Slight change of plans: Sign Ups will close on the 28th, roughly 3 days before the start of the competition. We're anticipating that we'll get the desired roster of 24 players by then, so this should be perfectly fine. On the 28th (6PM EST), the Teams will be assigned, so that players can mess about a bit before the main challenge begins! For this 3-day period, a Round 0 Lore Challenge will also be issued. =D
Remember that you can still edit your races after sign-ups are closed. It's just that new races will not be accepted, and also any placeholders remaining will be rejected.
If this deadline changes, such as if we fill out 24 people early, you'll all get at least 3 days notice (so we won't abruptly close off sign-ups tomorrow or anything.)
Also, suggestion: probably best to put a link in your signature to your race post in the sign-ups thread. It will make things vastly easier in the days to come.
Description: Bearing the mighty creature type Platypus, the Platyns are a mysterious and crafty race, adept at swimming, diplomacy, and mixing poisons.
Physical Description: Covered in fur that ranges in color from white to brown, to black, Platyns stand about a meter tall, but are particularly well muscled for their stature. The webbed claws on their hands and feet are equally useful for swimming and defending themselves. Their duck-bill (which can vary in length from 16 to 30 cm) is also useful in a fight, as the powerful muscles in an Platyn's jaw allow it to bite through a human's hand. Their tail, which is generally half as long as the Platyn is tall, is flat allowing for incredible swimming speeds. Males have a spur on their legs where the body stores its biological poison, and Platyns have been harvesting poison from themselves for generations to mix with other regents for a wide variety of reasons.
Culture/Beliefs/Society: Platyns make their homes in different bodies of water, though they prefer lakes. These homes are carved out of the rock at the bottom of the water, but are carefully connected to at least one tunnel to the land above for air. If you can get deep enough, it is quite easy to locate an Platyn city. They carve detailed sculptures into the rock surrounding the entrances to their homes, it takes many years but a well established Platyn town is covered in beautiful depictions of past wars or important events and their strange gods.
Mechanics:
Poison Theme
Stuntouch (Whenever this deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Deathtouch
As skilled spies, many Platyns have abilities that begin with this trigger: Whenever this creature deals combat damage to a player...
No more entries starting 24th of May, 6PM EST! This is one day's warning!
Holders are still fine. Placeholders that have already made posts before the deadline are okay. Holders and incomplete races posted afterthis post (so between the 23rd and 24th) will be rejected.
People with holders that make it in and even those who have 'finished' their races will have 4 days to work on their races to a suitably complete stage (remember, you'll still be allowed to edit it after the competition starts). Teams will be assigned on the 28th (6PM EST), as planned. Any holders at that stage will be rejected.
I'm extremely sorry about having to go back on the 3-day deadline. Having small, tight teams - which at seven each is really pushing it - is just so important to The Magic Wars and its success, there was no other choice. I was juggling with this possibility since way before the sign-ups even opened, but I tried to fool myself into thinking that maybe we'd only get 24 naturally. That thinking continued all the way up to yesterday, when I tried to rationalize that having a 3-day warning wouldn't be much of a big deal. But it is, so it's no longer possible.
This could have been done better on my part and I apologise.
Description: From a fires of Ignis Satana, The Ignis Kor are a group of humanoids that are war hungry when enraged and dormant when at peace. Mixing Brute Strength and Crafty dealings, they keep a sense of order within their chaotic lifestyle.
Physical Description: They appear elven at first glance with the pointy ears, but they are very muscular with crimson skin and battle scars that are displayed like trophies in a display case. The average Ignis Kor is about 5'11, 230 pounds of muscle. They have demonlike wings at the sides of their heads (Women are smaller than the Men) and their ashlike eyes peer into the fiercest of beasts souls without a problem. Depsite their look, what makes them unique is that their anatomy is adaptive to their region. This is a result of the "Fireheart". The Fireheart is the vital organ that allows them to survive in the hottest temperatures, but also allows them to manage in colder regions. If the Fireheart core temperature drops 5 degrees, the entity will cease to exist and fade into nothingness. Consider that, death.
Culture/Beliefs/Society: The Ignis Kor are a rowdy bunch that destroy everything for 2 years straight. Then for another 2 years, they sleep with very few instances where they eat to recover their strength. Then the cycle continues. During their reign of destruction, they're loyal to the clan they represent. there are four distinct Ignis clans that everyone falls into:
1. The Yor'Kushnei- A savage group that have no equal when it comes to destruction. Their stance on anything is, "Destroy first, Savor later". What that means it that they destroy anything in their path and then after the destruction is finished, they reflect on the destruction.
