God yes. You have six hours to make your race. Do it do it do it.
It's going to be super awkward if BlackBull makes his race but we'll make this crap work.
If BlackBull submits his race before the time limit, I say we go with his. Sure, he made us wait til the very deadline, but he was already here. No more than 30. If someone wants to drop, than others can join in, but for now, they should be more like extras just in case.
I'm also very excited to see the lore and which team will be the next legion or lividus.
my race will be the Megarids and they will evolve from homarids in the colors of UUR. they come out when homarids are evolving in the water because of climate change and they are a bit of red becuse the water is hot lol (and so are homarids lol!!!) they come out of the oceans and invade because of their destruction of habitat they are a very passanite race and like to make shell arts but they are very aluuf and dont like land people!
their abilities will be taps-untaps twiddle effects, and especially the homarid tide counters! they are also very good swimmers so they have haste and first strike and unblockable sometimes to!
Description: big humanoid lobsters that live in the warm oceans of the world. they are UUR in mana colors. they evolved from homarids when the water became too warm so they are sort of the same, but they have bigger claws and are stronger and faster. they draw power direct from the tides.
Culture: they are effected by the tides so their most active when the tides are high. they are passionite and like to make art to express themselves but they also think that land people are disrespectful and brutish because they destroy their habitat. they like to use sneakiness and guile as well as quick speed attacks in war.
Mechanics:
- tide mechanics (abilities on your turn and opponents turn where turns represent tides)
- a litttle of burn
- bounce
- tapping creatyres and permanents
- sabotage abilities
Description: big humanoid lobsters that live in the warm oceans of the world. they are UUR in mana colors. they evolved from homarids when the water became too warm so they are sort of the same, but they have bigger claws and are stronger and faster. they draw power direct from the tides.
Culture: they are effected by the tides so their most active when the tides are high. they are passionite and like to make art to express themselves but they also think that land people are disrespectful and brutish because they destroy their habitat. they like to use sneakiness and guile as well as quick speed attacks in war.
Mechanics:
- tide mechanics (abilities on your turn and opponents turn where turns represent tides)
- unblockable
- first strike
- tapping creatyres and permanents
- sabotage abilities
Unblockable and first strike are evergreen mechanics so you can choose new mechanics if you want. For example, Cascade and Soulbond are mechanics.
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Actually, avatarz has agreed to fill in that last emergency spot we need. He'll be given a bit of an extension to flesh out his race. Sorry, Id Ego! D=
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Philerians are a race of telepaths, that revere life and are repulsed by those who would wantonly take it.
Physical Description
Philerians are humanoids that range in height from seven to ten feet tall, although their stature can be intimidating they are generally thin and not very physically strong (although there are exceptions). Their bodies are covered with very small snakelike scales, their eyes are always large, round, and black, and they have gills along their ribs that allow them to breathe underwater. generally their skin/scales are a sky blue color but they come in white/green/brown/and occasionally black. although at first glance they seem scary, they have very animated faces that generally come across as friendly.
Culture/Beliefs/Society
Philerians have only one city that they congregate in to gather supplies or share news, and they will travel great distances to reach it, but for the most part they are a hermetic/nomadic race that prefers to spend time in small groups or alone in meditation, that being said they will very fiercely protect their borders from other races since they do not want them to corrupt the minds of their youglings. They have strong beliefs that their ability to manipulate other races in the plane is a curse rather than a gift, for with it comes the responsibility of wielding that power in a just manner. No Philerian is even allowed to have contact with another sentient race until they have spent 5 years in solitude mentally preparing themselves, this is called the Melenth this 5 years starts after their 16th birthday celebration that brings them into adulthood. Philerians are generally pacifists by nature, avoiding conflict and avoiding getting involved in the conflict around them, however if they see a need that is great enough or a wrong that is dark enough, it is wise to stay out of their way for they will use the full power of their minds to put such things right... The Philerians being a monastic race will usually train with a master from the age of 5 to the age of 16, once they have completed their Melenth they rejoin their people and are free to choose their own destinies, but most spread out in their homeland only to come back together when their is need or to attend the teachings of the current high master.
