of in any way the Gaurdians deem fit.

7. The Centaurs are our friends. We have lived in peace with them for over 100 years. Nessian visitors will be respected, and their festivals may be observed in the City.

8. Although the Merfolk living in the foundations of the City are not of our people, they will be respected. Trade with them will not be taxed, and their literature will be available in the Library of Brencis for all scholars and interested parties to read.

9. He who hunts a winged horse shall himself be hunted, for they are the property of the Palace of Brencis, in service to Amdis Cordel, and to take their life is high treason.

10. Fire giants may not be fought, regardless of intent. Leave them alone to do their job, lest the Walls of Fire fail and the barbarians of the north seek our shores.

--------------------------------------------------------------
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:
Spoiler:

There are two princesses of Amdis Cordel; known collectively as the Daughters of the City and by name as Ilaria and Emalia. They are half-sisters, born of different mothers. Ilaria is an accomplished fighter with a quarterstaff, Emalia with the more traditional bow favoured by the women of the City. Both are skilled with words; Ilaria following the scholars path and Emalia earning a reputation as the the most successful of diplomats.

The Walls of Fire- a strange phenomenon in the Aegis. There are two islands, a causeway stretching from each out towards the other, never meeting. From these rocks, at sunrise and sunset, rise fire elementals, called forth by two mighty fire giants in a ritual no-one understands. These giants do not like to be disturbed, and death comes in flames to any ship attempting to pass, much to the delight of the officials of Amdis Cordel.

The Palace of Brencis contains many devices to foil the would-be thief. Some are designed, others are natural. The last man to attempt to steal from the palace is still there, a figure standing in stone before a rather impressive painting.

The Clerics in exile now reside in the city of Ferenc, built from the remains of the old abandoned fort. It is unknown if the madness that affected the troops there will return, but diplomats and guards from Amdis are expected to travel there. Those chosen consider this task less than the honour it should be.


Name orgins:
Spoiler:

Amdis Cordel- Latin. Amdis = Immortal, Cordel from Cordelia, a girls name meaning (among other things) Jewel of the Sea.
Durand- Latin = Enduring.
Brencis- Latin, meaning 'crowned with laurel'.
Isla Alma- Latin/Hispanic, Isla = Island, Alma means several things in different languages, the meaning here is as in Spanish/Portuguese which is soul, but in Latin it also means nourishing, apple in Hungarian, learned in Arabic and a is a name for a young woman/maiden in Hebrew.
Bridan- derived from Bri, a gaelic word meaning strength, and Dan, as in Danu, an important goddess in Irish mythology.
Doce- Spanish, derived from Latin and still having the same meaning; the word for the number twelve.
Ilaria- Latin, meaning 'one who is merry'.
Emalia- Latin, meaning 'flirt'.
Ferenc- Latin, meaning 'independent' or 'free'.


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.
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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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Cada dia somos mas! BOCA CAMPEÓ
N!!!

Last edited by mysticspeculation : 05-29-2008 at 04:44 PM.
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Old 05-26-2008, 10:32 AM   #6
Dodavehu
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Voting:
It was a tough call between Shepherd, HGaramond, and Furiously Sleeping Idea. I didn't go with Shepherd's only because I'm not sure how many Grandeur cards will be in the set yet (I hope to see this card again once some Grandeur cards or confirmed though). I almost went with HGaramond based just on its flavor text. The idea of a warrior taking on the gods that somehow stole her name seemed amazing. The actual story didn't really appeal to me for whatever reason though. I guess I like the idea of humans clawing their way up to the status of the gods instead of the fallen gods getting their power back. I'm also not a huge fan of awe (which took out a lot of cards for me this round).

I eventually went with FSI because of the great story that went with him. I love how FSI set it up like a myth you'd read in an encyclopedia (something I tried to do in my own entry). The card is also great. Congrats for getting my vote


Mythology:

The plane of Aegea is named after its main inhabitants, the Aegean people. Aegea isn't a nation in itself so much as an area of common ancestry.