2. The Juca- This group is the most civilized of the four clans and still, they're pretty destructive when they want to be. They are the diplomats, the merchants, and the navigators that pretty much run the Ignis Kor. Also, they are the most powerful of then four clans.
3. The Leadite- They are in between the Juca and the Yor'Kushnei when it comes to civilized life, but they're the biggest clan of the bunch. An angered sect of Leadite can level a city in no time flat. They are known to deter any other race from entering Ignis Kor territory and have even intimidated even the mightiest of Giants from their homes.
4. Unjutr- This clan is considered the black sheep of the four, mainly because of their ability to use magic. Nowhere near as fierce or intimidating, they focus on supporting destruction through powerful enhancements and punishing fires that they summon at will. But due to their, small numbers, you'll never see more than 5 at a time in any Ignis Kor tribe.
The Goddess of Battle, Genevitta, is their guidance and their hope for a world where they can destroy at will.
As for their society, you'll be surprised to know that they are rather organized when it comes to the ranks of power. Here are the ranks:
1. The Larv Sectre- This is the leader of all the tribes. He or She pretty much rushes to the front of any conflict they are near and commences to destroy and quash all obstructions.
2. The Larv- They are the leaders of their respective tribes and for the most part, whatever they say, goes.
3. The Putitre- a reserved spot only for the Unjutr, this is the head of that particular Unjutr clan for that tribe. Consider it, the head magician.
4. Kamtete- nothing more then the tribe protectors and guards.
5. Ilign- The members of the tribe that aren't in custody.
6. Korign- These members are incarcerated by not upholding to traditional beliefs (Mainly, NOT DESTROYING when the Larv gives that order). Most of them are sentenced to death.
Mechanics:
Ravage- Whenever this creature enters the battlefield, flip a coin. If you win the flip, destroy target land, artifact, or enchantment. If you lose the flip, destroy target land, artifact, and enchantment of target opponent's choice. All Ignis Kor have a sense of destruction in them. With that said, they have been known to ravage anything and everything during their two year stretch of destruction....
Blood Fever X- Whenever this creature enters the battlefield, you may pay X. If you do, this creature get's +3/+0 and haste until the end of turn. Sacrifice this creature at the end of your turn.
Thanks to the Fireheart, they have a taste for battle and the blood fuels them to quickly engage in combat. Those it's proven that some of them when it's over die, due to the stress that the body has and the aftermath that is, the cooling of the fireheart.
Description: A tribal race of humanoid lizards. Known primarily for their ways in trading, their jungle shamans, and their elite warriors.
Physical Description: Humanoid lizards with a feathery hair (think your typical feather but instead of only being a few inches it grows into long strands just like human hair). Shamans tend to grow their "hair" longer, and will cut some off only for ritualistic purposes while warriors will wear their "hair" Shorter (ranging between 6" and bald depending on preference). Their tails are usually proportionate to their height, being about half as long as they are tall. Color of scales range from greens and blues (most common), purples, and some dark reds.
Their average height is 5' 6"(adult female) to 6' 8"(adult male).
Culture/Beliefs/Society: Think Aztec/Native American. Very spiritual/tribal. They revere nature and try to harness its power through shaman magics. Delthran cities are built almost always near or on the water and incorporate elaborate dock systems and walkways. Most settlements are built on bodies of water in the Lareen jungle. Their capital city, Rigil, looks something similar to Ancient Ziggurat(conflux) surrounded by a large span of wooden buildings/houses and entirely covers a large island in the center of lake Del. They have an affinity towards trading/sailing/fishing and some may go the pirate/mercenary route. Population wise they would probably be average, nothing extreme enough to dominate a war on their own but enough that other races are well enough aware of their presence. Their warriors are extremely skilled and their elite skills compensate for the Delthran's lack of a major army. Chosen weapons being large daggers or crossbow for ranged attacking as well as Delthran shamans using some combat magic. Most Delthran magic isn't based on its use in combat though. Other races may classify Delthran warriors as savages, as their melee combat tactics are very aggressive.
Nierl — The highest ranking shaman among the Delthran. He is the oldest and most respected living Delthran. His life has been prolonged due to his bond with a Celestial. His scales are blue/green in color and he has white feathered hair.