Additional Information
The area the philerians live in is very desert like in appearance however it has many small lakes throughout it. the surface is harsh and hot with little plant life but the lakes are teeming with life. The Philerians generally travel from lake to lake either alone or in small groups, being careful not to exhaust the resources of any particular one, and allowing it to recuperate so the next traveler may also use it.
Mechanics
Considering the nature of this race a lot of them are going to probably have defender or some reason not to attack...
1. Pacifism effects of some kind i'm working on a keyword maybe Conversion - when this creature blocks a creature, that creature gains "this creature cannot attack or block". I'm doing this kinda rushed though i'll smooth out the key word later
2. tax - a warning of sorts... I'm going to make it difficult for you to do that evil stuff around me.
3. Protection effects - Protect those who cannot protect themselves, this is the way of the high master
4. Ability removal - If you can't stop them from doing something evil, make them forget that they can.
5. Creature steal - If all else fails, you will follow the path of enlightenment
Journal of Gareen the Clear
The Philerians were undisciplined and slightly savage during the time that the Xanten ruled over the plane, and after the fall of that empire they were united by the teachings of a single Philerian who would become the first high master and start their journey into enlightenment which would ultimately shape the race into what they are today... Journal of Gareen the Clear
1549 BCE
I feel the fears and lusts and ambitions of my people in my mind and in my soul. We are weak, broken and unfocused. Our inability to control our abilities and our ambitions, our lust for personal gain over the needs of the many is what makes us feeble. I can no longer stand by, I can no longer spend all my days within the solitude of my mind. I must share the knowledge that I have acquired with my brethren, we must become united in mind and heart. I will spend the rest of my life dedicating myself to the unification of my kind. I will bring my people together, once they have experienced contact with my enlightened spirit they will eagerly join with me.
1545 BCE
In five long years I have only succeeded in bringing two hundred sheep into my flock. But I have had a breakthrough. Through communing with a spirit that called itself a celestial I believe I have discovered a way to create a permanent Psychic tie between myself and other Philerians... I'm not sure I have the strength to complete such a task, but I will continue to explore this possibility.
1543 BCE
I have done it! The celestial being that I have been communing with over the last two years has helped me greatly in my studies. I now know what must be done to connect the minds and souls of one Philerian to another! I only hope that I have the power to do so!
15542 BCE
I had tried and failed to complete the ritual needed in the joining many times before I realized I would need help... The celestial has offered to bond with my soul which would allow him to manifest himself in this plane with more substance and in turn the powers of my mind will be multiplied so that I may join our race together!
1540 BCE
Only two short years after my bond with my celestial brother I have succeeded in binding the minds of over one thousand of my people, as we grow in numbers our minds will inevitably pull our brothers and sisters to us until all Philerians are of one spirit.
1531 BCE
I am happy to say this will be my last entry in this journal, as of today every single Philerian has bound himself into our flock, and what has come as an unexpected surprise all the children born to bound parents come from the womb and enter into union with our race, although they must be brought up in our ways. No longer will we be weak, for we compliment each other and strengthen the weaknesses of our brothers with our own strength. There are dangers though... Even bound to one another my people feel the need for solitude and the peace that meditation brings... Our children must be brought up in our ways and taught to discipline themselves lest their minds become poisoned with the unclean thoughts of our neighbors and spoil all of us. Even though we are joined it has only served to make us realize the need for each of us to mentally discipline ourselves lest we fall back into our old ways... Each Philerian must learn to stand on his own and find the path to enlightenment.
The Cataclysm
The Cataclysm
A storm rages in the heavens above the continent of Thanreus , the likes of which has never been seen before. The sky has darkened to a blood red, and the clouds are moving in a lazy spiral overhead. The races of the plane look on in horror as their once beautiful sky transforms into a swirling nightmare. Lightning flashes through the clouds in a deadly dance of raw power.