Before they were around though, the landscape was dominated by fierce giants known as Titans and mindless Elementals. A band of five planeswalkers stumbled on the chaotic plane during this time. They decided it was their duty to cleanse the plane and see to it that it would one day blossom.

The five of them spent decades in a personal war with each of the Titans and went to work capturing or banishing the Elementals. Once their work was nearly done one of them found what the Titans were fighting so hard to protect: a magnificent garden with golden apples that granted immortality. The planeswalker, a blue mage, was tempted to keep the secret to himself, but eventually decided to tell his friends.

While the five planeswalkers discussed what to do one of them, a black mage, snuck away and took one of the magical apples. She reasoned that if the apple could make a human immortal it must do something truly great to planeswalkers. No sooner had she reached the core of the golden apple then she felt empowered by seemingly the weight of the universe. All evidence seemed to suggest that she had become a goddess.

She chose not to tell her four friends and rejoined the discussion. She argued that the apples were too dangerous and should be destroyed. She fought hard to keep the others from the golden grove, but they went there anyway, deciding that they should each try and apple to see if the stories were true.

The black goddess used her subtle powers to make the planeswalkers to get lost in the grove and forget where the special tree was. To her dismay, it turned out that the blue mage had picked five apples when he originally discovered the tree and handed one to each of his friends.

The black goddess tried once more to dissuade them and keep the power to herself. She theorized that since their Spark already granted them immortality that the apple could only take it away. It fell on deaf ears though as all four bit into their apples and became like gods themselves.

The five decided to remain on the plane and foster its peoples personally. They built a great marble wall around the garden and the black goddess used her powers to confuse any that came near it so that it would never be discovered by mortals and then built a city befitting gods around the garden.

As time went on the five invited other beings to become gods and sometimes their mingling with mortals begot an occasional half god, but those five were the core of what became known as the Aegean Pantheon.

In modern times, almost all civilization is focused around what is called the Great Sea. Those that call themselves the Aegean people are spread around that sea, buffeted by the frozen wastes to the north and the great desert to the south. Other peoples that have been so far removed that they no longer call themselves Aegean also exist in some frequency. Most notable are the barbarian tribes and the Nathuir.
In recent times an Aegean city-state has taken control of much of the area and formed a so-called Aegean Empire. How long they can hold its diverse peoples united has yet to be seen.

w The agreed-upon leader of the Aegean Pantheon has dominion over justice, law and death. As such he resides in the Underworld and judges each soul either worthy or unworthy--of what no one can be sure. He is the patron god of Siccipoesis but is widely worshiped nearly everywhere. He also has a rather large following in Epiveris, almost rivaling that city's matron goddess.
u The first planeswalker to discover the apple tree has taken dominion over the seas and over weather. He is the patron god of Caperon.
b The black goddess has dominion over secrets, knowledge, and lies. There are many denizens of Melanocele that view her as their matron.
r The red planeswalker took dominion over passion and action--thus she embodies both war and love, especially fiery, lustful love. Many legionnaires pray to her on the battlefield. She is the historical matron of Epiveris, but during the last emperor's reign there has been less emphasis on her worship.
g The last of the original gods of Aegea took dominion over plants and animals. One of the most important gods, sacrifices are made to him at the beginning of each harvest season.

City-States:

City States
Melanocele and the Dread Marshes:
b, secondarily {ug} The tiny nation of Melanocele is dominated by the Dysalgio bogs, also called the Dread Marshes, and is dominated by some of the most debased and conniving peoples of the empire. This blight on face of the empire would have been wiped out completely or at least ignored if not for the Great Oracle. Almost a century ago a powerful circle of witches, working together with Hags, Harpies, and worse, captured the muse of prophesy and imprisoned her in Melanocele. The witches have used the kidnapped muse to plan their actions in accordance with future events. Every would-be hero, imperial magistrate, and ordinary citizen that makes the arduous journey through the deadly marshes must pay a hefty tribute to the witches before being allowed to consult the muse. More than once the witches have impersonated the Oracle to give altered or totally false predictions for their own nefarious reasons.
Races: Human, Hag, Harpy, Gorgon, Snake
Classes: Mystic, Minon, Assassin, Shaman
This city-state is based on Thessaly and Delphi. Melanocele sort translates into "black tumor." Dysalgio sort of translates into "bad pain."