Bronse — The leader of the trader's guild. Bronse essentially has the easiest job of the three. He is in charge of the Delthran currency and trading partners. Bronse does all of the negotiating with other races and is quite good at it. His scales are purple in color, has no feathers, and can be found wearing lots of gold at all times.
Rygna Half-Tail — The leader of the Delthran "Army". He has dark red scales and black feathered hair. Long ago, the Delthran were divided. Rygna's ancestor's left Del and established the mountain city Resk (This is the city that tops the cliff and trades with the Lrin). Years later, Rygna returns to Del, the first of his line to enter the lake city in 140 years. The Delthran shamans insist he have half his tail removed for what his father's did to seperate the Delthran nation. He agrees to this. The ax is raised, and brought down inches from his tail. He doesn't flinch. Nierl declares that he has proven his worth, and may keep his tail. Rygna wrests the ax from the hands of its bearer and hacks off half his tail himself. He is put onto a council with Nierl and Bronse to lead the Delthran. (This occurs in 904CE, several years before The Cataclysm.)
Mechanics:
Repose - If ~ is tapped, X effect.
Revenge [COST] - You may cast this for its revenge cost if a source an opponent controls dealt damage to you since your last turn.
Seeing as how someone else is sort of infringing on my race, I'm probably going to redo it. We should have had claimable color combinations so that only one person could have each (we currently have multiples of wedges.=/).
Seeing as how someone else is sort of infringing on my race, I'm probably going to redo it. We should have had claimable color combinations so that only one person could have each (we currently have multiples of wedges.=/).
I didn't play before, but my understanding is that the four different teams are pretty separate for the first part of the game, so similar races/colors will just be put on different teams (i.e. every team will have a RGU race ;)).
Seeing as how someone else is sort of infringing on my race, I'm probably going to redo it. We should have had claimable color combinations so that only one person could have each (we currently have multiples of wedges.=/).
Not just multiples wedges, but the top four vote getters are wedges... lol
Ok, new, far better plan that will solve many problems: We're going to have five teams. Three of them will be cut come July. That means that we can have up to 30 people, and teams will be nice, tight pods of 6.
Nothing else has to change now. Sign-Ups are closed, and any holders will have until the 28th to finish their races (remembering that small edits are still good going into the competition). It's going to be brilliant, I assure you all.
Okay, here we go. Guess I'll go with my previous race again, seeing as how none of these have ever been finished and I have most confidence in their mechanics. (However, I do have a couple more races I would be willing to do, if this color combination is too common or if this species seems too parasitic.) Thanks for the opportunity to compete!
The Grubblins
Colors: G,U,B
Description: A leech-like species that feeds on brain tissue (as well as other tissue) and pure mana, growing into more complex organisms as they feed.
Larva: Larval grubblins resemble large grey maggots (approximately a foot long). They lack eyes and instead have a series of mana sensing pits along their sides. They have a complex lamprey-like mouth at the end of a retractable proboscis. Larval grubblins have only a low cunning and no real intelligence, so they are basically little crawling stomachs. However, the more they feed (and depending on who/what they are feeding on) they can become very smart very fast. They also have extremely elastic skin, so they can gorge themselves to immobility and swell up to 3 times their original size. This skin also allows them to purposely inflate themselves and float, letting down their mouth as a trailing tentacle. Young larva use this technique in order to travel to new territory, similar to parachuting spiders. When a grubblin pops, it can let loose all of the energy it has recently fed upon. Grubblins reproduce asexually, are born pregnant and lay eggs as soon as they have absorbed enough energy.
Mature Grubblins: One a grubblin has built up enough energy, it grows a bone structure (like a tadpole growing arms and legs). It's form depends largely on what it has eaten. A grubblin who has eaten mostly flesh will typically grow into a larger and more physical form, while a grubblin who has consumed excess mana or brain flesh will be delicate, but smarter and more skilled in "magic" (more on this later). However, their forms are really only imitations. A grubblin can grow into many forms, or just keep feeding, never develop further and simply growing into a huge maggot. These are called 'Boneworms' and are mindless feeding machines. Boneworms that use their air bladders are generally just shapeless floating monstrosities called 'Bloaters'. About one in 50 grubblins grows into a Boneworm. These are used as beasts of burden; they transport grubblins and supplies (namely corpses), and also dig the tunnel system the grubblins call home.