The eye of the storm is something out of a terrible dream, a rip in the very fabric of existence. The eye flashes with every color possible, colors that have never been seen by the inhabitants of Thanreus, and yet at the same time it was blacker than the darkest night. The storm raged on through the night, and the eye grew ever larger.
Even more suddenly than it began, there was a flash in the center of the storm, and within the span of three seconds, the swirling clouds were suddenly sucked into the eye of storm and for a moment it was even peaceful… The sky exploded with a rainbow of fire and light! The once small eye was now a gaping mouth, and if any were brave enough to look into the sky they would see an entire city forcing its way through the inferno, and hurtling at an alarming rate, on a collision course with the lands west of the Lareen rain forest.
The force of the collision tore through the ground, and the deafening sound of the meteor slamming into the foreign earth was heard all across the plane. Few survivors were left to survey the wreckage, but those few burned and scarred Actera, and the Lrin who still had dead bodies to force into motion would describe the scene as if the hand of a god had scooped up some foreign city and pitched it through space and onto Thanreus, destroying half of the western Acteran hive, and the main living clay mine of the Lrin.
There isn’t much left of the city that was perched upon the meteor, only the ruins of a civilization that was clearly once rich with a strange mixture of technology and magic. An aura of power hovers over the wreckage, almost tangible even to those without the gift to discern such things. What mysteries lie in wait for those with the inclination to study those ruins?
This cataclysmic event at first a curse upon those in its path, now seems like a blessing, for in its wake of destruction it has left a feeling of camaraderie between the races in the surrounding area. The Actera have many wounded and repairs to be made, their long standing trade tariffs with the Delthran has moved the wealthy reptilian race, Bronse, the Trademaster had empathy for their loss has convinced the rest to forge an alliance. The Lrin's Ancient Circle, with their main source of living clay destroyed have turned to the Philerians who, under the guidance of High Master Rakai, were more than willing to start a mining process along the edge of the Serei in exchange for a Lrin military alliance, the Philerian missionaries were also sent out in the relief effort to help both sides. The Reltathri tradesman Vadas Fex, witnessed the event from the Delthran lands, and after a quick investigation, he returned to his own. At the thought of such untapped knowledge as the ruined city might hold, the Reltathri were eager to forge alliances with the surrounding races in order to study and protect this anomaly.
The Cataclysm has had another, quite unexpected side effect, the city, broken off from another plane has drawn the Celestials in hordes. The spiritual beings, which have had contact with most races on the plane of Thanreus, has forsaken them all, save those who are hovering around this new treasure. The dense aura of mana, and vast amount of artifacts that they could bind to, was all they needed to forge them together as a race, and into an alliance with the other races in the area. The mana is so thick that the mortal races can actually communicate with the celestials freely while close to it’s source.
A new era has fallen and the minor alliances of the area have been forged into a brotherhood, dedicated to protecting each other and the gift that has been bestowed upon them. But what will the future bring? What discoveries will be unearthed? And most importantly of all, will they be able to hold onto their treasure, or will greed spurn the other races of the land into conflict, in an attempt to take the wealth of knowledge and magic for themselves?
Fifteen days. Fifteen days since Eclar Nill and his men had begun the expedition into this damnable jungle, and it was beginning to take it's toll. You couldn't see the sun through all the trees high above, except for the occasional splotch of blinding brightness among the pitch-black shadows. Most of his men carried torches because of this, but all the moisture in the air, along with the suffocating heat of this place made the fires almost worse than stumbling about in the dark.
Presently, they were trudging through something of a bog, a low point in the terrain, where the constant rain had accumulated. The men were trying to keep close to the trunks of trees, so they might walk on roots, and avoid the unknown depths of water and muck around them. However, even as they made their way forward, something else made it's way towards them...