Siccipoesis, Land of the Dead:
{wu}, b The nation of Siccipoesis is made up of conquered cities and colonies across the sea in the Great Desert. The once dominant culture consisted of worshipers of [the god of death], the benevolent god of the dead and the underworld, and have kept most of their old identity while adapting some distinctly Aegean culture. Many citizens have accepted their place in the empire happily and very few wish for a return to independence. The city-state's elaborate and nuanced view of death and reverence for the dead is well-known throughout much of the world. Huge, ornate crypts, known as Necropolises, often take up large sections of major and minor cities. Some say that the Siccipoens are so fixated on death because they sit right on top of the legendary exit from the Underworld. Clerics of [the god of death] are in charge of most of the day to day affairs of the city-state as well as overseeing the elaborate funeral rituals. Siccipoesis is also well known for the Library of the Underworld, the greatest library of the world, which is housed in the center of the capitol's own Necropolis. It is said that every word written by a mortal ends up in the Library of the Underworld once they die. It is also said that in the deepest recess of the ancient library a great undead sphinx guards the portal to the Underword and will let anyone enter, but will only allow people to leave if they can answer three truly disturbing riddles.
Races: Human, Skeleton, Elemental
Classes: Cleric, Advisor, Wizard
Based on Alexandria, Egypt. Siccipoesis sort of translates "to make dry," as in to mummify.


Island of Carperon:
u, {wg} The city-state of Carperon consists of a large island about a day's travel south of the Aegean mainland by ship and about 4 days travel north of Siccipoesis and the great desert. Probably because of its placement in the middle of the Great Sea the island's inhabitants have become world-renown ship-builders. This is where the empires vast navy of triremes were developed and constructed. As the preeminent maritime power of the empire it also enjoys much of the wealth amassed by the trade routes that it is in charge of. In addition to ships, there is a higher than normal amount of inventors and engineers within the city that in other parts of the empire. Some of the empires most powerful technologies and artifacts come from Caperon. The city is controlled ostensibly by an elected figurehead, but is actually under the rule of a plutarchy made up of the wealthiest families of the island. Perhaps the most interesting facet of the island is that its capitol is built upon a huge underground maze. This maze was constructed by a tribe of Minotaurs that were cursed to obey the current ruler of the city until the last brick falls from the original archway of the city. The Carperon government uses this maze, which the Minotaurs are endlessly altering, as a sentence for the highest crimes. The plutarchy often ships in the most rare and deadly beasts from all over the world to populate the labyrinth. The Minotaurs can sometimes be bargained with if a fugitive convinces them that they will help to end their slavery.
Races: Human, Minotaur, Construct, Kraken, Beasts, (other maze-dwellers)
Classes: Artificer, Pirate, Wizard, Cleric
Based on Crete, Carthage, Phoenicia. Carperon sort of translates into "bountiful gift."