A humanoid grubblin will only stand about 5 feet tall at the maximum, and will usually be pretty hunched over and have a vestigial tail and loose grey skin. Grubblins usually grow mouths on the palms of their hands (or at the ends of their various... appendages). The mouths located on their heads are still their main way of absorbing nutrients however, and the mouth can stretch to accommodate large meals or the entire head of a victim. When they do this, they bore into the skull with a series of complex tongues. Although they can grow eyes, most usually only have a set (or series) of the mana sensing pits. Grubblins also have a series of inflatable bladders on their bodies where they store energy.
No one is really sure where the grubblins came from. They began appearing on the plane of Thanreus in about 500CE, centered in the lowland peninsula of Lindiere. Up until now, they have been thought of as a harmless nuisance. They are considered mindless pests and desecrators of the dead. However, recently their numbers have swelled, they have spread to the main continent of Thanreus, and they have begun to hunt their own victims.
Grubblins are jealous of their victims' forms, and constantly try to imitate them. They are even more jealous of spellcasters, as grubblins themselves cannot use magic on their own. However, they can absorb mana, and even specific spells from their victims and victims' brains (live or dead). They can then store these in their 'spellsacs', a series of inflatable bladders running down their backs. Grubblins choose their leaders based on their intelligence (translated: number of brains eaten). Grubblins can absorb energy from one another, and frequently do, but only to feed off of their own dead. They form in large groups groups, or 'squirms' and usually inhabit old abandoned towns, and form a tunnel system beneath them; Osedax's squirm hides during the day in a series of labyrinthine catacombs beneath the ruinous castle of the late necro-wizard Sik. Because they can 'see' mana (including the mana inherent in all living things), they do not necessarily need eyes, and so are usually nocturnal. They dislike the sun and heat in general. but they must constantly find flesh to lay eggs in. To do this, they create cemetery honeycomb nests, spanning for miles underground. Some grubblin serve as hunters, bringing fresh (by fresh I mean rotting) corpses down to tenders, who plant the eggs and care for the larval grubblins.
As far as their language goes, it is very simple syntax-wise, almost a collage of other languages of the plane. Vocabulary however can be very complex because grubblins like adding more and more onto words in order to add more meaning (a bit like german). Pronunciation is also almost impossible for a non-grubblin because of grubblins' highly evolved and sophisticated tongues.
Their religion is also a bit of a hodgepodge affair, and also not very important in their "culture". They believe the suns are wrathful gods consisting of giant balls of mana, and they also believe in a goddess they simply call Death, and refer to her as a motherly, nurturing figure.
Notable Grubblins:
-The most revered Grubblin is Osedax, an ancient member of their species. He stands almost 8 feet tall and it is rumored that he is the first of their race. He is a powerful grubblin spellcaster and can devour spells even as they are cast. One of the few grubblins that is totally fluent in other languages.
-Urbilix, the Motherlord is a grubblin that is the most prolific reproducer of the race. She keeps a large squirm composed entirely of her own offspring and prefers to consume only pregnant beings.
-Annelixid is a grubblin that has grown to an enormous size and is sometimes called "The Devouring Cloud". It is a Bloater and prefers to float almost constantly (which is unusual because mature grubblins tend to not float as well) and when inflated, is about 160 feet long (about the size of a football field). When it approaches the ground it lets down dozens of mouth-ended tentacles. In the year 918CE, it killed every inhabitant of the town of Delrian, an early act of war.
-Xixiss is one of Osedax's offspring who has gained the ability to imitate other forms almost perfectly. He is unusual because he is very close to the other members of his squirm and has taught them his secrets.
Spellgorge N (Whenever an opponent casts a spell, put a +1/+1 counter on this creature. At the beginning of each end step, sacrifice this creature if it has N or more +1/+1 counters on it.) - A new mechanic representing the Grubblins uncontrolled feeding off of opponents' magical energy. This will feed into a minor +1/+1 counter theme. Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.) - A new mechanic representing the grubblins penchant for feeding off of intelligence and brain stuff. Token Production - A definite theme considering how much the grubblins reproduce. The tokens used will be 1/1 black Grubblin creature tokens with Mindleech. Using Graveyards - Grubblins use graveyards as resources. The eat dead things, cast dead spells. They make sure graveyards are kept full with milling effects.
Various relevant evergreen keywords - Trample, Flying, Regeneration
Boneyard MaraudersGUB
Creature - Grubblin Warrior (U)
Trample
Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.)
Whenever ~ attacks, it gets +1/+0 until end of turn for each creature card in defending player's graveyard "Burn the dead from now on. They shall not catch us unawares next time."