Devon was the first to vanish, suddenly gone into the shadow of the tree, his torch splashing into the water below. Before the rest of the men could even register that something had just happened, two more men were gone with but the faintest disturbance of water. Confusion quickly turned to panic as Franklin, Termund, and Crian vanished. Olifar, Howard, and Tress. Men vanished until all that was left was Eclar, stumbling, trying to simply get out of the bog.
A root caught his foot and he tumbled, face first into the water. As he tried to pull himself up, he came face to face with a pair of eyes, two points of light shining withing a snake-like hood. Eclar didn't even have time to scream before his life had ended.
The Griosk are a very secluded race, seeing trespassing into their territory without asking first as a graver offense than virtually any other crime. As a result, they are not a very well know race, only having any stable relations with other races that live within the Vezung Rainforest. The territory they claim for themselves is mainly a region of the jungle that is famed for being as dark during the day as it is during the night. There are many fungi-filled bogs in this region and the canopy is thick enough that a person could actually walk across it without risking falling through.
The reason the Griosk put such a heavy weight on trespassing is because they see themselves as protectors of the natural order, druids. Not only this, but they specifically believe they are the wardens of the most beautiful and powerful land that exists, safeguarding it from the greeds of other races for a time of need.
There are three different branches of the Griosk religion, each focused on where the fabled 'power of the land' originates. There are those who worship the land and the trees themselves, those who believe the pitch black darkness that permeates everything within their land is itself power, and those who believe that it is light that is the power, and the land simply hides it, holding it back, as they themselves hide the land.
The Griosk stand around five and a half to six and a half feet tall upon the lower body of a snake, appearing to be made entire out of grey wood and vine-like muscles, both matted with mud. They have a slightly stooped posture and move with a silent grace upon their serpent-like lower half, leaving only a whisper of motion in their wake. Their faces are hidden by a cobra-like hood, trailing several thin vines over their face like a veil. It is clear that their body carries some manner of bio-luminescence, however, as their eyes glint with clear light from beyond their veil, and, when cut, their blood glows in the stifling dark of their home.
Their wood-like skin offers enough protection that they don't usually need armor, or clothing in general, leaving them to usually just wear shawls or simple bandoleers containing miscellaneous items. Their warriors appear like savages most of the time, carrying around spears, but this is but a ruse, as the said spears are dripping with advanced magics, which the race's witch doctors have refined over the many years.
When at rest, Griosk sway slightly, their bodies groaning deeply like ancient trees in a breeze. Their speech, however, is smooth and seamless, with a lot of emphasis on 'S' and 'K' sounds, contrasting the deep creak of their bodies in a curious way.
Romantic relations are not something the Griosk have, as females are actually quite rare, and are often treated as property. Those who prove themselves the strongest, the most intelligent, or the most spiritually aware are given rights to a woman, who, with a lot of help from the church, is expected to raise the children herself. Sometimes, when the female population is particularly low, a single female may be expected to have many partners, to keep as many strong bloodlines flowing as possible. Griosk lay eggs, often three to eight in a clutch. However, the women keep these eggs in a special pouch in her stomach, leading to those rare few who have seen a woman carrying them to the incorrect assumption that they reproduce in a mammalian way. A woman can carry up to 30 eggs in this pouch, though, at those numbers, it becomes very uncomfortable for her, and so the number is usually kept closer to 20 eggs.
Griosk are taught the tenants of the race's religion from birth, with very strict rules and guidelines upon their early life. These rigid lines lighten up when the Griosk reach their teenage years, when they are often encouraged to explore the world, find their passion, so they might best serve the Griosk as a whole. Most Griosk about this age become ambassadors or Evangelists for at least a short time as they explore the world, though it is unusual for one to remain as such for long, since they are, by that age, far more familiar with their own culture, and therefore far more comfortable with it. Some, however, enjoy the change, and become long-term, perhaps even permanent, ambassadors.