Epiveris, Seat of the Empire:
w, {ur} Epiveris is the imperial seat and home of the senate. Three hundred years ago a great philosopher theorized that the people could rule themselves better than monarchs. It took nearly half of a century before the idea was forcibly attempted after a group of devotees overthrew the king. This group chose to ignore the philosopher's idea of a direct democracy, where citizens would vote directly for decisions that affected them, instead creating what they called a republic whereby citizens could vote to empower a group of individuals to make decisions for them. The group that overthrew the former king was quickly elected to this role and became the model of what would become the senate. This system of government worked very effectively for several decades until a prominent senator restructured the army and navy. This reformatting, which was actually created to make life harder for soldiers for personal reasons of that senator, accidentally created a huge army of ruthless, completely obedient soldiers with no war to fight. It didn't take long for one general to take advantage of this and call for expansion of the city-state. It first conquered a neighboring city that had been known for its art and agriculture. Next the highly-trained soldiers marched on, adding nearly every settlement around the Great Sea. The commander then fought his way inland and took marched into the swamps of Epiveris and claimed the Great Oracle. While the army was out acquiring land, a merchant from Carperon proclaimed himself the emperor and dissolved the senate. When the commander heard this he took the entire legion back to Carperon and killed the pretender personally and named himself the new emperor. He reestablished the senate as a group of advisors to the emperor and to be in charge of the day to day affairs of the empire in his absence. He then returned to the field. As the legion tried to progress further north they encountered fierce resistance from the barbarian tribes. After almost 30 straight years of conquest, the great commander sacrificed himself in order to kill a titan that was aiding a barbarian horde. The title of emperor was passed down to his oldest son who ruled from his throne rather than the battlefield. He issued sweeping improvements including the introduction of sanitary sewer systems, freshwater aqueducts, paved roads, and even arena sports. Near the end of his rule, his own son lead a successful campaign against the Druids to the Great Forest to the far north in order to better fight the barbarian hordes nearby. The emperor died under mysterious circumstances and the empire nearly fell during the resulting chaotic power vacuum. The emperor's son was able to eventually assert his right to rule. The new emperor didn't have much to time to celebrate however, many are waiting for any slip up in order to wrest control of the empire away from the young general. He sits on a throne coveted by influential politicians and assassins alike. He rules a nation on the brink of civil war. He lives in a city constantly under the threat of barbarian invasion. The life of an emperor isn't easy.
Races: Human
Classes: Soldier, Advisor, Knight
Based on Athens, Sparta, Rome, Macedonia. Epiveris sort of translates into "in power."


Other civilizations:

Other civilizations
Barbarian Hordes:
r, {bg} Hundreds, perhaps thousands, of barbarian tribes inhabit the frozen wastes to the north, where everything is more rugged, and more deadly. Each tribe is as varied as the individuals making it up. Almost no barbarians follow the Aegean pantheon, instead each tribe has a totem animal that they draw strength from. Some shamans are skilled enough that they can summon the perfect aspect of their patron animal to help them. Luckily for the citizens of the Epiverian Empire many tribes are so locked into war with other tribes and with the myriad of monstrous beasts that they don't pose any real threat to the empire. Although after decades of attacks from Aegean legions some tribes are beginning to see the benefit of organization . . .
Races: Human, Beast, Minotaur, Giant, Cyclops, Elemental
Classes: Barbarian, Shaman, Berserker, Mystic, Warrior
Influenced by barbarians (Goths, Vandals, ect), vikings, Inuits


Nathuir and the Isle of Cloilain:
g, {wr} Far to the north, almost beyond the furthest icy stretches of the frozen wastes there is a great Island, almost twice the size of Carperon, called Cloilain by its people. It is populated by a loose assemblage of villages that are known collectively as the Nathuir. They live with nature in the giant redwood-sized pines of the Great Forest. They are lived in relative harmony until the current emperor of Epiveris decided the island would make a good outpost to stage an invasion of the barbarian lands. Hundreds of treetop villages, most of which had hardly even talked to each other let alone fight together, scrambled to organize but it was far too late. The whole of the island was claimed by the empire. The villages tended to be tiny matriarchies, each led by a Druid Mother. The emperor had his soldiers marry each of these strong female leaders to better foster a kinship. This met varying degrees of success--some of the soldiers became loving husbands and others brutal rapists of their new wives. The Nathuir worship the fundamental aspect of nature as well as the Tree Father--the legendary founder of their people. The Aegean conquerers, like with other areas they have acquired, have allowed them to keep their traditions and religion. Much of the younger generation has been favoring the Aegean Pantheon and is adapting Aegean culture uncommonly rapidly, much to the dismay and alarm of the Druid Mothers. The Nathuir also enjoy a symbiotic relationship with the Nessians, also known as Centaurs, and various other forest creatures.
Races: Human, Centaur, Dryad, Satyr, Giant, Griffin, Pegasus, Spider
Classes: Druid, Shaman, Warrior, Archer, Scout
Influenced by Druids, Amazons. Nathuir sort of translates into "Father Nature" and Cloilain sort of means "seed cradle."