-Strant, Asuran general
1/1
Grubblin Gardener 3G
Creature - Grubblin Shaman (C)
When ~ enters the battlefield, you may put target land card from an opponent's graveyard onto the battlefield tapped under your control. It awakens memories of lands long lost, only to twist them into rotting nests.
2/2
So that it gets to everyone.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'm in. (Not that I have any ideas at the moment. :-/)
In light of my inability to come up with any ideas, I am withdrawing from this contest. May fortune favor the foolish who remain...
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
Description: Bearing the mighty creature type Platypus, the Platyns are a mysterious and crafty race, adept at swimming, diplomacy, and mixing poisons.
Physical Description: Covered in fur that ranges in color from white to brown, to black, Platyns stand about a meter tall, but are particularly well muscled for their stature. The webbed claws on their hands and feet are equally useful for swimming and defending themselves. Their duck-bill (which can vary in length from 16 to 30 cm) is also useful in a fight, as the powerful muscles in an Platyn's jaw allow it to bite through a human's hand. Their tail, which is generally half as long as the Platyn is tall, is flat allowing for incredible swimming speeds. Males have a spur on their legs where the body stores its biological poison, and Platyns have been harvesting poison from themselves for generations to mix with other regents for a wide variety of reasons.
Culture/Beliefs/Society: Platyns make their homes in different bodies of water, though they prefer lakes. These homes are carved out of the rock at the bottom of the water, but are carefully connected to at least one tunnel to the land above for air. If you can get deep enough, it is quite easy to locate an Platyn city. They carve detailed sculptures into the rock surrounding the entrances to their homes, it takes many years but a well established Platyn town is covered in beautiful depictions of past wars or important events and their strange gods.
Mechanics:
Poison Theme
Stuntouch (Whenever this deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Deathtouch
As skilled spies, many Platyns have abilities that begin with this trigger: Whenever this creature deals combat damage to a player...
No more entries starting 24th of May, 6PM EST! This is one day's warning!
Holders are still fine. Placeholders that have already made posts before the deadline are okay. Holders and incomplete races posted after this post (so between the 23rd and 24th) will be rejected.
People with holders that make it in and even those who have 'finished' their races will have 4 days to work on their races to a suitably complete stage (remember, you'll still be allowed to edit it after the competition starts). Teams will be assigned on the 28th (6PM EST), as planned. Any holders at that stage will be rejected.
I'm extremely sorry about having to go back on the 3-day deadline. Having small, tight teams - which at seven each is really pushing it - is just so important to The Magic Wars and its success, there was no other choice. I was juggling with this possibility since way before the sign-ups even opened, but I tried to fool myself into thinking that maybe we'd only get 24 naturally. That thinking continued all the way up to yesterday, when I tried to rationalize that having a 3-day warning wouldn't be much of a big deal. But it is, so it's no longer possible.
This could have been done better on my part and I apologise.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
RWB
Description: From a fires of Ignis Satana, The Ignis Kor are a group of humanoids that are war hungry when enraged and dormant when at peace. Mixing Brute Strength and Crafty dealings, they keep a sense of order within their chaotic lifestyle.
Physical Description: They appear elven at first glance with the pointy ears, but they are very muscular with crimson skin and battle scars that are displayed like trophies in a display case. The average Ignis Kor is about 5'11, 230 pounds of muscle. They have demonlike wings at the sides of their heads (Women are smaller than the Men) and their ashlike eyes peer into the fiercest of beasts souls without a problem. Depsite their look, what makes them unique is that their anatomy is adaptive to their region. This is a result of the "Fireheart". The Fireheart is the vital organ that allows them to survive in the hottest temperatures, but also allows them to manage in colder regions. If the Fireheart core temperature drops 5 degrees, the entity will cease to exist and fade into nothingness. Consider that, death.
Culture/Beliefs/Society: The Ignis Kor are a rowdy bunch that destroy everything for 2 years straight. Then for another 2 years, they sleep with very few instances where they eat to recover their strength. Then the cycle continues. During their reign of destruction, they're loyal to the clan they represent. there are four distinct Ignis clans that everyone falls into:
1. The Yor'Kushnei- A savage group that have no equal when it comes to destruction. Their stance on anything is, "Destroy first, Savor later". What that means it that they destroy anything in their path and then after the destruction is finished, they reflect on the destruction.