The governing body of the Griosk civilization is a theocracy, with leaders of the church also being the leaders of the race. The three different branches of the religion each concern themselves with different matters of importance. Those who worship the land are in charge of food and of building houses, staking out their land so they might protect the power within it. Those who worship the darkness are part warriors and part witch doctors, refining what power they can find in the shadows for use in their endless protection of the infinite darkness. Those who believe that light is the source of power in their land take the role of politicians, heralds, who go forward to other lands, warning them to not trespass, lest the powerful light hidden within their land strike them down.
Griosk dwellings are often huts suspended among the branches of trees. Only those of highest ranking are granted the privilege of building a home on the land itself, or atop the canopy, where the light is abundant.
Griosk rely on subterfuge and misdirection in combat, or upon the shadows of their land to keep them hidden. They are also masters of illusion. One of their most devious tricks is to make their foe believe they have been defeated when they've lost advantage, feigning death, just to get back up and begin tracking their opponent again when they've left. They are agile in a battle, often compared to snakes as they move within their bark-like skin.
The Griosk are a very prejudice race, killing any other race that enters their territory on sight. To counteract this, as they do technically respect life, once a Griosk has reached it's teenage years, having been taught to fend for themselves and to respect and follow the Griosk ways, they are sent out into the world. These relatively young Griosk go out and deliver a simple, straight-forward message to anyone who appears intelligent enough to listen, "Do not come to our lands unless you have been invited. If you do, you will die there."
A very small number of Griosk enjoy the other lands, as bright as they are, and choose to become permanent ambassadors for their people, rarely even opening up trade relations, offering advanced medicine or other items. These ambassadors are the most often means of procuring invitations to the Vezung Rainforest, as they keep bats from the island, who return there instinctively when released. They keep different kinds of paint for marking the bats with different degrees of urgency. Yellow paint for 'standard request', white paint for 'important request', and a special luminescent paint for 'emergency, extremely urgent request'.
Out of these few ambassadors, an even smaller number defect from the Griosk ways entirely, and integrate into the culture they have adopted. These Griosk are called heretics, and many Griosk would choose to kill one on sight, regardless of if he had been invited. Still, if a heretic sends a bat with the luminescent paint, it is likely to be accepted. Although, in such situations, if the reason for the request is not deemed urgent enough, the one who was invited becomes immediately uninvited, and, as they are already in the Griosk's land, subsequently killed.
Evergreen Mechanics
Landwalk
Hexproof
Flash
New Mechanics
"Enter the battlefield" theme.
White has a bit of a "Return target creature you control to it's owner's hand" theme.
Distract (Whenever this creature attacks, put a 0/1 colorless Shadow creature token with "This creature must be blocked if able" onto the battlefield tapped and attacking. Exile that token at end of combat.)
It's going to be super awkward if BlackBull makes his race but we'll make this crap work.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
If BlackBull submits his race before the time limit, I say we go with his. Sure, he made us wait til the very deadline, but he was already here. No more than 30. If someone wants to drop, than others can join in, but for now, they should be more like extras just in case.
I'm also very excited to see the lore and which team will be the next legion or lividus.
my race will be the Megarids and they will evolve from homarids in the colors of UUR. they come out when homarids are evolving in the water because of climate change and they are a bit of red becuse the water is hot lol (and so are homarids lol!!!) they come out of the oceans and invade because of their destruction of habitat they are a very passanite race and like to make shell arts but they are very aluuf and dont like land people!
their abilities will be taps-untaps twiddle effects, and especially the homarid tide counters! they are also very good swimmers so they have haste and first strike and unblockable sometimes to!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Colors: UUR
Description: big humanoid lobsters that live in the warm oceans of the world. they are UUR in mana colors. they evolved from homarids when the water became too warm so they are sort of the same, but they have bigger claws and are stronger and faster. they draw power direct from the tides.