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Old 05-26-2008, 10:36 AM   #7
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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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Old 05-26-2008, 10:47 AM   #8
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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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Old 05-26-2008, 11:08 AM   #9
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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:

The Anoman Empire
Has the largest military force on the plane, 7 legions of soldiers and two fleets.
Since it's so big, it encompasses all colors, but there are factions within it that will have their own colors:
The Senate (wb) - Rule makers and authority in the empire. Answers only to the emperor, and has as many schemes and politics as can be expected.
The Legions (wr) - Primary fighting force for the empire.
The Fleets (wu) - The naval guards of the empire, also in charge of transporting the legions' troops.
The Priests (ub) - Oracles and clerics give guidance to the people, but their power has corrupted them for the most part.
The Builders (wg) - A strong work force is an important body in any empire, the builders a in charge of reaching to new territories and making them hospitable as possible.
The Colosseum (rg) - Main entertainment in the empire, featuring both brave warriors and fearsome beasts.
Races: Human, Harpy, beasts, elephant, griffin and pegasus.

The Free Cities
Neavenapolis
(wrb) - High in the mountains, a city who's residents dedicate all their life to the art of war.
Races: Human, giant, beast
Kreanus (ur): has the strongest fleet, but other than that nothing more than a small island kingdom. It has made it's fame in the mystics that choose to inhabit the smaller islands, as well as the skill of the minotaur warriors it employs.
Races: Human, minotaur, serpent, siren

The Nessian Wilderness
A vast area under the control of no one. Contains the Gauim forest and many monsters of legend. Centaurs and Satyrs roam free here as well as three barbaric tribes:
Korim (rb) - Known for their cruelty in battle and the gruesome fetishes they wear as battle gear. they're spread across the wilderness, which is the main reason they have yet to have been eradicated by the Empire.
Macra (rgw) - A wandering tribe of amazons, known for their beauty and skill.
Tailue (gb) - A secret tribe of druids, drawing power from nature's resources with their mysterious rituals.

All races may be found in the wilderness.

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Old 05-26-2008, 01:26 PM   #10
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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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Old 05-26-2008, 07:26 PM   #11
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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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Old 05-26-2008, 09:13 PM   #12
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Creation Myth:
Aegea is a plane modeled and named after its gods. Here, mythology is not merely a belief system, but an integral part of every inhabitant's life.

Creation myth dictates that the inhabitants of Aegea were born from the love of two primordial titans - Victus (lord of the earthen wilds) and Sciera (lady of the sea and sky). Their first children were labored and flawed, and were thus left to toil in the lands of Victus and Sciera's blessing as mortal creatures. Eventually the primordials learned to grant a measure of their power to their later children, the last of which entered life on Aegea as gods.

The younger offspring thus dominated the older, to the point where both sides almost geared for war. But the primordials cautioned them all, reminding them that they were of the same creation - that it was possible, by fulfillment of words and deeds, that a mortal would become a god; and that it was also possible, by abuse and neglect, that a god would be driven down to the level of mortals. Thus did each side go about to learn their place in this world, so much that none noticed when the primordials disappeared and left them to their own devices.

Status Quo:
Centuries after the primordials' departure, both sides have gone their own ways. Some have kept to mind their progenitors' lesson, while others fall to their own self-centered aspects. Many of the mortal races took this last lesson to heart, and each holds a deep-seated drive to attain greatness and distinction in some way. These worthy actions, they believe, are the key to consideration among their god-siblings (although exactly what constitutes such greatness has always been a matter of debate).

The younger gods have largely retreated behind their veneer of superiority. Each god has at some point pondered the likelihood of seeing their estranged brothers as equals, but the mortals' worship throughout the years has since developed to a point where some of the gods have lost interest in such petty matters. Some deities hold favorites among the mortals, granting boons to this select "chosen". Others see their mortal siblings as nothing more than irritating insects, and would like nothing more than to see them fall. It is this fickleness of the gods, as well as the foolhardiness of mortals, that has somehow kept Aegea in balance over the centuries.