2. The Juca- This group is the most civilized of the four clans and still, they're pretty destructive when they want to be. They are the diplomats, the merchants, and the navigators that pretty much run the Ignis Kor. Also, they are the most powerful of then four clans.
3. The Leadite- They are in between the Juca and the Yor'Kushnei when it comes to civilized life, but they're the biggest clan of the bunch. An angered sect of Leadite can level a city in no time flat. They are known to deter any other race from entering Ignis Kor territory and have even intimidated even the mightiest of Giants from their homes.
4. Unjutr- This clan is considered the black sheep of the four, mainly because of their ability to use magic. Nowhere near as fierce or intimidating, they focus on supporting destruction through powerful enhancements and punishing fires that they summon at will. But due to their, small numbers, you'll never see more than 5 at a time in any Ignis Kor tribe.
The Goddess of Battle, Genevitta, is their guidance and their hope for a world where they can destroy at will.
As for their society, you'll be surprised to know that they are rather organized when it comes to the ranks of power. Here are the ranks:
1. The Larv Sectre- This is the leader of all the tribes. He or She pretty much rushes to the front of any conflict they are near and commences to destroy and quash all obstructions.
2. The Larv- They are the leaders of their respective tribes and for the most part, whatever they say, goes.
3. The Putitre- a reserved spot only for the Unjutr, this is the head of that particular Unjutr clan for that tribe. Consider it, the head magician.
4. Kamtete- nothing more then the tribe protectors and guards.
5. Ilign- The members of the tribe that aren't in custody.
6. Korign- These members are incarcerated by not upholding to traditional beliefs (Mainly, NOT DESTROYING when the Larv gives that order). Most of them are sentenced to death.
Mechanics:
Ravage- Whenever this creature enters the battlefield, flip a coin. If you win the flip, destroy target land, artifact, or enchantment. If you lose the flip, destroy target land, artifact, and enchantment of target opponent's choice.
All Ignis Kor have a sense of destruction in them. With that said, they have been known to ravage anything and everything during their two year stretch of destruction....
Blood Fever X- Whenever this creature enters the battlefield, you may pay X. If you do, this creature get's +3/+0 and haste until the end of turn. Sacrifice this creature at the end of your turn.
Thanks to the Fireheart, they have a taste for battle and the blood fuels them to quickly engage in combat. Those it's proven that some of them when it's over die, due to the stress that the body has and the aftermath that is, the cooling of the fireheart.
Die Fools!!!
Looking for a Pokemon RP:
http://pokemonhaven223.proboards.com
Indulge your inner trainer today....
Name: Delthran
Color: :symu::symg::symr:
Description: A tribal race of humanoid lizards. Known primarily for their ways in trading, their jungle shamans, and their elite warriors.
Physical Description: Humanoid lizards with a feathery hair (think your typical feather but instead of only being a few inches it grows into long strands just like human hair). Shamans tend to grow their "hair" longer, and will cut some off only for ritualistic purposes while warriors will wear their "hair" Shorter (ranging between 6" and bald depending on preference). Their tails are usually proportionate to their height, being about half as long as they are tall. Color of scales range from greens and blues (most common), purples, and some dark reds.
Their average height is 5' 6"(adult female) to 6' 8"(adult male).
Culture/Beliefs/Society: Think Aztec/Native American. Very spiritual/tribal. They revere nature and try to harness its power through shaman magics. Delthran cities are built almost always near or on the water and incorporate elaborate dock systems and walkways. Most settlements are built on bodies of water in the Lareen jungle. Their capital city, Rigil, looks something similar to Ancient Ziggurat(conflux) surrounded by a large span of wooden buildings/houses and entirely covers a large island in the center of lake Del. They have an affinity towards trading/sailing/fishing and some may go the pirate/mercenary route. Population wise they would probably be average, nothing extreme enough to dominate a war on their own but enough that other races are well enough aware of their presence. Their warriors are extremely skilled and their elite skills compensate for the Delthran's lack of a major army. Chosen weapons being large daggers or crossbow for ranged attacking as well as Delthran shamans using some combat magic. Most Delthran magic isn't based on its use in combat though. Other races may classify Delthran warriors as savages, as their melee combat tactics are very aggressive.
Bronse — The leader of the trader's guild. Bronse essentially has the easiest job of the three. He is in charge of the Delthran currency and trading partners. Bronse does all of the negotiating with other races and is quite good at it. His scales are purple in color, has no feathers, and can be found wearing lots of gold at all times.