Culture: they are effected by the tides so their most active when the tides are high. they are passionite and like to make art to express themselves but they also think that land people are disrespectful and brutish because they destroy their habitat. they like to use sneakiness and guile as well as quick speed attacks in war.
Mechanics:
- tide mechanics (abilities on your turn and opponents turn where turns represent tides)
- a litttle of burn
- bounce
- tapping creatyres and permanents
- sabotage abilities
Well, GUB is quite common. BRING IT ON LISANDARIANS. Perhaps this time our races may actually get close to almost interacting.
Unblockable and first strike are evergreen mechanics so you can choose new mechanics if you want. For example, Cascade and Soulbond are mechanics.
HOMARID HONEY IS A TROLOLOLOL GIFT FROM CC?
SON OF A *****.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
For a while there I thought this was actually going to happen.
Did you honestly not know?
I was too excited about a 30th member.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
You still have time. Go, go!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Next time? (Assuming there is a next time. DDD=)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Sorry. Saw you were online, looking at the CCC forum, so I sent you a message.
Description
Physical Description
Culture/Beliefs/Society
Additional Information
Mechanics
1. Pacifism effects of some kind i'm working on a keyword maybe Conversion - when this creature blocks a creature, that creature gains "this creature cannot attack or block". I'm doing this kinda rushed though i'll smooth out the key word later
2. tax - a warning of sorts... I'm going to make it difficult for you to do that evil stuff around me.
3. Protection effects - Protect those who cannot protect themselves, this is the way of the high master
4. Ability removal - If you can't stop them from doing something evil, make them forget that they can.
5. Creature steal - If all else fails, you will follow the path of enlightenment
Journal of Gareen the Clear
Journal of Gareen the Clear
1549 BCE
I feel the fears and lusts and ambitions of my people in my mind and in my soul. We are weak, broken and unfocused. Our inability to control our abilities and our ambitions, our lust for personal gain over the needs of the many is what makes us feeble. I can no longer stand by, I can no longer spend all my days within the solitude of my mind. I must share the knowledge that I have acquired with my brethren, we must become united in mind and heart. I will spend the rest of my life dedicating myself to the unification of my kind. I will bring my people together, once they have experienced contact with my enlightened spirit they will eagerly join with me.
1545 BCE
In five long years I have only succeeded in bringing two hundred sheep into my flock. But I have had a breakthrough. Through communing with a spirit that called itself a celestial I believe I have discovered a way to create a permanent Psychic tie between myself and other Philerians... I'm not sure I have the strength to complete such a task, but I will continue to explore this possibility.
1543 BCE
I have done it! The celestial being that I have been communing with over the last two years has helped me greatly in my studies. I now know what must be done to connect the minds and souls of one Philerian to another! I only hope that I have the power to do so!
15542 BCE
I had tried and failed to complete the ritual needed in the joining many times before I realized I would need help... The celestial has offered to bond with my soul which would allow him to manifest himself in this plane with more substance and in turn the powers of my mind will be multiplied so that I may join our race together!
1540 BCE
Only two short years after my bond with my celestial brother I have succeeded in binding the minds of over one thousand of my people, as we grow in numbers our minds will inevitably pull our brothers and sisters to us until all Philerians are of one spirit.
1531 BCE
I am happy to say this will be my last entry in this journal, as of today every single Philerian has bound himself into our flock, and what has come as an unexpected surprise all the children born to bound parents come from the womb and enter into union with our race, although they must be brought up in our ways. No longer will we be weak, for we compliment each other and strengthen the weaknesses of our brothers with our own strength. There are dangers though... Even bound to one another my people feel the need for solitude and the peace that meditation brings... Our children must be brought up in our ways and taught to discipline themselves lest their minds become poisoned with the unclean thoughts of our neighbors and spoil all of us. Even though we are joined it has only served to make us realize the need for each of us to mentally discipline ourselves lest we fall back into our old ways... Each Philerian must learn to stand on his own and find the path to enlightenment.