The Mortal Establishment:
The Numan Empire w/u/b/r
Of the mortal races, humans have proven themselves to be the most cunning and versatile; the result is a massive ruling empire that covers most of Aegea's land mass from sea to sea. Numa ends only at the most inhospitable corners of the continent, and it is here that the "barbaric" races continue to resist their rule. The Numan Emperors believe in a cause of manifest destiny - in their case, it involves the capacity to expand an empire and rule it wisely.

Numa hosts a large standing army known for its strategy and precision - for the last century or so, it was the reason behind the empire's broad expansion. The resulting security and assimilation of various cultures also encouraged such endeavors as art, philosophy and learning; as a result, Numa is at any time the most varied cultural and military landscape in Aegea.

Various city-states make up the Numan Empire and are known as regional centers of rule. Among them:
- Aquilos, a mountainous country whose inhabitants have domesticated giant aesthir as flying mounts;
- Chaemin, a backwater district whose inhabitants utilize a deviant form of magic held in suspicion by the gods;
- Lorcon, a strict military culture reputed to produce the finest warriors in all of Numa;
- Oramachios, an organized matriarchal society devoted to the arts of healing and prophecy;
- Sestertus, the trade capital of Numa, home to merchants and seafarers;
- Vesnia, the largest university in the civilized world - center of arts, alchemy and arcanics.


The Argentwood g/w
The Argentwood is the name given to acres of unspoiled forest in central Aegea. Various races inhabit the woods, including a civilization of centaurs as well as a circle of human druids - all of whom seek to coexist with the Numan Empire without necessarily coming under its rule. The territory of the Argentwood is disputed - Numa considers it all to be a part of the empire, but its inhabitants believe otherwise.

The dominant forces of the Argentwood involve the following:
- Kar-Nessia, the ancestral home of the centaurs. Kar-Nessia was named after the greatest of their number, a mighty being named Nessus who once challenged the gods for ascension.
- The Seven Sects, various groups of druids living in scattered Argentwood homes, with the knowledge of Argentwood's own magic behind their strength.


The Northern Steppes r/g
The last of the "uncivilized" barbarian races dwell in the high cliffs and uneven terrain that comprise the Northern Steppes. Nomadic human tribes eke out the remains of existence here, as do a shamanistic culture of minotaurs and a host of beasts that may or may not have been unleashed by the more foolish gods. The Steppes are a hostile environment where only the strong tend to survive.


Saavus Tor r/b
The Tor lies near the center of a volcanic desert, its sands the ashen rock that has dominated the wasteland in this region. Saavus just happens to be the largest of its kind - a massive block of stone among other shattered peaks. This is one of the few places where the most "deviant" of mortal races dwell - giants, cyclops and other monstrosities. The creatures here are quite vigilant about their ownership of the territory, so the Tor usually remains undisturbed, and the inhabitants' doings largely unknown.

The Pantheon:
The gods of Aegea are largely a spoiled lot, fully expecting the world to cater to their whims. As their power and abilities eclipse most thoughts of the primordials' "lesson", each god goes about and does his or her own thing. Their behavior can best be compared to that of children when they know that the parents are gone.

Some gods genuinely seek to assist mortals in their path to ascension. Others see the mortal races as playing pieces in a grand cosmic game. Still others couldn't care less about their less-privileged siblings, preferring to delve into their own interests instead. It doesn't help that mortals largely worship and revere them, which generally adds to the gods' high opinions of themselves. Virtually all of the gods have "chosen" disciples or religious orders among the mortal races, creatures who care allowed to channel their power in return for religious servitude.