Rygna Half-Tail — The leader of the Delthran "Army". He has dark red scales and black feathered hair. Long ago, the Delthran were divided. Rygna's ancestor's left Del and established the mountain city Resk (This is the city that tops the cliff and trades with the Lrin). Years later, Rygna returns to Del, the first of his line to enter the lake city in 140 years. The Delthran shamans insist he have half his tail removed for what his father's did to seperate the Delthran nation. He agrees to this. The ax is raised, and brought down inches from his tail. He doesn't flinch. Nierl declares that he has proven his worth, and may keep his tail. Rygna wrests the ax from the hands of its bearer and hacks off half his tail himself. He is put onto a council with Nierl and Bronse to lead the Delthran. (This occurs in 904CE, several years before The Cataclysm.)
Mechanics:
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Raptor1210's Placeholder3: WUR
3: UBG
3: BRW
2: RGU
2: WB
2: GU
1: 0
1: W
1: UR
1: UB
1: RGW
1: RG
1: GWU
1: GWB
1: GW
1: BG
1: BRG
0: WU
0: WUB
0: UBR
0: RW
0: BR
I didn't play before, but my understanding is that the four different teams are pretty separate for the first part of the game, so similar races/colors will just be put on different teams (i.e. every team will have a RGU race ;)).
Thanks!
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Not just multiples wedges, but the top four vote getters are wedges... lol
Club Flamingo Wins: 1!
I WILL POST AN ANNOUNCEMENT LATER.
BUT MORE RACES ARE OKAY NOW.
EDIT: HERE.
Ok, new, far better plan that will solve many problems: We're going to have five teams. Three of them will be cut come July. That means that we can have up to 30 people, and teams will be nice, tight pods of 6.
Nothing else has to change now. Sign-Ups are closed, and any holders will have until the 28th to finish their races (remembering that small edits are still good going into the competition). It's going to be brilliant, I assure you all.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Lofl I was screaming this to myself as well. Turns out that not a lot has to change based on the new occurence (5 teams).
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
The Grubblins
Colors: G,U,B
Description: A leech-like species that feeds on brain tissue (as well as other tissue) and pure mana, growing into more complex organisms as they feed.
Larva: Larval grubblins resemble large grey maggots (approximately a foot long). They lack eyes and instead have a series of mana sensing pits along their sides. They have a complex lamprey-like mouth at the end of a retractable proboscis. Larval grubblins have only a low cunning and no real intelligence, so they are basically little crawling stomachs. However, the more they feed (and depending on who/what they are feeding on) they can become very smart very fast. They also have extremely elastic skin, so they can gorge themselves to immobility and swell up to 3 times their original size. This skin also allows them to purposely inflate themselves and float, letting down their mouth as a trailing tentacle. Young larva use this technique in order to travel to new territory, similar to parachuting spiders. When a grubblin pops, it can let loose all of the energy it has recently fed upon. Grubblins reproduce asexually, are born pregnant and lay eggs as soon as they have absorbed enough energy.
Mature Grubblins: One a grubblin has built up enough energy, it grows a bone structure (like a tadpole growing arms and legs). It's form depends largely on what it has eaten. A grubblin who has eaten mostly flesh will typically grow into a larger and more physical form, while a grubblin who has consumed excess mana or brain flesh will be delicate, but smarter and more skilled in "magic" (more on this later). However, their forms are really only imitations. A grubblin can grow into many forms, or just keep feeding, never develop further and simply growing into a huge maggot. These are called 'Boneworms' and are mindless feeding machines. Boneworms that use their air bladders are generally just shapeless floating monstrosities called 'Bloaters'. About one in 50 grubblins grows into a Boneworm. These are used as beasts of burden; they transport grubblins and supplies (namely corpses), and also dig the tunnel system the grubblins call home.
A humanoid grubblin will only stand about 5 feet tall at the maximum, and will usually be pretty hunched over and have a vestigial tail and loose grey skin. Grubblins usually grow mouths on the palms of their hands (or at the ends of their various... appendages). The mouths located on their heads are still their main way of absorbing nutrients however, and the mouth can stretch to accommodate large meals or the entire head of a victim. When they do this, they bore into the skull with a series of complex tongues. Although they can grow eyes, most usually only have a set (or series) of the mana sensing pits. Grubblins also have a series of inflatable bladders on their bodies where they store energy.