The Cataclysm
A storm rages in the heavens above the continent of Thanreus , the likes of which has never been seen before. The sky has darkened to a blood red, and the clouds are moving in a lazy spiral overhead. The races of the plane look on in horror as their once beautiful sky transforms into a swirling nightmare. Lightning flashes through the clouds in a deadly dance of raw power.
The eye of the storm is something out of a terrible dream, a rip in the very fabric of existence. The eye flashes with every color possible, colors that have never been seen by the inhabitants of Thanreus, and yet at the same time it was blacker than the darkest night. The storm raged on through the night, and the eye grew ever larger.
Even more suddenly than it began, there was a flash in the center of the storm, and within the span of three seconds, the swirling clouds were suddenly sucked into the eye of storm and for a moment it was even peaceful… The sky exploded with a rainbow of fire and light! The once small eye was now a gaping mouth, and if any were brave enough to look into the sky they would see an entire city forcing its way through the inferno, and hurtling at an alarming rate, on a collision course with the lands west of the Lareen rain forest.
The force of the collision tore through the ground, and the deafening sound of the meteor slamming into the foreign earth was heard all across the plane. Few survivors were left to survey the wreckage, but those few burned and scarred Actera, and the Lrin who still had dead bodies to force into motion would describe the scene as if the hand of a god had scooped up some foreign city and pitched it through space and onto Thanreus, destroying half of the western Acteran hive, and the main living clay mine of the Lrin.
There isn’t much left of the city that was perched upon the meteor, only the ruins of a civilization that was clearly once rich with a strange mixture of technology and magic. An aura of power hovers over the wreckage, almost tangible even to those without the gift to discern such things. What mysteries lie in wait for those with the inclination to study those ruins?
This cataclysmic event at first a curse upon those in its path, now seems like a blessing, for in its wake of destruction it has left a feeling of camaraderie between the races in the surrounding area. The Actera have many wounded and repairs to be made, their long standing trade tariffs with the Delthran has moved the wealthy reptilian race, Bronse, the Trademaster had empathy for their loss has convinced the rest to forge an alliance. The Lrin's Ancient Circle, with their main source of living clay destroyed have turned to the Philerians who, under the guidance of High Master Rakai, were more than willing to start a mining process along the edge of the Serei in exchange for a Lrin military alliance, the Philerian missionaries were also sent out in the relief effort to help both sides. The Reltathri tradesman Vadas Fex, witnessed the event from the Delthran lands, and after a quick investigation, he returned to his own. At the thought of such untapped knowledge as the ruined city might hold, the Reltathri were eager to forge alliances with the surrounding races in order to study and protect this anomaly.
The Cataclysm has had another, quite unexpected side effect, the city, broken off from another plane has drawn the Celestials in hordes. The spiritual beings, which have had contact with most races on the plane of Thanreus, has forsaken them all, save those who are hovering around this new treasure. The dense aura of mana, and vast amount of artifacts that they could bind to, was all they needed to forge them together as a race, and into an alliance with the other races in the area. The mana is so thick that the mortal races can actually communicate with the celestials freely while close to it’s source.
A new era has fallen and the minor alliances of the area have been forged into a brotherhood, dedicated to protecting each other and the gift that has been bestowed upon them. But what will the future bring? What discoveries will be unearthed? And most importantly of all, will they be able to hold onto their treasure, or will greed spurn the other races of the land into conflict, in an attempt to take the wealth of knowledge and magic for themselves?
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
GG The Griosk GG
BBB
Presently, they were trudging through something of a bog, a low point in the terrain, where the constant rain had accumulated. The men were trying to keep close to the trunks of trees, so they might walk on roots, and avoid the unknown depths of water and muck around them. However, even as they made their way forward, something else made it's way towards them...