Tarsis - Keeper of the Dead b
Illana - Bringer of Love and Light g/w
Vrantha - Summoner of Fire and Ice u/r
Boren - Master of Metal, Craft, and the Forge r
Rhieva - Huntress of War r/g
Rhoin - Avatar of Wisdom, Strategy, Archery and Literature w
Genathus - Warden of Trade and Transport w/u
Siria - Instigator of Trickery and Deception u
Demecria - Shadowmaiden of Hatred and Madness r/b
Scythion - Blind Arbiter of Justice w/b
Emeritus - Scholar of Wanton Knowledge u/g

Ascension and Descent:
The primordials' lesson is clear, and over the centuries it has run true - the mortals know that they can become gods, given the most worthy actions and the greatest challenges. The gods also know that they can become mortal, given the most spurious thoughts and the most vicious abuses.

But what the primordials don't know won't hurt them. And over the years this has developed into the largest conspiracy in Aegea.

Heroes rise, indeed. Mortals transcend the limitations of their kind and attain a level of existence that is far greater than that which any legendary epic can provide. Godhood lies perfectly within reach... and that is why the gods make sure to destroy every ascendant mortal they ever come across.

It was a deceptively simple task. Some gods were quite overt in their enthusiasm, willing to strike down empowered mortals in the heat of their triumph. Others were far more subtle, leading their subjects to greater and greater challenges that were little more than thinly veiled means of destruction. The fact that the heroes of the mortal world were doomed to disappear was soon subsumed into Aegea's lore: Once you reached ascension, you never came back. The gods made sure of it... just as they did to the primordials themselves.

And upon their golden thrones the gods smile.


-----

draft thoughts (please ignore):
Mode of thought:
How does magic work in this universe? What creature races exist (aside from humans)? How do the gods figure in all this?

- Possible: Gods and mortals follow a noble/peasant relationship - the latter look up to the former, and the former adopt the latter for matters of their interest. This explains how magic works - "followers" of various gods are given a measure of their deity's power, so that they may work in his/her name.

- Why the noble/peasant relationship? Maybe gods and mortals were born of the same progenitors, except that the gods were infinitely more powerful and divine in some way, whereas mortals were the weaker offspring. Maybe the progenitors are two primordial gods? (This also implies that a mortal may join the ranks of the gods if they prove themselves worthy - great deeds, and so forth?)

- Gives a background to "god politics" - it's a backstabbing, wheel-and-deal frenzy at times, kind of like Congress on a more physical scale. Also gives a logic to mortal achievement: Empires rise, philosophies are created and monuments are built, all because of an inherent drive towards greatness.

Comments on the Legendary vote:
For me, it was a toss-up between Ivar and Anathema. I felt that Anathema had great flavor, and came with a background that could easily be integrated into a story that involves gods and mortals; her card, however, felt a little too ordinary to me. Ivar was the complete reverse - I loved her ability to pay other peoples' Grandeur costs, but the lack of a backstory turned me off. If I had the chance, I'd find a way to combine the two somehow.

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Old 05-26-2008, 09:49 PM   #13
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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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Old 05-26-2008, 09:58 PM   #14
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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.
__________________


Magnificent Quote of the day:
Quote:
Originally Posted by BlinkingSpirit
Either (a) God will recognize that atheists and agnostics cannot be blamed for not believing in him because the evidence they've been presented is so minimal; or (b) God will condemn atheists and agnostics to Hell, in which case he is an arbitrary tyrant and unworthy of worship anyway.
HA! I'm being snarky and condescending to you on an internet forum!
Take that, some guy I'll never meet!


Last edited by Infinitive : 05-29-2008 at 09:55 AM.
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Old 05-27-2008, 03:05 AM   #15
HGaramond
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Originally Posted by Ikeda View Post
For me, it was a toss-up between Ivar and Anathema. I felt that Anathema had great flavor, and came with a background that could easily be integrated into a story that involves gods and mortals; her card, however, felt a little too ordinary to me. Ivar was the complete reverse - I loved her ability to pay other peoples' Grandeur costs, but the lack of a backstory turned me off. If I had the chance, I'd find a way to combine the two somehow.
Combining them sounds pretty good to me, actually. Ivar strikes me as sort of a female Sakashima, almost, and being able to take on others' names (to pay their Grandeur costs) sounds almost way too appropriate for someone who's had her own name taken from her.

Thoughts, anyone?
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