No one is really sure where the grubblins came from. They began appearing on the plane of Thanreus in about 500CE, centered in the lowland peninsula of Lindiere. Up until now, they have been thought of as a harmless nuisance. They are considered mindless pests and desecrators of the dead. However, recently their numbers have swelled, they have spread to the main continent of Thanreus, and they have begun to hunt their own victims.
Grubblins are jealous of their victims' forms, and constantly try to imitate them. They are even more jealous of spellcasters, as grubblins themselves cannot use magic on their own. However, they can absorb mana, and even specific spells from their victims and victims' brains (live or dead). They can then store these in their 'spellsacs', a series of inflatable bladders running down their backs. Grubblins choose their leaders based on their intelligence (translated: number of brains eaten). Grubblins can absorb energy from one another, and frequently do, but only to feed off of their own dead. They form in large groups groups, or 'squirms' and usually inhabit old abandoned towns, and form a tunnel system beneath them; Osedax's squirm hides during the day in a series of labyrinthine catacombs beneath the ruinous castle of the late necro-wizard Sik. Because they can 'see' mana (including the mana inherent in all living things), they do not necessarily need eyes, and so are usually nocturnal. They dislike the sun and heat in general. but they must constantly find flesh to lay eggs in. To do this, they create cemetery honeycomb nests, spanning for miles underground. Some grubblin serve as hunters, bringing fresh (by fresh I mean rotting) corpses down to tenders, who plant the eggs and care for the larval grubblins.
As far as their language goes, it is very simple syntax-wise, almost a collage of other languages of the plane. Vocabulary however can be very complex because grubblins like adding more and more onto words in order to add more meaning (a bit like german). Pronunciation is also almost impossible for a non-grubblin because of grubblins' highly evolved and sophisticated tongues.
Their religion is also a bit of a hodgepodge affair, and also not very important in their "culture". They believe the suns are wrathful gods consisting of giant balls of mana, and they also believe in a goddess they simply call Death, and refer to her as a motherly, nurturing figure.
Notable Grubblins:
-The most revered Grubblin is Osedax, an ancient member of their species. He stands almost 8 feet tall and it is rumored that he is the first of their race. He is a powerful grubblin spellcaster and can devour spells even as they are cast. One of the few grubblins that is totally fluent in other languages.
-Urbilix, the Motherlord is a grubblin that is the most prolific reproducer of the race. She keeps a large squirm composed entirely of her own offspring and prefers to consume only pregnant beings.
-Annelixid is a grubblin that has grown to an enormous size and is sometimes called "The Devouring Cloud". It is a Bloater and prefers to float almost constantly (which is unusual because mature grubblins tend to not float as well) and when inflated, is about 160 feet long (about the size of a football field). When it approaches the ground it lets down dozens of mouth-ended tentacles. In the year 918CE, it killed every inhabitant of the town of Delrian, an early act of war.
-Xixiss is one of Osedax's offspring who has gained the ability to imitate other forms almost perfectly. He is unusual because he is very close to the other members of his squirm and has taught them his secrets.
Spellgorge N (Whenever an opponent casts a spell, put a +1/+1 counter on this creature. At the beginning of each end step, sacrifice this creature if it has N or more +1/+1 counters on it.) - A new mechanic representing the Grubblins uncontrolled feeding off of opponents' magical energy. This will feed into a minor +1/+1 counter theme.
Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.) - A new mechanic representing the grubblins penchant for feeding off of intelligence and brain stuff.
Token Production - A definite theme considering how much the grubblins reproduce. The tokens used will be 1/1 black Grubblin creature tokens with Mindleech.
Using Graveyards - Grubblins use graveyards as resources. The eat dead things, cast dead spells. They make sure graveyards are kept full with milling effects.
Various relevant evergreen keywords - Trample, Flying, Regeneration
Boneyard Marauders GUB
Creature - Grubblin Warrior (U)
Trample
Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.)
Whenever ~ attacks, it gets +1/+0 until end of turn for each creature card in defending player's graveyard
"Burn the dead from now on. They shall not catch us unawares next time."
-Strant, Asuran general
1/1
Grubblin Gardener 3G
Creature - Grubblin Shaman (C)
When ~ enters the battlefield, you may put target land card from an opponent's graveyard onto the battlefield tapped under your control.
It awakens memories of lands long lost, only to twist them into rotting nests.
2/2
We have 29 confirmed entries (Prophy made his race) and 1 holder.
Supposing BlackBull doesn't make it by the deadline, we might need an emergency player and race.
ANYONE!?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'll play twice
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2