Devon was the first to vanish, suddenly gone into the shadow of the tree, his torch splashing into the water below. Before the rest of the men could even register that something had just happened, two more men were gone with but the faintest disturbance of water. Confusion quickly turned to panic as Franklin, Termund, and Crian vanished. Olifar, Howard, and Tress. Men vanished until all that was left was Eclar, stumbling, trying to simply get out of the bog.
A root caught his foot and he tumbled, face first into the water. As he tried to pull himself up, he came face to face with a pair of eyes, two points of light shining withing a snake-like hood. Eclar didn't even have time to scream before his life had ended.
The reason the Griosk put such a heavy weight on trespassing is because they see themselves as protectors of the natural order, druids. Not only this, but they specifically believe they are the wardens of the most beautiful and powerful land that exists, safeguarding it from the greeds of other races for a time of need.
There are three different branches of the Griosk religion, each focused on where the fabled 'power of the land' originates. There are those who worship the land and the trees themselves, those who believe the pitch black darkness that permeates everything within their land is itself power, and those who believe that it is light that is the power, and the land simply hides it, holding it back, as they themselves hide the land.
Their wood-like skin offers enough protection that they don't usually need armor, or clothing in general, leaving them to usually just wear shawls or simple bandoleers containing miscellaneous items. Their warriors appear like savages most of the time, carrying around spears, but this is but a ruse, as the said spears are dripping with advanced magics, which the race's witch doctors have refined over the many years.
When at rest, Griosk sway slightly, their bodies groaning deeply like ancient trees in a breeze. Their speech, however, is smooth and seamless, with a lot of emphasis on 'S' and 'K' sounds, contrasting the deep creak of their bodies in a curious way.
Griosk are taught the tenants of the race's religion from birth, with very strict rules and guidelines upon their early life. These rigid lines lighten up when the Griosk reach their teenage years, when they are often encouraged to explore the world, find their passion, so they might best serve the Griosk as a whole. Most Griosk about this age become ambassadors or Evangelists for at least a short time as they explore the world, though it is unusual for one to remain as such for long, since they are, by that age, far more familiar with their own culture, and therefore far more comfortable with it. Some, however, enjoy the change, and become long-term, perhaps even permanent, ambassadors.
The governing body of the Griosk civilization is a theocracy, with leaders of the church also being the leaders of the race. The three different branches of the religion each concern themselves with different matters of importance. Those who worship the land are in charge of food and of building houses, staking out their land so they might protect the power within it. Those who worship the darkness are part warriors and part witch doctors, refining what power they can find in the shadows for use in their endless protection of the infinite darkness. Those who believe that light is the source of power in their land take the role of politicians, heralds, who go forward to other lands, warning them to not trespass, lest the powerful light hidden within their land strike them down.
A very small number of Griosk enjoy the other lands, as bright as they are, and choose to become permanent ambassadors for their people, rarely even opening up trade relations, offering advanced medicine or other items. These ambassadors are the most often means of procuring invitations to the Vezung Rainforest, as they keep bats from the island, who return there instinctively when released. They keep different kinds of paint for marking the bats with different degrees of urgency. Yellow paint for 'standard request', white paint for 'important request', and a special luminescent paint for 'emergency, extremely urgent request'.
Out of these few ambassadors, an even smaller number defect from the Griosk ways entirely, and integrate into the culture they have adopted. These Griosk are called heretics, and many Griosk would choose to kill one on sight, regardless of if he had been invited. Still, if a heretic sends a bat with the luminescent paint, it is likely to be accepted. Although, in such situations, if the reason for the request is not deemed urgent enough, the one who was invited becomes immediately uninvited, and, as they are already in the Griosk's land, subsequently killed.
Landwalk
Hexproof
Flash
New Mechanics
"Enter the battlefield" theme.
White has a bit of a "Return target creature you control to it's owner's hand" theme.
Distract (Whenever this creature attacks, put a 0/1 colorless Shadow creature token with "This creature must be blocked if able" onto the battlefield tapped and attacking. Exile that token at end of combat.)